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
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  2007. package/Source/Shaders/Voxels/VoxelFS.glsl +267 -0
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  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
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  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
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  2083. package/index.d.ts +46026 -0
  2084. package/index.js +1227 -0
  2085. package/package.json +79 -0
@@ -0,0 +1,1046 @@
1
+ import defined from "../../Core/defined.js";
2
+ import Cartesian4 from "../../Core/Cartesian4.js";
3
+ import Check from "../../Core/Check.js";
4
+ import Rectangle from "../../Core/Rectangle.js";
5
+
6
+ import ShaderDestination from "../../Renderer/ShaderDestination.js";
7
+
8
+ import ImageryLayer from "../ImageryLayer.js";
9
+ import AttributeType from "../AttributeType.js";
10
+
11
+ import ImageryFlags from "./ImageryFlags.js";
12
+ import ModelPrimitiveImagery from "./ModelPrimitiveImagery.js";
13
+ import ImageryInput from "./ImageryInput.js";
14
+ import ImageryState from "../ImageryState.js";
15
+ import oneTimeWarning from "../../Core/oneTimeWarning.js";
16
+
17
+ /**
18
+ * A compile-time debugging flag to draw the boundaries of imagery tiles
19
+ * (Similar to "SHOW_TILE_BOUNDARIES" in GlobeFS.glsl)
20
+ * @private
21
+ */
22
+ const debugDrawImageryBoundaries = false;
23
+
24
+ // Scratch variable for _computeTextureTranslationAndScale
25
+ const nativeBoundingRectangleScratch = new Rectangle();
26
+
27
+ // Scratch variable for _computeTextureTranslationAndScale
28
+ const nativeImageryRectangleScratch = new Rectangle();
29
+
30
+ /**
31
+ * A pipeline stage that modifies the model shader to take into account
32
+ * imagery textures that are draped over a primitive of the model, when it
33
+ * is part a <code>Model3DTileContent</code> of a <code>Cesium3DTileset</code>
34
+ * that has <code>imageryLayers</code> associated with it.
35
+ *
36
+ * Most of what is done here tries to emulate the parts from
37
+ * https://github.com/CesiumGS/cesium/blob/6cc004aaff586bb59f07f199216ae511014cf5a9/packages/engine/Source/Shaders/GlobeFS.glsl#L166
38
+ * that are relevant for imagery, using the more modern ShaderBuilder structures.
39
+ *
40
+ * @namespace ImageryPipelineStage
41
+ *
42
+ * @private
43
+ */
44
+ class ImageryPipelineStage {
45
+ /**
46
+ * Process a primitive.
47
+ *
48
+ * This will update the render resources of the given primitive,
49
+ * depending on the imagery that is covered by the given primitive.
50
+ *
51
+ * This will obtain the <code>ModelPrimitiveImagery</code> from
52
+ * the given primitive, and use that to compute the actual
53
+ * <code>ImageryInput</code> objects that describe the information
54
+ * that has to be passed to the shader for draping the imagery over
55
+ * the primitive.
56
+ *
57
+ * After the <code>ImageryInput</code> has been computed, it will
58
+ * extend the render resources with the texture coordinate
59
+ * attribute that has to be used for the imagery, and augment
60
+ * the <code>primitiveRenderResources.shaderBuilder</code> with
61
+ * the information hat is required for the draping.
62
+ *
63
+ * @param {PrimitiveRenderResources} primitiveRenderResources The render resources for the primitive
64
+ * @param {ModelComponents.Primitive} primitive The primitive to be rendered
65
+ * @param {FrameState} frameState The frame state.
66
+ */
67
+ static process(primitiveRenderResources, primitive, frameState) {
68
+ const model = primitiveRenderResources.model;
69
+ const modelPrimitiveImagery = primitive.modelPrimitiveImagery;
70
+
71
+ // When the creation of the model primitive imagery is happening
72
+ // asynchronously, then the primitive may not yet contain it.
73
+ // Return early in this case
74
+ if (!defined(modelPrimitiveImagery)) {
75
+ return;
76
+ }
77
+
78
+ // Similarly, when the model primitive imagery is not yet ready,
79
+ // then nothing can be done here
80
+ if (!modelPrimitiveImagery.ready) {
81
+ return;
82
+ }
83
+
84
+ // Compute the arrays containing ALL projections and the array
85
+ // containing the UNIQUE projections from the imagery layers,
86
+ // to establish the mapping between the imagery index and the
87
+ // imagery texture coordinate attribute set index.
88
+ // (This should be implemented and/or documented better...)
89
+ const imageryLayers = model.imageryLayers;
90
+ const allProjections =
91
+ ModelPrimitiveImagery._extractProjections(imageryLayers);
92
+ const uniqueProjections = [...new Set(allProjections)];
93
+ const imageryTexCoordAttributeSetIndices =
94
+ ImageryPipelineStage._computeIndexMapping(
95
+ allProjections,
96
+ uniqueProjections,
97
+ );
98
+
99
+ // Create the `ImageryInput` objects that describe
100
+ // - the texture
101
+ // - texture coordinate rectangle
102
+ // - translation and scale
103
+ // - index of the imagery texture coordinate attribute
104
+ // to be passed to the actual imagery pipeline stage execution
105
+ const imageryInputs = ImageryPipelineStage._createImageryInputs(
106
+ imageryLayers,
107
+ modelPrimitiveImagery,
108
+ imageryTexCoordAttributeSetIndices,
109
+ );
110
+
111
+ // This can happen when none of the imagery textures could
112
+ // be obtained, because they had all been INVALID/FAILED,
113
+ // or when none of the imagery layers is actually visible
114
+ // according to `show==true`
115
+ // Bail out in this case
116
+ if (imageryInputs.length === 0) {
117
+ return;
118
+ }
119
+
120
+ // TODO_DRAPING This will have to be handled with upsampling.
121
+ // For now, just truncate the textures to not exceed the
122
+ // number of texture units
123
+ if (imageryInputs.length > 10) {
124
+ oneTimeWarning(
125
+ "imagery-texture-units",
126
+ `Warning: Draped imagery requires ${imageryInputs.length} texture units, truncating`,
127
+ );
128
+ imageryInputs.length = 10;
129
+ }
130
+
131
+ // Add the imagery texture coordinate attributes to the render
132
+ // resources
133
+ ImageryPipelineStage._addImageryTexCoordAttributesToRenderResources(
134
+ modelPrimitiveImagery,
135
+ primitiveRenderResources,
136
+ );
137
+
138
+ const imageryLayersArray = [];
139
+ for (let i = 0; i < imageryLayers.length; i++) {
140
+ imageryLayersArray.push(imageryLayers.get(i));
141
+ }
142
+
143
+ ImageryPipelineStage._processImageryInputs(
144
+ imageryLayersArray,
145
+ primitiveRenderResources,
146
+ imageryInputs,
147
+ uniqueProjections.length,
148
+ );
149
+ }
150
+
151
+ /**
152
+ * Add one attribute to the render resources, for each imagery texture
153
+ * coordinate that was computed in the given model primitive imagery
154
+ * (one for each projection)
155
+ *
156
+ * @param {ModelPrimitiveImagery} modelPrimitiveImagery The model primitive imagery
157
+ * @param {PrimitiveRenderResources} primitiveRenderResources The render resources
158
+ */
159
+ static _addImageryTexCoordAttributesToRenderResources(
160
+ modelPrimitiveImagery,
161
+ primitiveRenderResources,
162
+ ) {
163
+ const imageryTexCoordAttributes =
164
+ modelPrimitiveImagery.imageryTexCoordAttributesPerProjection();
165
+ for (const imageryTexCoordAttribute of imageryTexCoordAttributes) {
166
+ ImageryPipelineStage._addImageryTexCoordAttributeToRenderResources(
167
+ imageryTexCoordAttribute,
168
+ primitiveRenderResources,
169
+ );
170
+ }
171
+ }
172
+
173
+ /**
174
+ * Add the given attribute to the render resources
175
+ *
176
+ * @param {ModelComponents.Attribute} imageryTexCoordAttribute The attribute
177
+ * @param {PrimitiveRenderResources} primitiveRenderResources The render resources
178
+ */
179
+ static _addImageryTexCoordAttributeToRenderResources(
180
+ imageryTexCoordAttribute,
181
+ primitiveRenderResources,
182
+ ) {
183
+ const componentsPerAttribute = AttributeType.getNumberOfComponents(
184
+ imageryTexCoordAttribute.type,
185
+ );
186
+ // Convert the given object into another object that essentially
187
+ // contains the same information, but not exactly, and with most
188
+ // properties having slightly different names. Shrug.
189
+ const renderResourcesAttribute = {
190
+ index: primitiveRenderResources.attributeIndex++,
191
+ value: defined(imageryTexCoordAttribute.buffer)
192
+ ? undefined
193
+ : imageryTexCoordAttribute.constant,
194
+ vertexBuffer: imageryTexCoordAttribute.buffer,
195
+ count: imageryTexCoordAttribute.count,
196
+ componentsPerAttribute: componentsPerAttribute,
197
+ componentDatatype: imageryTexCoordAttribute.componentDatatype,
198
+ offsetInBytes: imageryTexCoordAttribute.byteOffset,
199
+ strideInBytes: imageryTexCoordAttribute.byteStride,
200
+ normalize: imageryTexCoordAttribute.normalized,
201
+ };
202
+ primitiveRenderResources.attributes.push(renderResourcesAttribute);
203
+ }
204
+
205
+ /**
206
+ * Process the <code>ImageryInput</code> objects that have been
207
+ * created in <code>process</code>.
208
+ *
209
+ * This will build the shader, containing the attributes, uniforms,
210
+ * and "sample and blend" function that is required according to
211
+ * the given imagery inputs
212
+ *
213
+ * @param {ImageryLayer[]} imageryLayersArray The imagery layers
214
+ * @param {PrimitiveRenderResources} primitiveRenderResources The primitive render resources
215
+ * @param {ImageryInput[]} imageryInputs The imagery inputs
216
+ * @param {number} numImageryTexCoordAttributes The number of texture coordinate
217
+ * attributes that have been created for the imagery (one for each distinct
218
+ * projection that was found in the imagery layers)
219
+ */
220
+ static _processImageryInputs(
221
+ imageryLayersArray,
222
+ renderResources,
223
+ imageryInputs,
224
+ numImageryTexCoordAttributes,
225
+ ) {
226
+ const shaderBuilder = renderResources.shaderBuilder;
227
+
228
+ const imageryFlags =
229
+ ImageryPipelineStage._computeImageryFlags(imageryLayersArray);
230
+ const numTextures = imageryInputs.length;
231
+
232
+ // Set the global defines indicating the presence and number of
233
+ // imagery textures.
234
+ shaderBuilder.addDefine(`HAS_IMAGERY`);
235
+ shaderBuilder.addDefine(`IMAGERY_TEXTURE_UNITS ${numTextures}`);
236
+
237
+ ImageryPipelineStage._addAttributes(
238
+ shaderBuilder,
239
+ numImageryTexCoordAttributes,
240
+ );
241
+
242
+ ImageryPipelineStage._defineUniforms(shaderBuilder, imageryFlags);
243
+ ImageryPipelineStage._buildSampleAndBlendFunction(
244
+ shaderBuilder,
245
+ imageryFlags,
246
+ );
247
+
248
+ ImageryPipelineStage._createMainImageryShader(
249
+ shaderBuilder,
250
+ imageryInputs,
251
+ imageryFlags,
252
+ );
253
+
254
+ const uniformMap = renderResources.uniformMap;
255
+ const uniforms = ImageryPipelineStage._createImageryUniforms(imageryInputs);
256
+ ImageryPipelineStage._setImageryUniforms(uniformMap, uniforms);
257
+ }
258
+
259
+ /**
260
+ * Add the attribute- and varying definitions for the imagery texture
261
+ * coordinates to the given shader.
262
+ *
263
+ * This includes the definition of the <code>initializeImageryAttributes</code>
264
+ * function that assigns the attribute values to varyings in the vertex shader.
265
+ *
266
+ * @param {ShaderBuilder} shaderBuilder The shader builder
267
+ * @param {number} numTexCoords The number of imagery texture coordinate sets
268
+ */
269
+ static _addAttributes(shaderBuilder, numTexCoords) {
270
+ for (let i = 0; i < numTexCoords; i++) {
271
+ shaderBuilder.addAttribute("vec2", `a_imagery_texCoord_${i}`);
272
+ shaderBuilder.addVarying("vec2", `v_imagery_texCoord_${i}`);
273
+ }
274
+
275
+ const functionId = "initializeImageryAttributes";
276
+ const signature = `void ${functionId}()`;
277
+ shaderBuilder.addFunction(functionId, signature, ShaderDestination.VERTEX);
278
+
279
+ for (let i = 0; i < numTexCoords; i++) {
280
+ shaderBuilder.addFunctionLines(functionId, [
281
+ `v_imagery_texCoord_${i} = a_imagery_texCoord_${i};`,
282
+ ]);
283
+ }
284
+ }
285
+
286
+ /**
287
+ * Returns the `ImageryFlags` that indicate the features that are
288
+ * required for the given imagery layers.
289
+ *
290
+ * The resulting flags will indicate whether any of the given
291
+ * imagery layer objects did *not* have the default value for
292
+ * the respective property, as defined by `ImageryLayer.DEFAULT_...`
293
+ *
294
+ * @param {ImageryLayer[]} imageryLayers The imagery layers
295
+ * @returns {ImageryFlags} The imagery flags
296
+ */
297
+ static _computeImageryFlags(imageryLayers) {
298
+ const imageryFlags = new ImageryFlags();
299
+ for (let i = 0; i < imageryLayers.length; i++) {
300
+ const imageryLayer = imageryLayers[i];
301
+
302
+ // These are short-circuiting to `number` instead
303
+ // of `boolean` here. With "ecmaVersion: 2021", we
304
+ // could use "||=" here. Otherwise, there is no
305
+ // nice shortcut for this.
306
+ imageryFlags.alpha |= imageryLayer.alpha !== 1.0;
307
+ imageryFlags.brightness |=
308
+ imageryLayer.brightness !== ImageryLayer.DEFAULT_BRIGHTNESS;
309
+ imageryFlags.contrast |=
310
+ imageryLayer.contrast !== ImageryLayer.DEFAULT_CONTRAST;
311
+ imageryFlags.hue |= imageryLayer.hue !== ImageryLayer.DEFAULT_HUE;
312
+ imageryFlags.saturation |=
313
+ imageryLayer.saturation !== ImageryLayer.DEFAULT_SATURATION;
314
+ imageryFlags.gamma |= imageryLayer.gamma !== ImageryLayer.DEFAULT_GAMMA;
315
+ const hasColorToAlpha =
316
+ defined(imageryLayer.colorToAlpha) &&
317
+ imageryLayer.colorToAlphaThreshold > 0.0;
318
+ imageryFlags.colorToAlpha |= hasColorToAlpha;
319
+ }
320
+ return imageryFlags;
321
+ }
322
+
323
+ /**
324
+ * Adds the uniforms that are required for the imagery to the shader.
325
+ *
326
+ * This will use the given shader builder to add the uniforms to the
327
+ * shader that are always required for the imagery (e.g. the
328
+ * `sampler2D u_imageryTextures[...]`).
329
+ *
330
+ * The array size of all arrays will be `IMAGERY_TEXTURE_UNITS`,
331
+ * so this has to be added as a `define` with a positive value.
332
+ *
333
+ * Depending on the given imagery flags being `true`, it will add
334
+ * the optional uniforms, like `u_imageryTextureAlpha`.
335
+ *
336
+ * The naming pattern will be `u_imageryTexture<name>`, except for
337
+ * `gamma`: To safe that one measly division, the thane will be
338
+ * `oneOverGamma` there.
339
+ *
340
+ * @param {ShaderBuilder} shaderBuilder The shader builder
341
+ * @param {ImageryFlags} imageryFlags The imagery flags
342
+ */
343
+ static _defineUniforms(shaderBuilder, imageryFlags) {
344
+ shaderBuilder.addUniform(
345
+ "sampler2D",
346
+ "u_imageryTextures[IMAGERY_TEXTURE_UNITS]",
347
+ ShaderDestination.FRAGMENT,
348
+ );
349
+ shaderBuilder.addUniform(
350
+ "vec4",
351
+ "u_imageryTextureCoordinateRectangle[IMAGERY_TEXTURE_UNITS]",
352
+ ShaderDestination.FRAGMENT,
353
+ );
354
+ shaderBuilder.addUniform(
355
+ "vec4",
356
+ "u_imageryTextureTranslationAndScale[IMAGERY_TEXTURE_UNITS]",
357
+ ShaderDestination.FRAGMENT,
358
+ );
359
+
360
+ if (imageryFlags.alpha) {
361
+ shaderBuilder.addUniform(
362
+ "float",
363
+ "u_imageryTextureAlpha[IMAGERY_TEXTURE_UNITS]",
364
+ ShaderDestination.FRAGMENT,
365
+ );
366
+ }
367
+ if (imageryFlags.brightness) {
368
+ shaderBuilder.addUniform(
369
+ "float",
370
+ "u_imageryTextureBrightness[IMAGERY_TEXTURE_UNITS]",
371
+ ShaderDestination.FRAGMENT,
372
+ );
373
+ }
374
+ if (imageryFlags.contrast) {
375
+ shaderBuilder.addUniform(
376
+ "float",
377
+ "u_imageryTextureContrast[IMAGERY_TEXTURE_UNITS]",
378
+ ShaderDestination.FRAGMENT,
379
+ );
380
+ }
381
+ if (imageryFlags.hue) {
382
+ shaderBuilder.addUniform(
383
+ "float",
384
+ "u_imageryTextureHue[IMAGERY_TEXTURE_UNITS]",
385
+ ShaderDestination.FRAGMENT,
386
+ );
387
+ }
388
+ if (imageryFlags.saturation) {
389
+ shaderBuilder.addUniform(
390
+ "float",
391
+ "u_imageryTextureSaturation[IMAGERY_TEXTURE_UNITS]",
392
+ ShaderDestination.FRAGMENT,
393
+ );
394
+ }
395
+ if (imageryFlags.gamma) {
396
+ shaderBuilder.addUniform(
397
+ "float",
398
+ "u_imageryTextureOneOverGamma[IMAGERY_TEXTURE_UNITS]",
399
+ ShaderDestination.FRAGMENT,
400
+ );
401
+ }
402
+ if (imageryFlags.colorToAlpha) {
403
+ shaderBuilder.addUniform(
404
+ "vec4",
405
+ "u_imageryTextureColorToAlpha[IMAGERY_TEXTURE_UNITS]",
406
+ ShaderDestination.FRAGMENT,
407
+ );
408
+ }
409
+ }
410
+
411
+ /**
412
+ * Create the function signature for the `sampleAndBlend` function,
413
+ * based on the features that are required for the imagery.
414
+ *
415
+ * For details, see `buildSampleAndBlendFunction`
416
+ *
417
+ * @param {ImageryFlags} imageryFlags The imagery flags
418
+ * @returns {string} The string
419
+ */
420
+ static _createSampleAndBlendFunctionSignature(imageryFlags) {
421
+ const functionId = "sampleAndBlend";
422
+ const parameters = [];
423
+ parameters.push(`vec4 previousColor`);
424
+ parameters.push(`sampler2D textureToSample`);
425
+ parameters.push(`vec2 textureCoordinates`);
426
+ parameters.push(`vec4 textureCoordinateRectangle`);
427
+ parameters.push(`vec4 textureCoordinateTranslationAndScale`);
428
+ if (imageryFlags.alpha) {
429
+ parameters.push(`float textureAlpha`);
430
+ }
431
+ if (imageryFlags.brightness) {
432
+ parameters.push(`float textureBrightness`);
433
+ }
434
+ if (imageryFlags.contrast) {
435
+ parameters.push(`float textureContrast`);
436
+ }
437
+ if (imageryFlags.hue) {
438
+ parameters.push(`float textureHue`);
439
+ }
440
+ if (imageryFlags.saturation) {
441
+ parameters.push(`float textureSaturation`);
442
+ }
443
+ if (imageryFlags.gamma) {
444
+ parameters.push(`float textureOneOverGamma`);
445
+ }
446
+ if (imageryFlags.colorToAlpha) {
447
+ parameters.push(`vec4 colorToAlpha`);
448
+ }
449
+ const parametersString = parameters.join(", ");
450
+
451
+ const signature = `vec4 ${functionId}(${parametersString})`;
452
+ return signature;
453
+ }
454
+
455
+ /**
456
+ * Build the `sampleAndBlend` function that will be called for each imagery,
457
+ * to combine the previous pixel color with the respective imagery input.
458
+ *
459
+ * The function that is built here resembles the function that was originally defined at
460
+ * https://github.com/CesiumGS/cesium/blob/6cc004aaff586bb59f07f199216ae511014cf5a9/packages/engine/Source/Shaders/GlobeFS.glsl#L166
461
+ *
462
+ * However, for the function that is built here, the signature will
463
+ * reflect the actual features that are required for the imagery:
464
+ * For example, the `float textureAlpha` parameter will only be
465
+ * present when `imageryFlags.alpha` is `true`.
466
+ *
467
+ * @param {ShaderBuilder} shaderBuilder The shader builder
468
+ * @param {ImageryFlags} imageryFlags The imagery flags
469
+ */
470
+ static _buildSampleAndBlendFunction(shaderBuilder, imageryFlags) {
471
+ const functionId = "sampleAndBlend";
472
+ const signature =
473
+ ImageryPipelineStage._createSampleAndBlendFunctionSignature(imageryFlags);
474
+ shaderBuilder.addFunction(
475
+ functionId,
476
+ signature,
477
+ ShaderDestination.FRAGMENT,
478
+ );
479
+
480
+ shaderBuilder.addFunctionLines(functionId, [`float effectiveAlpha = 1.0;`]);
481
+ if (imageryFlags.alpha) {
482
+ shaderBuilder.addFunctionLines(functionId, [
483
+ `effectiveAlpha = textureAlpha;`,
484
+ ]);
485
+ }
486
+ shaderBuilder.addFunctionLines(functionId, [
487
+ // This is the part that is documented as "This crazy step stuff"
488
+ // in GlobeFS.glsl. Using the if-approach here...
489
+ `if (textureCoordinates.x < textureCoordinateRectangle.x) effectiveAlpha = 0.0;`,
490
+ `if (textureCoordinates.x > textureCoordinateRectangle.z) effectiveAlpha = 0.0;`,
491
+ `if (textureCoordinates.y < textureCoordinateRectangle.y) effectiveAlpha = 0.0;`,
492
+ `if (textureCoordinates.y > textureCoordinateRectangle.w) effectiveAlpha = 0.0;`,
493
+
494
+ `vec2 translation = textureCoordinateTranslationAndScale.xy;`,
495
+ `vec2 scale = textureCoordinateTranslationAndScale.zw;`,
496
+ `vec2 effectiveTextureCoordinates = textureCoordinates * scale + translation;`,
497
+ `vec4 value = texture(textureToSample, effectiveTextureCoordinates);`,
498
+ `value = czm_srgbToLinear(value);`,
499
+
500
+ `vec3 color = value.rgb;`,
501
+ `float alpha = value.a;`,
502
+ ]);
503
+
504
+ if (imageryFlags.colorToAlpha) {
505
+ shaderBuilder.addFunctionLines(functionId, [
506
+ `vec3 colorDiff = abs(color.rgb - colorToAlpha.rgb);`,
507
+ `colorDiff.r = czm_maximumComponent(colorDiff);`,
508
+ `alpha = czm_branchFreeTernary(colorDiff.r < colorToAlpha.a, 0.0, alpha);`,
509
+ ]);
510
+ }
511
+
512
+ if (imageryFlags.gamma) {
513
+ shaderBuilder.addFunctionLines(functionId, [
514
+ `color = pow(color, vec3(textureOneOverGamma));`,
515
+ ]);
516
+ } else {
517
+ shaderBuilder.addFunctionLines(functionId, [
518
+ `vec4 tempColor = czm_gammaCorrect(vec4(color, alpha));`,
519
+ `color = tempColor.rgb;`,
520
+ `alpha = tempColor.a;`,
521
+ ]);
522
+ }
523
+
524
+ if (imageryFlags.brightness) {
525
+ shaderBuilder.addFunctionLines(functionId, [
526
+ `color = mix(vec3(0.0), color, textureBrightness);`,
527
+ ]);
528
+ }
529
+
530
+ if (imageryFlags.contrast) {
531
+ shaderBuilder.addFunctionLines(functionId, [
532
+ `color = mix(vec3(0.5), color, textureContrast);`,
533
+ ]);
534
+ }
535
+ if (imageryFlags.hue) {
536
+ shaderBuilder.addFunctionLines(functionId, [
537
+ `color = czm_hue(color, textureHue);`,
538
+ ]);
539
+ }
540
+
541
+ if (imageryFlags.saturation) {
542
+ shaderBuilder.addFunctionLines(functionId, [
543
+ `color = czm_saturation(color, textureSaturation);`,
544
+ ]);
545
+ }
546
+
547
+ shaderBuilder.addFunctionLines(functionId, [
548
+ `float sourceAlpha = alpha * effectiveAlpha;`,
549
+ `float outAlpha = mix(previousColor.a, 1.0, sourceAlpha);`,
550
+ `outAlpha += sign(outAlpha) - 1.0;`,
551
+ `vec3 outColor = mix(previousColor.rgb * previousColor.a, color, sourceAlpha) / outAlpha;`,
552
+ // See comments in https://github.com/CesiumGS/cesium/blob/6cc004aaff586bb59f07f199216ae511014cf5a9/packages/engine/Source/Shaders/GlobeFS.glsl#L166
553
+ `vec4 result = vec4(outColor, max(outAlpha, 0.0));`,
554
+ ]);
555
+
556
+ // Debug mode: Draw boundaries of imagery in red
557
+ if (debugDrawImageryBoundaries) {
558
+ shaderBuilder.addFunctionLines(functionId, [
559
+ `if (abs(textureCoordinates.x - textureCoordinateRectangle.x) < (1.0/256.0) || `,
560
+ ` abs(textureCoordinates.x - textureCoordinateRectangle.z) < (1.0/256.0) || `,
561
+ ` abs(textureCoordinates.y - textureCoordinateRectangle.y) < (1.0/256.0) || `,
562
+ ` abs(textureCoordinates.y - textureCoordinateRectangle.w) < (1.0/256.0))`,
563
+ `{`,
564
+ ` result = vec4(1.0, 0.0, 0.0, effectiveAlpha);`,
565
+ `}`,
566
+ ]);
567
+ }
568
+
569
+ shaderBuilder.addFunctionLines(functionId, [`return result;`]);
570
+ }
571
+
572
+ /**
573
+ * Creates the arguments for a call to `sampleAndBlend` for the
574
+ * specified imagery.
575
+ *
576
+ * For details, see `buildSampleAndBlendFunction`
577
+ *
578
+ * @param {ImageryFlags} imageryFlags The imagery flags
579
+ * @param {number} imageryTexCoordAttributeSetIndex The index for the texture coordinate attribute
580
+ * @param {number} i The imagery index
581
+ * @returns {string} The string
582
+ */
583
+ static _createSampleAndBlendCallArguments(
584
+ imageryFlags,
585
+ imageryTexCoordAttributeSetIndex,
586
+ i,
587
+ ) {
588
+ const textureCoordinates = `v_imagery_texCoord_${imageryTexCoordAttributeSetIndex}`;
589
+
590
+ const args = [];
591
+ args.push(`blendedBaseColor`);
592
+ args.push(`u_imageryTextures[${i}]`);
593
+ args.push(`${textureCoordinates}`);
594
+ args.push(`u_imageryTextureCoordinateRectangle[${i}]`);
595
+ args.push(`u_imageryTextureTranslationAndScale[${i}]`);
596
+ if (imageryFlags.alpha) {
597
+ args.push(`u_imageryTextureAlpha[${i}]`);
598
+ }
599
+ if (imageryFlags.brightness) {
600
+ args.push(`u_imageryTextureBrightness[${i}]`);
601
+ }
602
+ if (imageryFlags.contrast) {
603
+ args.push(`u_imageryTextureContrast[${i}]`);
604
+ }
605
+ if (imageryFlags.hue) {
606
+ args.push(`u_imageryTextureHue[${i}]`);
607
+ }
608
+ if (imageryFlags.saturation) {
609
+ args.push(`u_imageryTextureSaturation[${i}]`);
610
+ }
611
+ if (imageryFlags.gamma) {
612
+ args.push(`u_imageryTextureOneOverGamma[${i}]`);
613
+ }
614
+ if (imageryFlags.colorToAlpha) {
615
+ args.push(`u_imageryTextureColorToAlpha[${i}]`);
616
+ }
617
+
618
+ const argsString = args.join(", ");
619
+ return argsString;
620
+ }
621
+
622
+ /**
623
+ * Creates the main part of the imagery shader.
624
+ *
625
+ * It adds the `blendBaseColorWithImagery` function, which is to be
626
+ * called in the `MaterialStageFS.glsl` when the `HAS_IMAGERY`
627
+ * flag was set in the shader.
628
+ *
629
+ * The `blendBaseColorWithImagery` function will go through all imagery
630
+ * layers in the input, and call the `sampleAndBlend` function, to
631
+ * incorporate the imagery input in the resulting pixel.
632
+ *
633
+ * @param {ShaderBuilder} shaderBuilder The shader builder
634
+ * @param {ImageryInput[]} imageryInputs The imagery inputs
635
+ * @param {ImageryFlags} imageryFlags The imagery flags
636
+ */
637
+ static _createMainImageryShader(shaderBuilder, imageryInputs, imageryFlags) {
638
+ const functionId = "blendBaseColorWithImagery";
639
+ shaderBuilder.addFunction(
640
+ functionId,
641
+ `vec4 blendBaseColorWithImagery(vec4 baseColorWithAlpha)`,
642
+ ShaderDestination.FRAGMENT,
643
+ );
644
+ shaderBuilder.addFunctionLines(functionId, [
645
+ `vec4 blendedBaseColor = baseColorWithAlpha;`,
646
+ ]);
647
+
648
+ // Roughly what was done in https://github.com/CesiumGS/cesium/blob/6cc004aaff586bb59f07f199216ae511014cf5a9/packages/engine/Source/Scene/GlobeSurfaceShaderSet.js#L394
649
+ for (let i = 0; i < imageryInputs.length; i++) {
650
+ const imageryInput = imageryInputs[i];
651
+ const imageryTexCoordAttributeSetIndex =
652
+ imageryInput.imageryTexCoordAttributeSetIndex;
653
+ const argsString =
654
+ ImageryPipelineStage._createSampleAndBlendCallArguments(
655
+ imageryFlags,
656
+ imageryTexCoordAttributeSetIndex,
657
+ i,
658
+ );
659
+ shaderBuilder.addFunctionLines(functionId, [
660
+ `blendedBaseColor = sampleAndBlend(${argsString});`,
661
+ ]);
662
+ }
663
+
664
+ shaderBuilder.addFunctionLines(functionId, [`return blendedBaseColor;`]);
665
+ }
666
+
667
+ /**
668
+ * Creates an object that contains the uniform values the given imagery inputs.
669
+ *
670
+ * The result will be a structure that contains the uniform values
671
+ * that match the definitions that have been created by `defineUniforms`.
672
+ * (It will include the ones that still have their default values
673
+ * and may not be needed eventually)
674
+ *
675
+ * @param {ImageryInput[]} imageryInputs The imagery inputs
676
+ * @returns {object} The uniforms
677
+ */
678
+ static _createImageryUniforms(imageryInputs) {
679
+ const length = imageryInputs.length;
680
+ const uniforms = {};
681
+ uniforms.imageryTextures = Array(length);
682
+ uniforms.imageryTextureCoordinateRectangle = Array(length);
683
+ uniforms.imageryTextureTranslationAndScale = Array(length);
684
+ uniforms.imageryTextureAlpha = Array(length);
685
+ uniforms.imageryTextureBrightness = Array(length);
686
+ uniforms.imageryTextureContrast = Array(length);
687
+ uniforms.imageryTextureHue = Array(length);
688
+ uniforms.imageryTextureSaturation = Array(length);
689
+ uniforms.imageryTextureOneOverGamma = Array(length);
690
+ uniforms.imageryTextureColorToAlpha = Array(length);
691
+
692
+ for (let i = 0; i < length; i++) {
693
+ const imageryInput = imageryInputs[i];
694
+
695
+ const imageryLayer = imageryInput.imageryLayer;
696
+ const texture = imageryInput.texture;
697
+ const textureCoordinateRectangle =
698
+ imageryInput.textureCoordinateRectangle;
699
+ const textureTranslationAndScale =
700
+ imageryInput.textureTranslationAndScale;
701
+
702
+ uniforms.imageryTextures[i] = texture;
703
+ uniforms.imageryTextureTranslationAndScale[i] =
704
+ textureTranslationAndScale;
705
+ uniforms.imageryTextureCoordinateRectangle[i] =
706
+ textureCoordinateRectangle;
707
+
708
+ uniforms.imageryTextureAlpha[i] = imageryLayer.alpha;
709
+ uniforms.imageryTextureBrightness[i] = imageryLayer.brightness;
710
+ uniforms.imageryTextureContrast[i] = imageryLayer.contrast;
711
+ uniforms.imageryTextureHue[i] = imageryLayer.hue;
712
+ uniforms.imageryTextureSaturation[i] = imageryLayer.saturation;
713
+ uniforms.imageryTextureOneOverGamma[i] = 1.0 / imageryLayer.gamma;
714
+
715
+ let colorToAlpha = uniforms.imageryTextureColorToAlpha[i];
716
+ if (!defined(colorToAlpha)) {
717
+ colorToAlpha = new Cartesian4();
718
+ uniforms.imageryTextureColorToAlpha[i] = colorToAlpha;
719
+ }
720
+ const hasColorToAlpha =
721
+ defined(imageryLayer.colorToAlpha) &&
722
+ imageryLayer.colorToAlphaThreshold > 0.0;
723
+ if (hasColorToAlpha) {
724
+ const color = imageryLayer.colorToAlpha;
725
+ colorToAlpha.x = color.red;
726
+ colorToAlpha.y = color.green;
727
+ colorToAlpha.z = color.blue;
728
+ colorToAlpha.w = imageryLayer.colorToAlphaThreshold;
729
+ } else {
730
+ colorToAlpha.w = -1.0;
731
+ }
732
+ }
733
+ return uniforms;
734
+ }
735
+
736
+ /**
737
+ * Fill the given uniform map with functions for all properties
738
+ * in the given uniforms object.
739
+ *
740
+ * The uniform names will be created as `u_<propertyName>`, and
741
+ * their value will just be a function that returns the respective
742
+ * property value.
743
+ *
744
+ * @param {UniformMap} uniformMap The uniform map
745
+ * @param {object} uniforms The uniforms
746
+ */
747
+ static _setImageryUniforms(uniformMap, uniforms) {
748
+ for (const key in uniforms) {
749
+ if (uniforms.hasOwnProperty(key)) {
750
+ const name = `u_${key}`;
751
+ uniformMap[name] = function () {
752
+ return uniforms[key];
753
+ };
754
+ }
755
+ }
756
+ }
757
+
758
+ /**
759
+ * Create the <code>ImageryInput</code> objects that have to be fed to the imagery
760
+ * pipeline stage for draping the given imagery layers over the primitive
761
+ * that is described by the given model primitive imagery.
762
+ *
763
+ * For each imagery layer that is currently visible (as of `show==true`), this
764
+ * will obtain the <code>ImageryCoverage</code> objects that are provided by
765
+ * the given model primitive imagery (and that describe the imagery tiles
766
+ * that are covered by the primitive), and create one <code>ImageryInput</code> for
767
+ * each of them.
768
+ *
769
+ * @param {ImageryLayerCollection} imageryLayers The imagery layers
770
+ * @param {ModelPrimitiveImagery} modelPrimitiveImagery The model primitive imagery
771
+ * @param {number[]} imageryTexCoordAttributeSetIndices The array that contains,
772
+ * for each imagery layer index, the set index of the texture coordinate
773
+ * attribute that should be used for this imagery. This is the value that
774
+ * will be used to access the texture coordinate attribute
775
+ * <code>a_imagery_texCoord_${imageryTexCoordAttributeSetIndex}</code>
776
+ * in the shader.
777
+ * @returns {ImageryInput[]} The imagery inputs
778
+ */
779
+ static _createImageryInputs(
780
+ imageryLayers,
781
+ modelPrimitiveImagery,
782
+ imageryTexCoordAttributeSetIndices,
783
+ ) {
784
+ //>>includeStart('debug', pragmas.debug);
785
+ Check.defined("imageryLayers", imageryLayers);
786
+ Check.defined("modelPrimitiveImagery", modelPrimitiveImagery);
787
+ Check.defined(
788
+ "imageryTexCoordAttributeSetIndices",
789
+ imageryTexCoordAttributeSetIndices,
790
+ );
791
+ //>>includeEnd('debug');
792
+
793
+ const imageryInputs = [];
794
+
795
+ for (let i = 0; i < imageryLayers.length; i++) {
796
+ const imageryLayer = imageryLayers.get(i);
797
+ if (!imageryLayer.show) {
798
+ continue;
799
+ }
800
+ const imageryTexCoordAttributeSetIndex =
801
+ imageryTexCoordAttributeSetIndices[i];
802
+ const mappedPositions =
803
+ modelPrimitiveImagery.mappedPositionsForImageryLayer(imageryLayer);
804
+ const cartographicBoundingRectangle =
805
+ mappedPositions.cartographicBoundingRectangle;
806
+ const coverages =
807
+ modelPrimitiveImagery.coveragesForImageryLayer(imageryLayer);
808
+
809
+ for (let j = 0; j < coverages.length; j++) {
810
+ const coverage = coverages[j];
811
+ const imageryInput = ImageryPipelineStage._createImageryInput(
812
+ imageryLayer,
813
+ coverage,
814
+ cartographicBoundingRectangle,
815
+ imageryTexCoordAttributeSetIndex,
816
+ );
817
+ if (defined(imageryInput)) {
818
+ imageryInputs.push(imageryInput);
819
+ }
820
+ }
821
+ }
822
+ return imageryInputs;
823
+ }
824
+
825
+ /**
826
+ * Create the `ImageryInput` that has to be passed to the imagery pipeline
827
+ * stage, for the given `ImageryCoverage`.
828
+ *
829
+ * The `ImageryCoverage` describes on imagery tile that is covered by the
830
+ * cartographic bounding rectangle of the primitive positions. This function
831
+ * obtains the actual `Imagery` object and its texture, computes the
832
+ * required texture coordinate and scale, and assembles this information
833
+ * into an `ImageryInput`.
834
+ *
835
+ * @param {ImageryLayer} imageryLayer The imagery layer
836
+ * @param {ImageryCoverage} coverage The imagery coverage
837
+ * @param {Rectangle} cartographicBoundingRectangle The bounding rectangle
838
+ * of the cartographic primitive positions
839
+ * @param {number} imageryTexCoordAttributeSetIndex The set index of the
840
+ * texture coordinate attribute that should be used for this imagery.
841
+ * This is the value that will be used to access the texture coordinate
842
+ * attribute <code>a_imagery_texCoord_${imageryTexCoordAttributeSetIndex}</code>
843
+ * in the shader.
844
+ * @returns {ImageryInput|undefined} The imagery input, or undefined if
845
+ * the imagery for the given coverage turned out to be in the
846
+ * <code>ImageryState.INVALID/FAILED<code> state, or did not have
847
+ * a valid texture.
848
+ * @private
849
+ */
850
+ static _createImageryInput(
851
+ imageryLayer,
852
+ coverage,
853
+ cartographicBoundingRectangle,
854
+ imageryTexCoordAttributeSetIndex,
855
+ ) {
856
+ //>>includeStart('debug', pragmas.debug);
857
+ Check.defined("imageryLayer", imageryLayer);
858
+ Check.defined("coverage", coverage);
859
+ Check.defined(
860
+ "cartographicBoundingRectangle",
861
+ cartographicBoundingRectangle,
862
+ );
863
+ Check.typeOf.number.greaterThanOrEquals(
864
+ "imageryTexCoordAttributeSetIndex",
865
+ imageryTexCoordAttributeSetIndex,
866
+ 0,
867
+ );
868
+ //>>includeEnd('debug');
869
+
870
+ // Bail out early if something went wrong in the imagery
871
+ // loading state machine
872
+ const imagery = coverage.imagery;
873
+ if (
874
+ imagery.state === ImageryState.FAILED ||
875
+ imagery.state === ImageryState.INVALID
876
+ ) {
877
+ return undefined;
878
+ }
879
+
880
+ // The texture coordinates are computed for the respective
881
+ // imagery, so pick either the textureWebMercator or the
882
+ // texture here
883
+ let texture = imagery.textureWebMercator;
884
+ if (!defined(texture)) {
885
+ texture = imagery.texture;
886
+ if (!defined(texture)) {
887
+ // Print an error message only when the imagery
888
+ // SHOULD actually have a texture
889
+ if (imagery.state === ImageryState.READY) {
890
+ console.log(
891
+ `Imagery at ${coverage.x}, ${coverage.y} (level ${coverage.level}) does not have any texture - state ${imagery.state}`,
892
+ );
893
+ }
894
+ return undefined;
895
+ }
896
+ }
897
+
898
+ const textureTranslationAndScale =
899
+ ImageryPipelineStage._computeTextureTranslationAndScale(
900
+ imageryLayer,
901
+ cartographicBoundingRectangle,
902
+ imagery.rectangle,
903
+ );
904
+
905
+ // Convert the texture coordinate rectangle into a Cartesian4
906
+ // for the consumption as a uniform in the shader
907
+ const textureCoordinateCartesianRectangle =
908
+ coverage.textureCoordinateRectangle;
909
+ const textureCoordinateRectangle = new Cartesian4(
910
+ textureCoordinateCartesianRectangle.minX,
911
+ textureCoordinateCartesianRectangle.minY,
912
+ textureCoordinateCartesianRectangle.maxX,
913
+ textureCoordinateCartesianRectangle.maxY,
914
+ );
915
+
916
+ const imageryInput = new ImageryInput(
917
+ imageryLayer,
918
+ texture,
919
+ textureTranslationAndScale,
920
+ textureCoordinateRectangle,
921
+ imageryTexCoordAttributeSetIndex,
922
+ );
923
+ return imageryInput;
924
+ }
925
+
926
+ /**
927
+ * Compute the translation and scale that has to be applied to
928
+ * the texture coordinates for mapping the given imagery to
929
+ * the geometry.
930
+ *
931
+ * The given rectangles will be converted into their "native" representation,
932
+ * using the tiling scheme of the given imagery layer, and passed
933
+ * to `_computeTextureTranslationAndScaleFromNative` (see that for details).
934
+ *
935
+ * @param {ImageryLayer} imageryLayer The imagery layer
936
+ * @param {Rectangle} nonNativeBoundingRectangle The bounding
937
+ * rectangle of the geometry
938
+ * @param {Rectangle} nonNativeImageryRectangle The bounding
939
+ * rectangle of the imagery
940
+ * @returns {Cartesian4} The translation and scale
941
+ * @private
942
+ */
943
+ static _computeTextureTranslationAndScale(
944
+ imageryLayer,
945
+ nonNativeBoundingRectangle,
946
+ nonNativeImageryRectangle,
947
+ ) {
948
+ //>>includeStart('debug', pragmas.debug);
949
+ Check.defined("imageryLayer", imageryLayer);
950
+ Check.defined("nonNativeBoundingRectangle", nonNativeBoundingRectangle);
951
+ Check.defined("nonNativeImageryRectangle", nonNativeImageryRectangle);
952
+ //>>includeEnd('debug');
953
+
954
+ const tilingScheme = imageryLayer.imageryProvider.tilingScheme;
955
+
956
+ const nativeBoundingRectangle = tilingScheme.rectangleToNativeRectangle(
957
+ nonNativeBoundingRectangle,
958
+ nativeBoundingRectangleScratch,
959
+ );
960
+ const nativeImageryRectangle = tilingScheme.rectangleToNativeRectangle(
961
+ nonNativeImageryRectangle,
962
+ nativeImageryRectangleScratch,
963
+ );
964
+
965
+ const translationAndScale =
966
+ ImageryPipelineStage._computeTextureTranslationAndScaleFromNative(
967
+ nativeBoundingRectangle,
968
+ nativeImageryRectangle,
969
+ );
970
+ return translationAndScale;
971
+ }
972
+
973
+ /**
974
+ * Compute the translation and scale that has to be applied to
975
+ * the texture coordinates for mapping the given imagery rectangle
976
+ * to the geometry rectangle.
977
+ *
978
+ * This will compute a Cartesian4 containing the
979
+ * (offsetX, offsetY, scaleX, scaleY) that have to be applied to
980
+ * the texture coordinates that that have been computed with
981
+ * `ModelImageryMapping.createTextureCoordinatesAttributeForMappedPositions`.
982
+ * In the shader, this offset and scale will map the given imagery rectangle
983
+ * to the geometry * rectangle.
984
+ *
985
+ * @param {Imagery} imagery The imagery
986
+ * @param {Rectangle} nonNativeBoundingRectangle The bounding
987
+ * rectangle of the geometry
988
+ * @param {Rectangle} nonNativeImageryRectangle The bounding
989
+ * rectangle of the imagery
990
+ * @returns {Cartesian4} The translation and scale
991
+ * @private
992
+ */
993
+ static _computeTextureTranslationAndScaleFromNative(
994
+ nativeBoundingRectangle,
995
+ nativeImageryRectangle,
996
+ ) {
997
+ //>>includeStart('debug', pragmas.debug);
998
+ Check.defined("nativeBoundingRectangle", nativeBoundingRectangle);
999
+ Check.defined("nativeImageryRectangle", nativeImageryRectangle);
1000
+ //>>includeEnd('debug');
1001
+
1002
+ const invImageryWidth = 1.0 / nativeImageryRectangle.width;
1003
+ const invImageryHeight = 1.0 / nativeImageryRectangle.height;
1004
+ const deltaWest =
1005
+ nativeBoundingRectangle.west - nativeImageryRectangle.west;
1006
+ const deltaSouth =
1007
+ nativeBoundingRectangle.south - nativeImageryRectangle.south;
1008
+ const offsetX = deltaWest * invImageryWidth;
1009
+ const offsetY = deltaSouth * invImageryHeight;
1010
+ const scaleX = nativeBoundingRectangle.width * invImageryWidth;
1011
+ const scaleY = nativeBoundingRectangle.height * invImageryHeight;
1012
+ return new Cartesian4(offsetX, offsetY, scaleX, scaleY);
1013
+ }
1014
+
1015
+ /**
1016
+ * Computes the index mapping from the given source to the given target.
1017
+ *
1018
+ * The result will be an array that has the same length as the source,
1019
+ * and contains the indices that the source elements have in the
1020
+ * target array.
1021
+ *
1022
+ * @param {object[]} source The source array
1023
+ * @param {object[]} target The target array
1024
+ * @returns {number[]} The result
1025
+ */
1026
+ static _computeIndexMapping(source, target) {
1027
+ //>>includeStart('debug', pragmas.debug);
1028
+ Check.defined("source", source);
1029
+ Check.defined("target", target);
1030
+ //>>includeEnd('debug');
1031
+
1032
+ const result = [];
1033
+ const length = source.length;
1034
+ for (let i = 0; i < length; i++) {
1035
+ const element = source[i];
1036
+ const index = target.indexOf(element);
1037
+ result.push(index);
1038
+ }
1039
+ return result;
1040
+ }
1041
+ }
1042
+
1043
+ // Static properties (direct initialization disallowed by eslint)
1044
+ //ImageryPipelineStage.name = "ImageryPipelineStage"; // Helps with debugging, if you know where to look
1045
+
1046
+ export default ImageryPipelineStage;