deeptwins-cesium-engine 0.0.3

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Files changed (2085) hide show
  1. package/Build/ThirdParty/Workers/zip-web-worker.js +640 -0
  2. package/Build/Workers/chunk-2363JE27.js +163 -0
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  1974. package/Source/Shaders/SunVS.js +30 -0
  1975. package/Source/Shaders/Vector3DTileClampedPolylinesFS.glsl +48 -0
  1976. package/Source/Shaders/Vector3DTileClampedPolylinesFS.js +50 -0
  1977. package/Source/Shaders/Vector3DTileClampedPolylinesVS.glsl +85 -0
  1978. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +87 -0
  1979. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +22 -0
  1980. package/Source/Shaders/Vector3DTilePolylinesVS.js +24 -0
  1981. package/Source/Shaders/VectorTileVS.glsl +9 -0
  1982. package/Source/Shaders/VectorTileVS.js +11 -0
  1983. package/Source/Shaders/ViewportQuadFS.glsl +16 -0
  1984. package/Source/Shaders/ViewportQuadFS.js +18 -0
  1985. package/Source/Shaders/ViewportQuadVS.glsl +10 -0
  1986. package/Source/Shaders/ViewportQuadVS.js +12 -0
  1987. package/Source/Shaders/Voxels/IntersectBox.glsl +34 -0
  1988. package/Source/Shaders/Voxels/IntersectBox.js +36 -0
  1989. package/Source/Shaders/Voxels/IntersectCylinder.glsl +142 -0
  1990. package/Source/Shaders/Voxels/IntersectCylinder.js +144 -0
  1991. package/Source/Shaders/Voxels/IntersectDepth.glsl +27 -0
  1992. package/Source/Shaders/Voxels/IntersectDepth.js +29 -0
  1993. package/Source/Shaders/Voxels/IntersectEllipsoid.glsl +330 -0
  1994. package/Source/Shaders/Voxels/IntersectEllipsoid.js +332 -0
  1995. package/Source/Shaders/Voxels/IntersectLongitude.glsl +114 -0
  1996. package/Source/Shaders/Voxels/IntersectLongitude.js +116 -0
  1997. package/Source/Shaders/Voxels/IntersectPlane.glsl +80 -0
  1998. package/Source/Shaders/Voxels/IntersectPlane.js +82 -0
  1999. package/Source/Shaders/Voxels/Intersection.glsl +50 -0
  2000. package/Source/Shaders/Voxels/Intersection.js +52 -0
  2001. package/Source/Shaders/Voxels/IntersectionUtils.glsl +167 -0
  2002. package/Source/Shaders/Voxels/IntersectionUtils.js +169 -0
  2003. package/Source/Shaders/Voxels/Megatexture.glsl +123 -0
  2004. package/Source/Shaders/Voxels/Megatexture.js +125 -0
  2005. package/Source/Shaders/Voxels/Octree.glsl +257 -0
  2006. package/Source/Shaders/Voxels/Octree.js +259 -0
  2007. package/Source/Shaders/Voxels/VoxelFS.glsl +267 -0
  2008. package/Source/Shaders/Voxels/VoxelFS.js +269 -0
  2009. package/Source/Shaders/Voxels/VoxelUtils.glsl +12 -0
  2010. package/Source/Shaders/Voxels/VoxelUtils.js +14 -0
  2011. package/Source/Shaders/Voxels/VoxelVS.glsl +11 -0
  2012. package/Source/Shaders/Voxels/VoxelVS.js +13 -0
  2013. package/Source/Shaders/Voxels/convertLocalToBoxUv.glsl +30 -0
  2014. package/Source/Shaders/Voxels/convertLocalToBoxUv.js +32 -0
  2015. package/Source/Shaders/Voxels/convertLocalToCylinderUv.glsl +97 -0
  2016. package/Source/Shaders/Voxels/convertLocalToCylinderUv.js +99 -0
  2017. package/Source/Shaders/Voxels/convertLocalToEllipsoidUv.glsl +193 -0
  2018. package/Source/Shaders/Voxels/convertLocalToEllipsoidUv.js +195 -0
  2019. package/Source/ThirdParty/Workers/basis_transcoder.js +21 -0
  2020. package/Source/ThirdParty/Workers/package.json +1 -0
  2021. package/Source/ThirdParty/Workers/zip-web-worker.js +1 -0
  2022. package/Source/ThirdParty/basis_transcoder.wasm +0 -0
  2023. package/Source/ThirdParty/draco_decoder.wasm +0 -0
  2024. package/Source/ThirdParty/google-earth-dbroot-parser.js +8337 -0
  2025. package/Source/ThirdParty/wasm_splats_bg.wasm +0 -0
  2026. package/Source/ThirdParty/zip-module.wasm +0 -0
  2027. package/Source/Widget/CesiumWidget.css +119 -0
  2028. package/Source/Widget/CesiumWidget.js +1606 -0
  2029. package/Source/Widget/lighter.css +14 -0
  2030. package/Source/Workers/combineGeometry.js +13 -0
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  2039. package/Source/Workers/createCylinderGeometry.js +10 -0
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  2047. package/Source/Workers/createGeometry.js +78 -0
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  2049. package/Source/Workers/createPlaneGeometry.js +10 -0
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  2059. package/Source/Workers/createSphereGeometry.js +10 -0
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  2068. package/Source/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +651 -0
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  2073. package/Source/Workers/decodeDraco.js +383 -0
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  2076. package/Source/Workers/gaussianSplatSorter.js +34 -0
  2077. package/Source/Workers/gaussianSplatTextureGenerator.js +39 -0
  2078. package/Source/Workers/incrementallyBuildTerrainPicker.js +108 -0
  2079. package/Source/Workers/transcodeKTX2.js +308 -0
  2080. package/Source/Workers/transferTypedArrayTest.js +16 -0
  2081. package/Source/Workers/upsampleQuantizedTerrainMesh.js +681 -0
  2082. package/Source/Workers/upsampleVerticesFromCesium3DTilesTerrain.js +55 -0
  2083. package/index.d.ts +46026 -0
  2084. package/index.js +1227 -0
  2085. package/package.json +79 -0
@@ -0,0 +1,1135 @@
1
+ import BoundingSphere from "../Core/BoundingSphere.js";
2
+ import buildModuleUrl from "../Core/buildModuleUrl.js";
3
+ import Cartesian3 from "../Core/Cartesian3.js";
4
+ import Cartographic from "../Core/Cartographic.js";
5
+ import Color from "../Core/Color.js";
6
+ import defined from "../Core/defined.js";
7
+ import destroyObject from "../Core/destroyObject.js";
8
+ import DeveloperError from "../Core/DeveloperError.js";
9
+ import Ellipsoid from "../Core/Ellipsoid.js";
10
+ import EllipsoidTerrainProvider from "../Core/EllipsoidTerrainProvider.js";
11
+ import Event from "../Core/Event.js";
12
+ import IntersectionTests from "../Core/IntersectionTests.js";
13
+ import NearFarScalar from "../Core/NearFarScalar.js";
14
+ import Ray from "../Core/Ray.js";
15
+ import Rectangle from "../Core/Rectangle.js";
16
+ import Resource from "../Core/Resource.js";
17
+ import ShaderSource from "../Renderer/ShaderSource.js";
18
+ import Texture from "../Renderer/Texture.js";
19
+ import GlobeFS from "../Shaders/GlobeFS.js";
20
+ import GlobeVS from "../Shaders/GlobeVS.js";
21
+ import AtmosphereCommon from "../Shaders/AtmosphereCommon.js";
22
+ import GroundAtmosphere from "../Shaders/GroundAtmosphere.js";
23
+ import GlobeSurfaceShaderSet from "./GlobeSurfaceShaderSet.js";
24
+ import GlobeSurfaceTileProvider from "./GlobeSurfaceTileProvider.js";
25
+ import GlobeTranslucency from "./GlobeTranslucency.js";
26
+ import ImageryLayerCollection from "./ImageryLayerCollection.js";
27
+ import QuadtreePrimitive from "./QuadtreePrimitive.js";
28
+ import SceneMode from "./SceneMode.js";
29
+ import ShadowMode from "./ShadowMode.js";
30
+ import CesiumMath from "../Core/Math.js";
31
+
32
+ /**
33
+ * The globe rendered in the scene, including its terrain ({@link Globe#terrainProvider})
34
+ * and imagery layers ({@link Globe#imageryLayers}). Access the globe using {@link Scene#globe}.
35
+ *
36
+ * @alias Globe
37
+ * @constructor
38
+ *
39
+ * @param {Ellipsoid} [ellipsoid=Ellipsoid.default] Determines the size and shape of the
40
+ * globe.
41
+ */
42
+ function Globe(ellipsoid) {
43
+ ellipsoid = ellipsoid ?? Ellipsoid.default;
44
+ const terrainProvider = new EllipsoidTerrainProvider({
45
+ ellipsoid: ellipsoid,
46
+ });
47
+ const imageryLayerCollection = new ImageryLayerCollection();
48
+
49
+ this._ellipsoid = ellipsoid;
50
+ this._imageryLayerCollection = imageryLayerCollection;
51
+
52
+ this._surfaceShaderSet = new GlobeSurfaceShaderSet();
53
+ this._material = undefined;
54
+
55
+ this._surface = new QuadtreePrimitive({
56
+ tileProvider: new GlobeSurfaceTileProvider({
57
+ terrainProvider: terrainProvider,
58
+ imageryLayers: imageryLayerCollection,
59
+ surfaceShaderSet: this._surfaceShaderSet,
60
+ }),
61
+ });
62
+
63
+ this._terrainProvider = terrainProvider;
64
+ this._terrainProviderChanged = new Event();
65
+
66
+ this._undergroundColor = Color.clone(Color.BLACK);
67
+ this._undergroundColorAlphaByDistance = new NearFarScalar(
68
+ ellipsoid.maximumRadius / 1000.0,
69
+ 0.0,
70
+ ellipsoid.maximumRadius / 5.0,
71
+ 1.0,
72
+ );
73
+
74
+ this._translucency = new GlobeTranslucency();
75
+
76
+ makeShadersDirty(this);
77
+
78
+ /**
79
+ * Determines if the globe will be shown.
80
+ *
81
+ * @type {boolean}
82
+ * @default true
83
+ */
84
+ this.show = true;
85
+
86
+ this._oceanNormalMapResourceDirty = true;
87
+ this._oceanNormalMapResource = new Resource({
88
+ url: buildModuleUrl("Assets/Textures/waterNormalsSmall.jpg"),
89
+ });
90
+
91
+ /**
92
+ * The maximum screen-space error used to drive level-of-detail refinement. Higher
93
+ * values will provide better performance but lower visual quality.
94
+ *
95
+ * @type {number}
96
+ * @default 2
97
+ */
98
+ this.maximumScreenSpaceError = 2;
99
+
100
+ /**
101
+ * The size of the terrain tile cache, expressed as a number of tiles. Any additional
102
+ * tiles beyond this number will be freed, as long as they aren't needed for rendering
103
+ * this frame. A larger number will consume more memory but will show detail faster
104
+ * when, for example, zooming out and then back in.
105
+ *
106
+ * @type {number}
107
+ * @default 100
108
+ */
109
+ this.tileCacheSize = 100;
110
+
111
+ /**
112
+ * Gets or sets the number of loading descendant tiles that is considered "too many".
113
+ * If a tile has too many loading descendants, that tile will be loaded and rendered before any of
114
+ * its descendants are loaded and rendered. This means more feedback for the user that something
115
+ * is happening at the cost of a longer overall load time. Setting this to 0 will cause each
116
+ * tile level to be loaded successively, significantly increasing load time. Setting it to a large
117
+ * number (e.g. 1000) will minimize the number of tiles that are loaded but tend to make
118
+ * detail appear all at once after a long wait.
119
+ * @type {number}
120
+ * @default 20
121
+ */
122
+ this.loadingDescendantLimit = 20;
123
+
124
+ /**
125
+ * Gets or sets a value indicating whether the ancestors of rendered tiles should be preloaded.
126
+ * Setting this to true optimizes the zoom-out experience and provides more detail in
127
+ * newly-exposed areas when panning. The down side is that it requires loading more tiles.
128
+ * @type {boolean}
129
+ * @default true
130
+ */
131
+ this.preloadAncestors = true;
132
+
133
+ /**
134
+ * Gets or sets a value indicating whether the siblings of rendered tiles should be preloaded.
135
+ * Setting this to true causes tiles with the same parent as a rendered tile to be loaded, even
136
+ * if they are culled. Setting this to true may provide a better panning experience at the
137
+ * cost of loading more tiles.
138
+ * @type {boolean}
139
+ * @default false
140
+ */
141
+ this.preloadSiblings = false;
142
+
143
+ /**
144
+ * The color to use to highlight terrain fill tiles. If undefined, fill tiles are not
145
+ * highlighted at all. The alpha value is used to alpha blend with the tile's
146
+ * actual color. Because terrain fill tiles do not represent the actual terrain surface,
147
+ * it may be useful in some applications to indicate visually that they are not to be trusted.
148
+ * @type {Color}
149
+ * @default undefined
150
+ */
151
+ this.fillHighlightColor = undefined;
152
+
153
+ /**
154
+ * Enable lighting the globe with the scene's light source.
155
+ *
156
+ * @type {boolean}
157
+ * @default false
158
+ */
159
+ this.enableLighting = false;
160
+
161
+ /**
162
+ * A multiplier to adjust terrain lambert lighting.
163
+ * This number is multiplied by the result of <code>czm_getLambertDiffuse</code> in GlobeFS.glsl.
164
+ * This only takes effect when <code>enableLighting</code> is <code>true</code>.
165
+ *
166
+ * @type {number}
167
+ * @default 0.9
168
+ */
169
+ this.lambertDiffuseMultiplier = 0.9;
170
+
171
+ /**
172
+ * Enable dynamic lighting effects on atmosphere and fog. This only takes effect
173
+ * when <code>enableLighting</code> is <code>true</code>.
174
+ *
175
+ * @type {boolean}
176
+ * @default true
177
+ */
178
+ this.dynamicAtmosphereLighting = true;
179
+
180
+ /**
181
+ * Whether dynamic atmosphere lighting uses the sun direction instead of the scene's
182
+ * light direction. This only takes effect when <code>enableLighting</code> and
183
+ * <code>dynamicAtmosphereLighting</code> are <code>true</code>.
184
+ *
185
+ * @type {boolean}
186
+ * @default false
187
+ */
188
+ this.dynamicAtmosphereLightingFromSun = false;
189
+
190
+ /**
191
+ * Enable the ground atmosphere, which is drawn over the globe when viewed from a distance between <code>lightingFadeInDistance</code> and <code>lightingFadeOutDistance</code>.
192
+ *
193
+ * @type {boolean}
194
+ * @default true when using the WGS84 ellipsoid, false otherwise
195
+ */
196
+ this.showGroundAtmosphere = Ellipsoid.WGS84.equals(ellipsoid);
197
+
198
+ /**
199
+ * The intensity of the light that is used for computing the ground atmosphere color.
200
+ *
201
+ * @type {number}
202
+ * @default 10.0
203
+ */
204
+ this.atmosphereLightIntensity = 10.0;
205
+
206
+ /**
207
+ * The Rayleigh scattering coefficient used in the atmospheric scattering equations for the ground atmosphere.
208
+ *
209
+ * @type {Cartesian3}
210
+ * @default Cartesian3(5.5e-6, 13.0e-6, 28.4e-6)
211
+ */
212
+ this.atmosphereRayleighCoefficient = new Cartesian3(5.5e-6, 13.0e-6, 28.4e-6);
213
+
214
+ /**
215
+ * The Mie scattering coefficient used in the atmospheric scattering equations for the ground atmosphere.
216
+ *
217
+ * @type {Cartesian3}
218
+ * @default Cartesian3(21e-6, 21e-6, 21e-6)
219
+ */
220
+ this.atmosphereMieCoefficient = new Cartesian3(21e-6, 21e-6, 21e-6);
221
+
222
+ /**
223
+ * The Rayleigh scale height used in the atmospheric scattering equations for the ground atmosphere, in meters.
224
+ *
225
+ * @type {number}
226
+ * @default 10000.0
227
+ */
228
+ this.atmosphereRayleighScaleHeight = 10000.0;
229
+
230
+ /**
231
+ * The Mie scale height used in the atmospheric scattering equations for the ground atmosphere, in meters.
232
+ *
233
+ * @type {number}
234
+ * @default 3200.0
235
+ */
236
+ this.atmosphereMieScaleHeight = 3200.0;
237
+
238
+ /**
239
+ * The anisotropy of the medium to consider for Mie scattering.
240
+ * <p>
241
+ * Valid values are between -1.0 and 1.0.
242
+ * </p>
243
+ * @type {number}
244
+ * @default 0.9
245
+ */
246
+ this.atmosphereMieAnisotropy = 0.9;
247
+
248
+ /**
249
+ * The distance where everything becomes lit. This only takes effect
250
+ * when <code>enableLighting</code> or <code>showGroundAtmosphere</code> is <code>true</code>.
251
+ *
252
+ * @type {number}
253
+ * @default 1/2 * pi * ellipsoid.minimumRadius
254
+ */
255
+ this.lightingFadeOutDistance =
256
+ CesiumMath.PI_OVER_TWO * ellipsoid.minimumRadius;
257
+
258
+ /**
259
+ * The distance where lighting resumes. This only takes effect
260
+ * when <code>enableLighting</code> or <code>showGroundAtmosphere</code> is <code>true</code>.
261
+ *
262
+ * @type {number}
263
+ * @default pi * ellipsoid.minimumRadius
264
+ */
265
+ this.lightingFadeInDistance = CesiumMath.PI * ellipsoid.minimumRadius;
266
+
267
+ /**
268
+ * The distance where the darkness of night from the ground atmosphere fades out to a lit ground atmosphere.
269
+ * This only takes effect when <code>showGroundAtmosphere</code>, <code>enableLighting</code>, and
270
+ * <code>dynamicAtmosphereLighting</code> are <code>true</code>.
271
+ *
272
+ * @type {number}
273
+ * @default 1/2 * pi * ellipsoid.minimumRadius
274
+ */
275
+ this.nightFadeOutDistance = CesiumMath.PI_OVER_TWO * ellipsoid.minimumRadius;
276
+
277
+ /**
278
+ * The distance where the darkness of night from the ground atmosphere fades in to an unlit ground atmosphere.
279
+ * This only takes effect when <code>showGroundAtmosphere</code>, <code>enableLighting</code>, and
280
+ * <code>dynamicAtmosphereLighting</code> are <code>true</code>.
281
+ *
282
+ * @type {number}
283
+ * @default 5/2 * pi * ellipsoid.minimumRadius
284
+ */
285
+ this.nightFadeInDistance =
286
+ 5.0 * CesiumMath.PI_OVER_TWO * ellipsoid.minimumRadius;
287
+
288
+ /**
289
+ * True if an animated wave effect should be shown in areas of the globe
290
+ * covered by water; otherwise, false. This property is ignored if the
291
+ * <code>terrainProvider</code> does not provide a water mask.
292
+ *
293
+ * @type {boolean}
294
+ * @default true
295
+ */
296
+ this.showWaterEffect = true;
297
+
298
+ /**
299
+ * True if primitives such as billboards, polylines, labels, etc. should be depth-tested
300
+ * against the terrain surface, or false if such primitives should always be drawn on top
301
+ * of terrain unless they're on the opposite side of the globe. The disadvantage of depth
302
+ * testing primitives against terrain is that slight numerical noise or terrain level-of-detail
303
+ * switched can sometimes make a primitive that should be on the surface disappear underneath it.
304
+ *
305
+ * @type {boolean}
306
+ * @default false
307
+ *
308
+ */
309
+ this.depthTestAgainstTerrain = false;
310
+
311
+ /**
312
+ * Determines whether the globe casts or receives shadows from light sources. Setting the globe
313
+ * to cast shadows may impact performance since the terrain is rendered again from the light's perspective.
314
+ * Currently only terrain that is in view casts shadows. By default the globe does not cast shadows.
315
+ *
316
+ * @type {ShadowMode}
317
+ * @default ShadowMode.RECEIVE_ONLY
318
+ */
319
+ this.shadows = ShadowMode.RECEIVE_ONLY;
320
+
321
+ /**
322
+ * The hue shift to apply to the atmosphere. Defaults to 0.0 (no shift).
323
+ * A hue shift of 1.0 indicates a complete rotation of the hues available.
324
+ * @type {number}
325
+ * @default 0.0
326
+ */
327
+ this.atmosphereHueShift = 0.0;
328
+
329
+ /**
330
+ * The saturation shift to apply to the atmosphere. Defaults to 0.0 (no shift).
331
+ * A saturation shift of -1.0 is monochrome.
332
+ * @type {number}
333
+ * @default 0.0
334
+ */
335
+ this.atmosphereSaturationShift = 0.0;
336
+
337
+ /**
338
+ * The brightness shift to apply to the atmosphere. Defaults to 0.0 (no shift).
339
+ * A brightness shift of -1.0 is complete darkness, which will let space show through.
340
+ * @type {number}
341
+ * @default 0.0
342
+ */
343
+ this.atmosphereBrightnessShift = 0.0;
344
+
345
+ /**
346
+ * Whether to show terrain skirts. Terrain skirts are geometry extending downwards from a tile's edges used to hide seams between neighboring tiles.
347
+ * Skirts are always hidden when the camera is underground or translucency is enabled.
348
+ *
349
+ * @type {boolean}
350
+ * @default true
351
+ */
352
+ this.showSkirts = true;
353
+
354
+ /**
355
+ * Whether to cull back-facing terrain. Back faces are not culled when the camera is underground or translucency is enabled.
356
+ *
357
+ * @type {boolean}
358
+ * @default true
359
+ */
360
+ this.backFaceCulling = true;
361
+
362
+ this._oceanNormalMap = undefined;
363
+ this._zoomedOutOceanSpecularIntensity = undefined;
364
+
365
+ /**
366
+ * Determines the darkness of the vertex shadow.
367
+ * This only takes effect when <code>enableLighting</code> is <code>true</code>.
368
+ *
369
+ * @type {number}
370
+ * @default 0.3
371
+ */
372
+ this.vertexShadowDarkness = 0.3;
373
+ }
374
+
375
+ Object.defineProperties(Globe.prototype, {
376
+ /**
377
+ * Gets an ellipsoid describing the shape of this globe.
378
+ * @memberof Globe.prototype
379
+ * @type {Ellipsoid}
380
+ */
381
+ ellipsoid: {
382
+ get: function () {
383
+ return this._ellipsoid;
384
+ },
385
+ },
386
+ /**
387
+ * Gets the collection of image layers that will be rendered on this globe.
388
+ * @memberof Globe.prototype
389
+ * @type {ImageryLayerCollection}
390
+ */
391
+ imageryLayers: {
392
+ get: function () {
393
+ return this._imageryLayerCollection;
394
+ },
395
+ },
396
+ /**
397
+ * Gets an event that's raised when an imagery layer is added, shown, hidden, moved, or removed.
398
+ *
399
+ * @memberof Globe.prototype
400
+ * @type {Event}
401
+ * @readonly
402
+ */
403
+ imageryLayersUpdatedEvent: {
404
+ get: function () {
405
+ return this._surface.tileProvider.imageryLayersUpdatedEvent;
406
+ },
407
+ },
408
+ /**
409
+ * Returns <code>true</code> when the tile load queue is empty, <code>false</code> otherwise. When the load queue is empty,
410
+ * all terrain and imagery for the current view have been loaded.
411
+ * @memberof Globe.prototype
412
+ * @type {boolean}
413
+ * @readonly
414
+ */
415
+ tilesLoaded: {
416
+ get: function () {
417
+ if (!defined(this._surface)) {
418
+ return true;
419
+ }
420
+ return (
421
+ this._surface._tileLoadQueueHigh.length === 0 &&
422
+ this._surface._tileLoadQueueMedium.length === 0 &&
423
+ this._surface._tileLoadQueueLow.length === 0
424
+ );
425
+ },
426
+ },
427
+ /**
428
+ * Gets or sets the color of the globe when no imagery is available.
429
+ * @memberof Globe.prototype
430
+ * @type {Color}
431
+ */
432
+ baseColor: {
433
+ get: function () {
434
+ return this._surface.tileProvider.baseColor;
435
+ },
436
+ set: function (value) {
437
+ this._surface.tileProvider.baseColor = value;
438
+ },
439
+ },
440
+ /**
441
+ * A property specifying a {@link ClippingPlaneCollection} used to selectively disable rendering on the outside of each plane.
442
+ *
443
+ * @memberof Globe.prototype
444
+ * @type {ClippingPlaneCollection}
445
+ */
446
+ clippingPlanes: {
447
+ get: function () {
448
+ return this._surface.tileProvider.clippingPlanes;
449
+ },
450
+ set: function (value) {
451
+ this._surface.tileProvider.clippingPlanes = value;
452
+ },
453
+ },
454
+ /**
455
+ * A property specifying a {@link ClippingPolygonCollection} used to selectively disable rendering inside or outside a list of polygons.
456
+ *
457
+ * @memberof Globe.prototype
458
+ * @type {ClippingPolygonCollection}
459
+ */
460
+ clippingPolygons: {
461
+ get: function () {
462
+ return this._surface.tileProvider.clippingPolygons;
463
+ },
464
+ set: function (value) {
465
+ this._surface.tileProvider.clippingPolygons = value;
466
+ },
467
+ },
468
+ /**
469
+ * A property specifying a {@link Rectangle} used to limit globe rendering to a cartographic area.
470
+ * Defaults to the maximum extent of cartographic coordinates.
471
+ *
472
+ * @memberof Globe.prototype
473
+ * @type {Rectangle}
474
+ * @default {@link Rectangle.MAX_VALUE}
475
+ */
476
+ cartographicLimitRectangle: {
477
+ get: function () {
478
+ return this._surface.tileProvider.cartographicLimitRectangle;
479
+ },
480
+ set: function (value) {
481
+ if (!defined(value)) {
482
+ value = Rectangle.clone(Rectangle.MAX_VALUE);
483
+ }
484
+ this._surface.tileProvider.cartographicLimitRectangle = value;
485
+ },
486
+ },
487
+ /**
488
+ * The normal map to use for rendering waves in the ocean. Setting this property will
489
+ * only have an effect if the configured terrain provider includes a water mask.
490
+ * @memberof Globe.prototype
491
+ * @type {string}
492
+ * @default buildModuleUrl('Assets/Textures/waterNormalsSmall.jpg')
493
+ */
494
+ oceanNormalMapUrl: {
495
+ get: function () {
496
+ return this._oceanNormalMapResource.url;
497
+ },
498
+ set: function (value) {
499
+ this._oceanNormalMapResource.url = value;
500
+ this._oceanNormalMapResourceDirty = true;
501
+ },
502
+ },
503
+ /**
504
+ * The terrain provider providing surface geometry for this globe.
505
+ * @type {TerrainProvider}
506
+ *
507
+ * @memberof Globe.prototype
508
+ * @type {TerrainProvider}
509
+ *
510
+ */
511
+ terrainProvider: {
512
+ get: function () {
513
+ return this._terrainProvider;
514
+ },
515
+ set: function (value) {
516
+ if (value !== this._terrainProvider) {
517
+ this._terrainProvider = value;
518
+ this._terrainProviderChanged.raiseEvent(value);
519
+ if (defined(this._material)) {
520
+ makeShadersDirty(this);
521
+ }
522
+ }
523
+ },
524
+ },
525
+ /**
526
+ * Gets an event that's raised when the terrain provider is changed
527
+ *
528
+ * @memberof Globe.prototype
529
+ * @type {Event}
530
+ * @readonly
531
+ */
532
+ terrainProviderChanged: {
533
+ get: function () {
534
+ return this._terrainProviderChanged;
535
+ },
536
+ },
537
+ /**
538
+ * Gets an event that's raised when the length of the tile load queue has changed since the last render frame. When the load queue is empty,
539
+ * all terrain and imagery for the current view have been loaded. The event passes the new length of the tile load queue.
540
+ *
541
+ * @memberof Globe.prototype
542
+ * @type {Event}
543
+ */
544
+ tileLoadProgressEvent: {
545
+ get: function () {
546
+ return this._surface.tileLoadProgressEvent;
547
+ },
548
+ },
549
+
550
+ /**
551
+ * Gets or sets the material appearance of the Globe. This can be one of several built-in {@link Material} objects or a custom material, scripted with
552
+ * {@link https://github.com/CesiumGS/cesium/wiki/Fabric|Fabric}.
553
+ * @memberof Globe.prototype
554
+ * @type {Material | undefined}
555
+ */
556
+ material: {
557
+ get: function () {
558
+ return this._material;
559
+ },
560
+ set: function (material) {
561
+ if (this._material !== material) {
562
+ this._material = material;
563
+ makeShadersDirty(this);
564
+ }
565
+ },
566
+ },
567
+
568
+ /**
569
+ * The color to render the back side of the globe when the camera is underground or the globe is translucent,
570
+ * blended with the globe color based on the camera's distance.
571
+ * <br /><br />
572
+ * To disable underground coloring, set <code>undergroundColor</code> to <code>undefined</code>.
573
+ *
574
+ * @memberof Globe.prototype
575
+ * @type {Color}
576
+ * @default {@link Color.BLACK}
577
+ *
578
+ * @see Globe#undergroundColorAlphaByDistance
579
+ */
580
+ undergroundColor: {
581
+ get: function () {
582
+ return this._undergroundColor;
583
+ },
584
+ set: function (value) {
585
+ this._undergroundColor = Color.clone(value, this._undergroundColor);
586
+ },
587
+ },
588
+
589
+ /**
590
+ * Gets or sets the near and far distance for blending {@link Globe#undergroundColor} with the globe color.
591
+ * The alpha will interpolate between the {@link NearFarScalar#nearValue} and
592
+ * {@link NearFarScalar#farValue} while the camera distance falls within the lower and upper bounds
593
+ * of the specified {@link NearFarScalar#near} and {@link NearFarScalar#far}.
594
+ * Outside of these ranges the alpha remains clamped to the nearest bound. If undefined,
595
+ * the underground color will not be blended with the globe color.
596
+ * <br /> <br />
597
+ * When the camera is above the ellipsoid the distance is computed from the nearest
598
+ * point on the ellipsoid instead of the camera's position.
599
+ *
600
+ * @memberof Globe.prototype
601
+ * @type {NearFarScalar}
602
+ *
603
+ * @see Globe#undergroundColor
604
+ *
605
+ */
606
+ undergroundColorAlphaByDistance: {
607
+ get: function () {
608
+ return this._undergroundColorAlphaByDistance;
609
+ },
610
+ set: function (value) {
611
+ //>>includeStart('debug', pragmas.debug);
612
+ if (defined(value) && value.far < value.near) {
613
+ throw new DeveloperError(
614
+ "far distance must be greater than near distance.",
615
+ );
616
+ }
617
+ //>>includeEnd('debug');
618
+ this._undergroundColorAlphaByDistance = NearFarScalar.clone(
619
+ value,
620
+ this._undergroundColorAlphaByDistance,
621
+ );
622
+ },
623
+ },
624
+
625
+ /**
626
+ * Properties for controlling globe translucency.
627
+ *
628
+ * @memberof Globe.prototype
629
+ * @type {GlobeTranslucency}
630
+ */
631
+ translucency: {
632
+ get: function () {
633
+ return this._translucency;
634
+ },
635
+ },
636
+ });
637
+
638
+ function makeShadersDirty(globe) {
639
+ const defines = [];
640
+
641
+ const requireNormals =
642
+ defined(globe._material) &&
643
+ (defined(globe._material.shaderSource.match(/slope/)) ||
644
+ defined(globe._material.shaderSource.match("normalEC")));
645
+
646
+ const fragmentSources = [AtmosphereCommon, GroundAtmosphere];
647
+ if (
648
+ defined(globe._material) &&
649
+ (!requireNormals || globe._terrainProvider.hasVertexNormals)
650
+ ) {
651
+ fragmentSources.push(globe._material.shaderSource);
652
+ defines.push("APPLY_MATERIAL");
653
+ globe._surface._tileProvider.materialUniformMap = globe._material._uniforms;
654
+ } else {
655
+ globe._surface._tileProvider.materialUniformMap = undefined;
656
+ }
657
+ fragmentSources.push(GlobeFS);
658
+
659
+ globe._surfaceShaderSet.baseVertexShaderSource = new ShaderSource({
660
+ sources: [AtmosphereCommon, GroundAtmosphere, GlobeVS],
661
+ defines: defines,
662
+ });
663
+
664
+ globe._surfaceShaderSet.baseFragmentShaderSource = new ShaderSource({
665
+ sources: fragmentSources,
666
+ defines: defines,
667
+ });
668
+ globe._surfaceShaderSet.material = globe._material;
669
+ }
670
+
671
+ function createComparePickTileFunction(rayOrigin) {
672
+ return function (a, b) {
673
+ const aDist = BoundingSphere.distanceSquaredTo(
674
+ a.pickBoundingSphere,
675
+ rayOrigin,
676
+ );
677
+ const bDist = BoundingSphere.distanceSquaredTo(
678
+ b.pickBoundingSphere,
679
+ rayOrigin,
680
+ );
681
+
682
+ return aDist - bDist;
683
+ };
684
+ }
685
+
686
+ const scratchArray = [];
687
+ const scratchSphereIntersectionResult = {
688
+ start: 0.0,
689
+ stop: 0.0,
690
+ };
691
+
692
+ /**
693
+ * Find an intersection between a ray and the globe surface that was rendered. The ray must be given in world coordinates.
694
+ *
695
+ * @param {Ray} ray The ray to test for intersection.
696
+ * @param {Scene} scene The scene.
697
+ * @param {boolean} [cullBackFaces=true] Set to true to not pick back faces.
698
+ * @param {Cartesian3} [result] The object onto which to store the result.
699
+ * @returns {Cartesian3|undefined} The intersection or <code>undefined</code> if none was found. The returned position is in projected coordinates for 2D and Columbus View.
700
+ *
701
+ * @private
702
+ */
703
+ Globe.prototype.pickWorldCoordinates = function (
704
+ ray,
705
+ scene,
706
+ cullBackFaces,
707
+ result,
708
+ ) {
709
+ //>>includeStart('debug', pragmas.debug);
710
+ if (!defined(ray)) {
711
+ throw new DeveloperError("ray is required");
712
+ }
713
+ if (!defined(scene)) {
714
+ throw new DeveloperError("scene is required");
715
+ }
716
+ //>>includeEnd('debug');
717
+
718
+ cullBackFaces = cullBackFaces ?? true;
719
+
720
+ const mode = scene.mode;
721
+ const projection = scene.mapProjection;
722
+
723
+ const sphereIntersections = scratchArray;
724
+ sphereIntersections.length = 0;
725
+
726
+ const tilesToRender = this._surface._tilesToRender;
727
+ let length = tilesToRender.length;
728
+
729
+ let tile;
730
+ let i;
731
+
732
+ for (i = 0; i < length; ++i) {
733
+ tile = tilesToRender[i];
734
+ const surfaceTile = tile.data;
735
+
736
+ if (!defined(surfaceTile)) {
737
+ continue;
738
+ }
739
+
740
+ let boundingVolume = surfaceTile.pickBoundingSphere;
741
+ if (mode !== SceneMode.SCENE3D) {
742
+ surfaceTile.pickBoundingSphere = boundingVolume =
743
+ BoundingSphere.fromRectangleWithHeights2D(
744
+ tile.rectangle,
745
+ projection,
746
+ surfaceTile.tileBoundingRegion.minimumHeight,
747
+ surfaceTile.tileBoundingRegion.maximumHeight,
748
+ boundingVolume,
749
+ );
750
+ Cartesian3.fromElements(
751
+ boundingVolume.center.z,
752
+ boundingVolume.center.x,
753
+ boundingVolume.center.y,
754
+ boundingVolume.center,
755
+ );
756
+ } else if (defined(surfaceTile.renderedMesh)) {
757
+ BoundingSphere.clone(
758
+ surfaceTile.tileBoundingRegion.boundingSphere,
759
+ boundingVolume,
760
+ );
761
+ } else {
762
+ // So wait how did we render this thing then? It shouldn't be possible to get here.
763
+ continue;
764
+ }
765
+
766
+ const boundingSphereIntersection = IntersectionTests.raySphere(
767
+ ray,
768
+ boundingVolume,
769
+ scratchSphereIntersectionResult,
770
+ );
771
+ if (defined(boundingSphereIntersection)) {
772
+ sphereIntersections.push(surfaceTile);
773
+ }
774
+ }
775
+
776
+ sphereIntersections.sort(createComparePickTileFunction(ray.origin));
777
+
778
+ let intersection;
779
+ length = sphereIntersections.length;
780
+ for (i = 0; i < length; ++i) {
781
+ intersection = sphereIntersections[i].pick(
782
+ ray,
783
+ scene.mode,
784
+ scene.mapProjection,
785
+ cullBackFaces,
786
+ result,
787
+ );
788
+ if (defined(intersection)) {
789
+ break;
790
+ }
791
+ }
792
+
793
+ return intersection;
794
+ };
795
+
796
+ const cartoScratch = new Cartographic();
797
+ /**
798
+ * Find an intersection between a ray and the globe surface that was rendered. The ray must be given in world coordinates.
799
+ *
800
+ * @param {Ray} ray The ray to test for intersection.
801
+ * @param {Scene} scene The scene.
802
+ * @param {Cartesian3} [result] The object onto which to store the result.
803
+ * @returns {Cartesian3|undefined} The intersection or <code>undefined</code> if none was found.
804
+ *
805
+ * @example
806
+ * // find intersection of ray through a pixel and the globe
807
+ * const ray = viewer.camera.getPickRay(windowCoordinates);
808
+ * const intersection = globe.pick(ray, scene);
809
+ */
810
+ Globe.prototype.pick = function (ray, scene, result) {
811
+ result = this.pickWorldCoordinates(ray, scene, true, result);
812
+ if (defined(result) && scene.mode !== SceneMode.SCENE3D) {
813
+ result = Cartesian3.fromElements(result.y, result.z, result.x, result);
814
+ const carto = scene.mapProjection.unproject(result, cartoScratch);
815
+ result = this._ellipsoid.cartographicToCartesian(carto, result);
816
+ }
817
+
818
+ return result;
819
+ };
820
+
821
+ const scratchGetHeightCartesian = new Cartesian3();
822
+ const scratchGetHeightIntersection = new Cartesian3();
823
+ const scratchGetHeightCartographic = new Cartographic();
824
+ const scratchGetHeightRay = new Ray();
825
+
826
+ function tileIfContainsCartographic(tile, cartographic) {
827
+ return defined(tile) && Rectangle.contains(tile.rectangle, cartographic)
828
+ ? tile
829
+ : undefined;
830
+ }
831
+
832
+ /**
833
+ * Get the height of the surface at a given cartographic.
834
+ *
835
+ * @param {Cartographic} cartographic The cartographic for which to find the height.
836
+ * @returns {number|undefined} The height of the cartographic or undefined if it could not be found.
837
+ */
838
+ Globe.prototype.getHeight = function (cartographic) {
839
+ //>>includeStart('debug', pragmas.debug);
840
+ if (!defined(cartographic)) {
841
+ throw new DeveloperError("cartographic is required");
842
+ }
843
+ //>>includeEnd('debug');
844
+
845
+ const levelZeroTiles = this._surface._levelZeroTiles;
846
+ if (!defined(levelZeroTiles)) {
847
+ return;
848
+ }
849
+
850
+ let tile;
851
+ let i;
852
+
853
+ const length = levelZeroTiles.length;
854
+ for (i = 0; i < length; ++i) {
855
+ tile = levelZeroTiles[i];
856
+ if (Rectangle.contains(tile.rectangle, cartographic)) {
857
+ break;
858
+ }
859
+ }
860
+
861
+ if (i >= length) {
862
+ return undefined;
863
+ }
864
+
865
+ let tileWithMesh = tile;
866
+
867
+ while (defined(tile)) {
868
+ tile =
869
+ tileIfContainsCartographic(tile._southwestChild, cartographic) ||
870
+ tileIfContainsCartographic(tile._southeastChild, cartographic) ||
871
+ tileIfContainsCartographic(tile._northwestChild, cartographic) ||
872
+ tile._northeastChild;
873
+
874
+ if (
875
+ defined(tile) &&
876
+ defined(tile.data) &&
877
+ defined(tile.data.renderedMesh)
878
+ ) {
879
+ tileWithMesh = tile;
880
+ }
881
+ }
882
+
883
+ tile = tileWithMesh;
884
+
885
+ // This tile was either rendered or culled.
886
+ // It is sometimes useful to get a height from a culled tile,
887
+ // e.g. when we're getting a height in order to place a billboard
888
+ // on terrain, and the camera is looking at that same billboard.
889
+ // The culled tile must have a valid mesh, though.
890
+ if (
891
+ !defined(tile) ||
892
+ !defined(tile.data) ||
893
+ !defined(tile.data.renderedMesh)
894
+ ) {
895
+ // Tile was not rendered (culled).
896
+ return undefined;
897
+ }
898
+
899
+ const projection = this._surface._tileProvider.tilingScheme.projection;
900
+ const ellipsoid = this._surface._tileProvider.tilingScheme.ellipsoid;
901
+
902
+ //cartesian has to be on the ellipsoid surface for `ellipsoid.geodeticSurfaceNormal`
903
+ const cartesian = Cartesian3.fromRadians(
904
+ cartographic.longitude,
905
+ cartographic.latitude,
906
+ 0.0,
907
+ ellipsoid,
908
+ scratchGetHeightCartesian,
909
+ );
910
+
911
+ const ray = scratchGetHeightRay;
912
+ const surfaceNormal = ellipsoid.geodeticSurfaceNormal(
913
+ cartesian,
914
+ ray.direction,
915
+ );
916
+
917
+ // Try to find the intersection point between the surface normal and z-axis.
918
+ // minimum height (-11500.0) for the terrain set, need to get this information from the terrain provider
919
+ const rayOrigin = ellipsoid.getSurfaceNormalIntersectionWithZAxis(
920
+ cartesian,
921
+ 11500.0,
922
+ ray.origin,
923
+ );
924
+
925
+ // Theoretically, not with Earth datums, the intersection point can be outside the ellipsoid
926
+ if (!defined(rayOrigin)) {
927
+ // intersection point is outside the ellipsoid, try other value
928
+ // minimum height (-11500.0) for the terrain set, need to get this information from the terrain provider
929
+ let minimumHeight;
930
+ if (defined(tile.data.tileBoundingRegion)) {
931
+ minimumHeight = tile.data.tileBoundingRegion.minimumHeight;
932
+ }
933
+ const magnitude = Math.min(minimumHeight ?? 0.0, -11500.0);
934
+
935
+ // multiply by the *positive* value of the magnitude
936
+ const vectorToMinimumPoint = Cartesian3.multiplyByScalar(
937
+ surfaceNormal,
938
+ Math.abs(magnitude) + 1,
939
+ scratchGetHeightIntersection,
940
+ );
941
+ Cartesian3.subtract(cartesian, vectorToMinimumPoint, ray.origin);
942
+ }
943
+
944
+ const intersection = tile.data.pick(
945
+ ray,
946
+ // Globe height is the same at a given cartographic regardless of the scene mode,
947
+ // but the ray is constructed via a surface normal (which assumes 3D), so pick in 3D mode.
948
+ SceneMode.SCENE3D,
949
+ projection,
950
+ false,
951
+ scratchGetHeightIntersection,
952
+ );
953
+ if (!defined(intersection)) {
954
+ return undefined;
955
+ }
956
+
957
+ return ellipsoid.cartesianToCartographic(
958
+ intersection,
959
+ scratchGetHeightCartographic,
960
+ ).height;
961
+ };
962
+
963
+ /**
964
+ * @private
965
+ */
966
+ Globe.prototype.update = function (frameState) {
967
+ if (!this.show) {
968
+ return;
969
+ }
970
+
971
+ if (frameState.passes.render) {
972
+ this._surface.update(frameState);
973
+ }
974
+ };
975
+
976
+ /**
977
+ * @private
978
+ */
979
+ Globe.prototype.beginFrame = function (frameState) {
980
+ const surface = this._surface;
981
+ const tileProvider = surface.tileProvider;
982
+ const terrainProvider = this.terrainProvider;
983
+ const hasWaterMask =
984
+ defined(terrainProvider) &&
985
+ terrainProvider.hasWaterMask &&
986
+ terrainProvider.hasWaterMask;
987
+
988
+ if (hasWaterMask && this._oceanNormalMapResourceDirty) {
989
+ // url changed, load new normal map asynchronously
990
+ this._oceanNormalMapResourceDirty = false;
991
+ const oceanNormalMapResource = this._oceanNormalMapResource;
992
+ const oceanNormalMapUrl = oceanNormalMapResource.url;
993
+ if (defined(oceanNormalMapUrl)) {
994
+ const that = this;
995
+ oceanNormalMapResource.fetchImage().then(function (image) {
996
+ if (oceanNormalMapUrl !== that._oceanNormalMapResource.url) {
997
+ // url changed while we were loading
998
+ return;
999
+ }
1000
+
1001
+ that._oceanNormalMap =
1002
+ that._oceanNormalMap && that._oceanNormalMap.destroy();
1003
+ that._oceanNormalMap = new Texture({
1004
+ context: frameState.context,
1005
+ source: image,
1006
+ });
1007
+ });
1008
+ } else {
1009
+ this._oceanNormalMap =
1010
+ this._oceanNormalMap && this._oceanNormalMap.destroy();
1011
+ }
1012
+ }
1013
+
1014
+ const pass = frameState.passes;
1015
+ const mode = frameState.mode;
1016
+
1017
+ if (pass.render) {
1018
+ if (this.showGroundAtmosphere) {
1019
+ this._zoomedOutOceanSpecularIntensity = 0.4;
1020
+ } else {
1021
+ this._zoomedOutOceanSpecularIntensity = 0.5;
1022
+ }
1023
+
1024
+ surface.maximumScreenSpaceError = this.maximumScreenSpaceError;
1025
+ surface.tileCacheSize = this.tileCacheSize;
1026
+ surface.loadingDescendantLimit = this.loadingDescendantLimit;
1027
+ surface.preloadAncestors = this.preloadAncestors;
1028
+ surface.preloadSiblings = this.preloadSiblings;
1029
+
1030
+ tileProvider.terrainProvider = this.terrainProvider;
1031
+ tileProvider.lightingFadeOutDistance = this.lightingFadeOutDistance;
1032
+ tileProvider.lightingFadeInDistance = this.lightingFadeInDistance;
1033
+ tileProvider.nightFadeOutDistance = this.nightFadeOutDistance;
1034
+ tileProvider.nightFadeInDistance = this.nightFadeInDistance;
1035
+ tileProvider.zoomedOutOceanSpecularIntensity =
1036
+ mode === SceneMode.SCENE3D ? this._zoomedOutOceanSpecularIntensity : 0.0;
1037
+ tileProvider.hasWaterMask = hasWaterMask;
1038
+ tileProvider.showWaterEffect = this.showWaterEffect;
1039
+ tileProvider.oceanNormalMap = this._oceanNormalMap;
1040
+ tileProvider.enableLighting = this.enableLighting;
1041
+ tileProvider.dynamicAtmosphereLighting = this.dynamicAtmosphereLighting;
1042
+ tileProvider.dynamicAtmosphereLightingFromSun =
1043
+ this.dynamicAtmosphereLightingFromSun;
1044
+ tileProvider.showGroundAtmosphere = this.showGroundAtmosphere;
1045
+ tileProvider.atmosphereLightIntensity = this.atmosphereLightIntensity;
1046
+ tileProvider.atmosphereRayleighCoefficient =
1047
+ this.atmosphereRayleighCoefficient;
1048
+ tileProvider.atmosphereMieCoefficient = this.atmosphereMieCoefficient;
1049
+ tileProvider.atmosphereRayleighScaleHeight =
1050
+ this.atmosphereRayleighScaleHeight;
1051
+ tileProvider.atmosphereMieScaleHeight = this.atmosphereMieScaleHeight;
1052
+ tileProvider.atmosphereMieAnisotropy = this.atmosphereMieAnisotropy;
1053
+ tileProvider.shadows = this.shadows;
1054
+ tileProvider.hueShift = this.atmosphereHueShift;
1055
+ tileProvider.saturationShift = this.atmosphereSaturationShift;
1056
+ tileProvider.brightnessShift = this.atmosphereBrightnessShift;
1057
+ tileProvider.fillHighlightColor = this.fillHighlightColor;
1058
+ tileProvider.showSkirts = this.showSkirts;
1059
+ tileProvider.backFaceCulling = this.backFaceCulling;
1060
+ tileProvider.vertexShadowDarkness = this.vertexShadowDarkness;
1061
+ tileProvider.undergroundColor = this._undergroundColor;
1062
+ tileProvider.undergroundColorAlphaByDistance =
1063
+ this._undergroundColorAlphaByDistance;
1064
+ tileProvider.lambertDiffuseMultiplier = this.lambertDiffuseMultiplier;
1065
+
1066
+ surface.beginFrame(frameState);
1067
+ }
1068
+ };
1069
+
1070
+ /**
1071
+ * @private
1072
+ */
1073
+ Globe.prototype.render = function (frameState) {
1074
+ if (!this.show) {
1075
+ return;
1076
+ }
1077
+
1078
+ if (defined(this._material)) {
1079
+ this._material.update(frameState.context);
1080
+ }
1081
+
1082
+ this._surface.render(frameState);
1083
+ };
1084
+
1085
+ /**
1086
+ * @private
1087
+ */
1088
+ Globe.prototype.endFrame = function (frameState) {
1089
+ if (!this.show) {
1090
+ return;
1091
+ }
1092
+
1093
+ if (frameState.passes.render) {
1094
+ this._surface.endFrame(frameState);
1095
+ }
1096
+ };
1097
+
1098
+ /**
1099
+ * Returns true if this object was destroyed; otherwise, false.
1100
+ * <br /><br />
1101
+ * If this object was destroyed, it should not be used; calling any function other than
1102
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
1103
+ *
1104
+ * @returns {boolean} True if this object was destroyed; otherwise, false.
1105
+ *
1106
+ * @see Globe#destroy
1107
+ */
1108
+ Globe.prototype.isDestroyed = function () {
1109
+ return false;
1110
+ };
1111
+
1112
+ /**
1113
+ * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
1114
+ * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
1115
+ * <br /><br />
1116
+ * Once an object is destroyed, it should not be used; calling any function other than
1117
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
1118
+ * assign the return value (<code>undefined</code>) to the object as done in the example.
1119
+ *
1120
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
1121
+ *
1122
+ *
1123
+ * @example
1124
+ * globe = globe && globe.destroy();
1125
+ *
1126
+ * @see Globe#isDestroyed
1127
+ */
1128
+ Globe.prototype.destroy = function () {
1129
+ this._surfaceShaderSet =
1130
+ this._surfaceShaderSet && this._surfaceShaderSet.destroy();
1131
+ this._surface = this._surface && this._surface.destroy();
1132
+ this._oceanNormalMap = this._oceanNormalMap && this._oceanNormalMap.destroy();
1133
+ return destroyObject(this);
1134
+ };
1135
+ export default Globe;