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
  2031. package/Source/Workers/createBoxGeometry.js +10 -0
  2032. package/Source/Workers/createBoxOutlineGeometry.js +10 -0
  2033. package/Source/Workers/createCircleGeometry.js +18 -0
  2034. package/Source/Workers/createCircleOutlineGeometry.js +18 -0
  2035. package/Source/Workers/createCoplanarPolygonGeometry.js +10 -0
  2036. package/Source/Workers/createCoplanarPolygonOutlineGeometry.js +15 -0
  2037. package/Source/Workers/createCorridorGeometry.js +12 -0
  2038. package/Source/Workers/createCorridorOutlineGeometry.js +17 -0
  2039. package/Source/Workers/createCylinderGeometry.js +10 -0
  2040. package/Source/Workers/createCylinderOutlineGeometry.js +10 -0
  2041. package/Source/Workers/createEllipseGeometry.js +14 -0
  2042. package/Source/Workers/createEllipseOutlineGeometry.js +14 -0
  2043. package/Source/Workers/createEllipsoidGeometry.js +10 -0
  2044. package/Source/Workers/createEllipsoidOutlineGeometry.js +13 -0
  2045. package/Source/Workers/createFrustumGeometry.js +10 -0
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  2047. package/Source/Workers/createGeometry.js +78 -0
  2048. package/Source/Workers/createGroundPolylineGeometry.js +16 -0
  2049. package/Source/Workers/createPlaneGeometry.js +10 -0
  2050. package/Source/Workers/createPlaneOutlineGeometry.js +10 -0
  2051. package/Source/Workers/createPolygonGeometry.js +12 -0
  2052. package/Source/Workers/createPolygonOutlineGeometry.js +12 -0
  2053. package/Source/Workers/createPolylineGeometry.js +12 -0
  2054. package/Source/Workers/createPolylineVolumeGeometry.js +17 -0
  2055. package/Source/Workers/createPolylineVolumeOutlineGeometry.js +22 -0
  2056. package/Source/Workers/createRectangleGeometry.js +14 -0
  2057. package/Source/Workers/createRectangleOutlineGeometry.js +17 -0
  2058. package/Source/Workers/createSimplePolylineGeometry.js +17 -0
  2059. package/Source/Workers/createSphereGeometry.js +10 -0
  2060. package/Source/Workers/createSphereOutlineGeometry.js +10 -0
  2061. package/Source/Workers/createTaskProcessorWorker.js +113 -0
  2062. package/Source/Workers/createVectorTileClampedPolylines.js +541 -0
  2063. package/Source/Workers/createVectorTileGeometries.js +414 -0
  2064. package/Source/Workers/createVectorTilePoints.js +81 -0
  2065. package/Source/Workers/createVectorTilePolygons.js +412 -0
  2066. package/Source/Workers/createVectorTilePolylines.js +210 -0
  2067. package/Source/Workers/createVerticesFromCesium3DTilesTerrain.js +46 -0
  2068. package/Source/Workers/createVerticesFromGoogleEarthEnterpriseBuffer.js +651 -0
  2069. package/Source/Workers/createVerticesFromHeightmap.js +53 -0
  2070. package/Source/Workers/createVerticesFromQuantizedTerrainMesh.js +549 -0
  2071. package/Source/Workers/createWallGeometry.js +12 -0
  2072. package/Source/Workers/createWallOutlineGeometry.js +12 -0
  2073. package/Source/Workers/decodeDraco.js +383 -0
  2074. package/Source/Workers/decodeGoogleEarthEnterprisePacket.js +268 -0
  2075. package/Source/Workers/decodeI3S.js +1652 -0
  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 +1,2504 @@
1
+ import BoundingSphere from "../Core/BoundingSphere.js";
2
+ import Cartesian2 from "../Core/Cartesian2.js";
3
+ import Cartesian3 from "../Core/Cartesian3.js";
4
+ import Cartesian4 from "../Core/Cartesian4.js";
5
+ import Cartographic from "../Core/Cartographic.js";
6
+ import clone from "../Core/clone.js";
7
+ import Color from "../Core/Color.js";
8
+ import combine from "../Core/combine.js";
9
+ import ComponentDatatype from "../Core/ComponentDatatype.js";
10
+ import Frozen from "../Core/Frozen.js";
11
+ import defined from "../Core/defined.js";
12
+ import destroyObject from "../Core/destroyObject.js";
13
+ import DeveloperError from "../Core/DeveloperError.js";
14
+ import EncodedCartesian3 from "../Core/EncodedCartesian3.js";
15
+ import FeatureDetection from "../Core/FeatureDetection.js";
16
+ import Geometry from "../Core/Geometry.js";
17
+ import GeometryAttribute from "../Core/GeometryAttribute.js";
18
+ import GeometryAttributes from "../Core/GeometryAttributes.js";
19
+ import GeometryOffsetAttribute from "../Core/GeometryOffsetAttribute.js";
20
+ import Intersect from "../Core/Intersect.js";
21
+ import Matrix4 from "../Core/Matrix4.js";
22
+ import Plane from "../Core/Plane.js";
23
+ import RuntimeError from "../Core/RuntimeError.js";
24
+ import subdivideArray from "../Core/subdivideArray.js";
25
+ import TaskProcessor from "../Core/TaskProcessor.js";
26
+ import BufferUsage from "../Renderer/BufferUsage.js";
27
+ import ContextLimits from "../Renderer/ContextLimits.js";
28
+ import DrawCommand from "../Renderer/DrawCommand.js";
29
+ import Pass from "../Renderer/Pass.js";
30
+ import RenderState from "../Renderer/RenderState.js";
31
+ import ShaderProgram from "../Renderer/ShaderProgram.js";
32
+ import ShaderSource from "../Renderer/ShaderSource.js";
33
+ import VertexArray from "../Renderer/VertexArray.js";
34
+ import BatchTable from "./BatchTable.js";
35
+ import CullFace from "./CullFace.js";
36
+ import DepthFunction from "./DepthFunction.js";
37
+ import PrimitivePipeline from "./PrimitivePipeline.js";
38
+ import PrimitiveState from "./PrimitiveState.js";
39
+ import SceneMode from "./SceneMode.js";
40
+ import ShadowMode from "./ShadowMode.js";
41
+
42
+ /**
43
+ * A primitive represents geometry in the {@link Scene}. The geometry can be from a single {@link GeometryInstance}
44
+ * as shown in example 1 below, or from an array of instances, even if the geometry is from different
45
+ * geometry types, e.g., an {@link RectangleGeometry} and an {@link EllipsoidGeometry} as shown in Code Example 2.
46
+ * <p>
47
+ * A primitive combines geometry instances with an {@link Appearance} that describes the full shading, including
48
+ * {@link Material} and {@link RenderState}. Roughly, the geometry instance defines the structure and placement,
49
+ * and the appearance defines the visual characteristics. Decoupling geometry and appearance allows us to mix
50
+ * and match most of them and add a new geometry or appearance independently of each other.
51
+ * </p>
52
+ * <p>
53
+ * Combining multiple instances into one primitive is called batching, and significantly improves performance for static data.
54
+ * Instances can be individually picked; {@link Scene#pick} returns their {@link GeometryInstance#id}. Using
55
+ * per-instance appearances like {@link PerInstanceColorAppearance}, each instance can also have a unique color.
56
+ * </p>
57
+ * <p>
58
+ * {@link Geometry} can either be created and batched on a web worker or the main thread. The first two examples
59
+ * show geometry that will be created on a web worker by using the descriptions of the geometry. The third example
60
+ * shows how to create the geometry on the main thread by explicitly calling the <code>createGeometry</code> method.
61
+ * </p>
62
+ *
63
+ * @alias Primitive
64
+ * @constructor
65
+ *
66
+ * @param {object} [options] Object with the following properties:
67
+ * @param {GeometryInstance[]|GeometryInstance} [options.geometryInstances] The geometry instances - or a single geometry instance - to render.
68
+ * @param {Appearance} [options.appearance] The appearance used to render the primitive.
69
+ * @param {Appearance} [options.depthFailAppearance] The appearance used to shade this primitive when it fails the depth test.
70
+ * @param {boolean} [options.show=true] Determines if this primitive will be shown.
71
+ * @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms the primitive (all geometry instances) from model to world coordinates.
72
+ * @param {boolean} [options.vertexCacheOptimize=false] When <code>true</code>, geometry vertices are optimized for the pre and post-vertex-shader caches.
73
+ * @param {boolean} [options.interleave=false] When <code>true</code>, geometry vertex attributes are interleaved, which can slightly improve rendering performance but increases load time.
74
+ * @param {boolean} [options.compressVertices=true] When <code>true</code>, the geometry vertices are compressed, which will save memory.
75
+ * @param {boolean} [options.releaseGeometryInstances=true] When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
76
+ * @param {boolean} [options.allowPicking=true] When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
77
+ * @param {boolean} [options.cull=true] When <code>true</code>, the renderer frustum culls and horizon culls the primitive's commands based on their bounding volume. Set this to <code>false</code> for a small performance gain if you are manually culling the primitive.
78
+ * @param {boolean} [options.asynchronous=true] Determines if the primitive will be created asynchronously or block until ready.
79
+ * @param {boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
80
+ * @param {ShadowMode} [options.shadows=ShadowMode.DISABLED] Determines whether this primitive casts or receives shadows from light sources.
81
+ *
82
+ * @example
83
+ * // 1. Draw a translucent ellipse on the surface with a checkerboard pattern
84
+ * const instance = new Cesium.GeometryInstance({
85
+ * geometry : new Cesium.EllipseGeometry({
86
+ * center : Cesium.Cartesian3.fromDegrees(-100.0, 20.0),
87
+ * semiMinorAxis : 500000.0,
88
+ * semiMajorAxis : 1000000.0,
89
+ * rotation : Cesium.Math.PI_OVER_FOUR,
90
+ * vertexFormat : Cesium.VertexFormat.POSITION_AND_ST
91
+ * }),
92
+ * id : 'object returned when this instance is picked and to get/set per-instance attributes'
93
+ * });
94
+ * scene.primitives.add(new Cesium.Primitive({
95
+ * geometryInstances : instance,
96
+ * appearance : new Cesium.EllipsoidSurfaceAppearance({
97
+ * material : Cesium.Material.fromType('Checkerboard')
98
+ * })
99
+ * }));
100
+ *
101
+ * @example
102
+ * // 2. Draw different instances each with a unique color
103
+ * const rectangleInstance = new Cesium.GeometryInstance({
104
+ * geometry : new Cesium.RectangleGeometry({
105
+ * rectangle : Cesium.Rectangle.fromDegrees(-140.0, 30.0, -100.0, 40.0),
106
+ * vertexFormat : Cesium.PerInstanceColorAppearance.VERTEX_FORMAT
107
+ * }),
108
+ * id : 'rectangle',
109
+ * attributes : {
110
+ * color : new Cesium.ColorGeometryInstanceAttribute(0.0, 1.0, 1.0, 0.5)
111
+ * }
112
+ * });
113
+ * const ellipsoidInstance = new Cesium.GeometryInstance({
114
+ * geometry : new Cesium.EllipsoidGeometry({
115
+ * radii : new Cesium.Cartesian3(500000.0, 500000.0, 1000000.0),
116
+ * vertexFormat : Cesium.VertexFormat.POSITION_AND_NORMAL
117
+ * }),
118
+ * modelMatrix : Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(
119
+ * Cesium.Cartesian3.fromDegrees(-95.59777, 40.03883)), new Cesium.Cartesian3(0.0, 0.0, 500000.0), new Cesium.Matrix4()),
120
+ * id : 'ellipsoid',
121
+ * attributes : {
122
+ * color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.AQUA)
123
+ * }
124
+ * });
125
+ * scene.primitives.add(new Cesium.Primitive({
126
+ * geometryInstances : [rectangleInstance, ellipsoidInstance],
127
+ * appearance : new Cesium.PerInstanceColorAppearance()
128
+ * }));
129
+ *
130
+ * @example
131
+ * // 3. Create the geometry on the main thread.
132
+ * scene.primitives.add(new Cesium.Primitive({
133
+ * geometryInstances : new Cesium.GeometryInstance({
134
+ * geometry : Cesium.EllipsoidGeometry.createGeometry(new Cesium.EllipsoidGeometry({
135
+ * radii : new Cesium.Cartesian3(500000.0, 500000.0, 1000000.0),
136
+ * vertexFormat : Cesium.VertexFormat.POSITION_AND_NORMAL
137
+ * })),
138
+ * modelMatrix : Cesium.Matrix4.multiplyByTranslation(Cesium.Transforms.eastNorthUpToFixedFrame(
139
+ * Cesium.Cartesian3.fromDegrees(-95.59777, 40.03883)), new Cesium.Cartesian3(0.0, 0.0, 500000.0), new Cesium.Matrix4()),
140
+ * id : 'ellipsoid',
141
+ * attributes : {
142
+ * color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.AQUA)
143
+ * }
144
+ * }),
145
+ * appearance : new Cesium.PerInstanceColorAppearance(),
146
+ * asynchronous : false
147
+ * }));
148
+ *
149
+ * @see GeometryInstance
150
+ * @see Appearance
151
+ * @see ClassificationPrimitive
152
+ * @see GroundPrimitive
153
+ */
154
+ function Primitive(options) {
155
+ options = options ?? Frozen.EMPTY_OBJECT;
156
+
157
+ /**
158
+ * The geometry instances rendered with this primitive. This may
159
+ * be <code>undefined</code> if <code>options.releaseGeometryInstances</code>
160
+ * is <code>true</code> when the primitive is constructed.
161
+ * <p>
162
+ * Changing this property after the primitive is rendered has no effect.
163
+ * </p>
164
+ *
165
+ * @readonly
166
+ * @type GeometryInstance[]|GeometryInstance
167
+ *
168
+ * @default undefined
169
+ */
170
+ this.geometryInstances = options.geometryInstances;
171
+
172
+ /**
173
+ * The {@link Appearance} used to shade this primitive. Each geometry
174
+ * instance is shaded with the same appearance. Some appearances, like
175
+ * {@link PerInstanceColorAppearance} allow giving each instance unique
176
+ * properties.
177
+ *
178
+ * @type Appearance
179
+ *
180
+ * @default undefined
181
+ */
182
+ this.appearance = options.appearance;
183
+ this._appearance = undefined;
184
+ this._material = undefined;
185
+
186
+ /**
187
+ * The {@link Appearance} used to shade this primitive when it fails the depth test. Each geometry
188
+ * instance is shaded with the same appearance. Some appearances, like
189
+ * {@link PerInstanceColorAppearance} allow giving each instance unique
190
+ * properties.
191
+ *
192
+ * <p>
193
+ * When using an appearance that requires a color attribute, like PerInstanceColorAppearance,
194
+ * add a depthFailColor per-instance attribute instead.
195
+ * </p>
196
+ *
197
+ * <p>
198
+ * Requires the EXT_frag_depth WebGL extension to render properly. If the extension is not supported,
199
+ * there may be artifacts.
200
+ * </p>
201
+ * @type Appearance
202
+ *
203
+ * @default undefined
204
+ */
205
+ this.depthFailAppearance = options.depthFailAppearance;
206
+ this._depthFailAppearance = undefined;
207
+ this._depthFailMaterial = undefined;
208
+
209
+ /**
210
+ * The 4x4 transformation matrix that transforms the primitive (all geometry instances) from model to world coordinates.
211
+ * When this is the identity matrix, the primitive is drawn in world coordinates, i.e., Earth's WGS84 coordinates.
212
+ * Local reference frames can be used by providing a different transformation matrix, like that returned
213
+ * by {@link Transforms.eastNorthUpToFixedFrame}.
214
+ *
215
+ * <p>
216
+ * This property is only supported in 3D mode.
217
+ * </p>
218
+ *
219
+ * @type Matrix4
220
+ *
221
+ * @default Matrix4.IDENTITY
222
+ *
223
+ * @example
224
+ * const origin = Cesium.Cartesian3.fromDegrees(-95.0, 40.0, 200000.0);
225
+ * p.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(origin);
226
+ */
227
+ this.modelMatrix = Matrix4.clone(options.modelMatrix ?? Matrix4.IDENTITY);
228
+ this._modelMatrix = new Matrix4();
229
+
230
+ /**
231
+ * Determines if the primitive will be shown. This affects all geometry
232
+ * instances in the primitive.
233
+ *
234
+ * @type {boolean}
235
+ *
236
+ * @default true
237
+ */
238
+ this.show = options.show ?? true;
239
+
240
+ this._vertexCacheOptimize = options.vertexCacheOptimize ?? false;
241
+ this._interleave = options.interleave ?? false;
242
+ this._releaseGeometryInstances = options.releaseGeometryInstances ?? true;
243
+ this._allowPicking = options.allowPicking ?? true;
244
+ this._asynchronous = options.asynchronous ?? true;
245
+ this._compressVertices = options.compressVertices ?? true;
246
+
247
+ /**
248
+ * When <code>true</code>, the renderer frustum culls and horizon culls the primitive's commands
249
+ * based on their bounding volume. Set this to <code>false</code> for a small performance gain
250
+ * if you are manually culling the primitive.
251
+ *
252
+ * @type {boolean}
253
+ *
254
+ * @default true
255
+ */
256
+ this.cull = options.cull ?? true;
257
+
258
+ /**
259
+ * This property is for debugging only; it is not for production use nor is it optimized.
260
+ * <p>
261
+ * Draws the bounding sphere for each draw command in the primitive.
262
+ * </p>
263
+ *
264
+ * @type {boolean}
265
+ *
266
+ * @default false
267
+ */
268
+ this.debugShowBoundingVolume = options.debugShowBoundingVolume ?? false;
269
+
270
+ /**
271
+ * @private
272
+ */
273
+ this.rtcCenter = options.rtcCenter;
274
+
275
+ //>>includeStart('debug', pragmas.debug);
276
+ if (
277
+ defined(this.rtcCenter) &&
278
+ (!defined(this.geometryInstances) ||
279
+ (Array.isArray(this.geometryInstances) &&
280
+ this.geometryInstances.length !== 1))
281
+ ) {
282
+ throw new DeveloperError(
283
+ "Relative-to-center rendering only supports one geometry instance.",
284
+ );
285
+ }
286
+ //>>includeEnd('debug');
287
+
288
+ /**
289
+ * Determines whether this primitive casts or receives shadows from light sources.
290
+ *
291
+ * @type {ShadowMode}
292
+ *
293
+ * @default ShadowMode.DISABLED
294
+ */
295
+ this.shadows = options.shadows ?? ShadowMode.DISABLED;
296
+
297
+ this._translucent = undefined;
298
+
299
+ this._state = PrimitiveState.READY;
300
+ this._geometries = [];
301
+ this._error = undefined;
302
+ this._numberOfInstances = 0;
303
+
304
+ this._boundingSpheres = [];
305
+ this._boundingSphereWC = [];
306
+ this._boundingSphereCV = [];
307
+ this._boundingSphere2D = [];
308
+ this._boundingSphereMorph = [];
309
+ this._perInstanceAttributeCache = new Map();
310
+ this._instanceIds = [];
311
+ this._lastPerInstanceAttributeIndex = 0;
312
+
313
+ this._va = [];
314
+ this._attributeLocations = undefined;
315
+ this._primitiveType = undefined;
316
+
317
+ this._frontFaceRS = undefined;
318
+ this._backFaceRS = undefined;
319
+ this._sp = undefined;
320
+
321
+ this._depthFailAppearance = undefined;
322
+ this._spDepthFail = undefined;
323
+ this._frontFaceDepthFailRS = undefined;
324
+ this._backFaceDepthFailRS = undefined;
325
+
326
+ this._pickIds = [];
327
+
328
+ this._colorCommands = [];
329
+ this._pickCommands = [];
330
+
331
+ this._createBoundingVolumeFunction = options._createBoundingVolumeFunction;
332
+ this._createRenderStatesFunction = options._createRenderStatesFunction;
333
+ this._createShaderProgramFunction = options._createShaderProgramFunction;
334
+ this._createCommandsFunction = options._createCommandsFunction;
335
+ this._updateAndQueueCommandsFunction =
336
+ options._updateAndQueueCommandsFunction;
337
+
338
+ this._createPickOffsets = options._createPickOffsets;
339
+ this._pickOffsets = undefined;
340
+
341
+ this._createGeometryResults = undefined;
342
+ this._ready = false;
343
+
344
+ this._batchTable = undefined;
345
+ this._batchTableAttributeIndices = undefined;
346
+ this._offsetInstanceExtend = undefined;
347
+ this._batchTableOffsetAttribute2DIndex = undefined;
348
+ this._batchTableOffsetsUpdated = false;
349
+ this._instanceBoundingSpheres = undefined;
350
+ this._instanceBoundingSpheresCV = undefined;
351
+ this._tempBoundingSpheres = undefined;
352
+ this._recomputeBoundingSpheres = false;
353
+ this._batchTableBoundingSpheresUpdated = false;
354
+ this._batchTableBoundingSphereAttributeIndices = undefined;
355
+ }
356
+
357
+ Object.defineProperties(Primitive.prototype, {
358
+ /**
359
+ * When <code>true</code>, geometry vertices are optimized for the pre and post-vertex-shader caches.
360
+ *
361
+ * @memberof Primitive.prototype
362
+ *
363
+ * @type {boolean}
364
+ * @readonly
365
+ *
366
+ * @default true
367
+ */
368
+ vertexCacheOptimize: {
369
+ get: function () {
370
+ return this._vertexCacheOptimize;
371
+ },
372
+ },
373
+
374
+ /**
375
+ * Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
376
+ *
377
+ * @memberof Primitive.prototype
378
+ *
379
+ * @type {boolean}
380
+ * @readonly
381
+ *
382
+ * @default false
383
+ */
384
+ interleave: {
385
+ get: function () {
386
+ return this._interleave;
387
+ },
388
+ },
389
+
390
+ /**
391
+ * When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
392
+ *
393
+ * @memberof Primitive.prototype
394
+ *
395
+ * @type {boolean}
396
+ * @readonly
397
+ *
398
+ * @default true
399
+ */
400
+ releaseGeometryInstances: {
401
+ get: function () {
402
+ return this._releaseGeometryInstances;
403
+ },
404
+ },
405
+
406
+ /**
407
+ * When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved. *
408
+ *
409
+ * @memberof Primitive.prototype
410
+ *
411
+ * @type {boolean}
412
+ * @readonly
413
+ *
414
+ * @default true
415
+ */
416
+ allowPicking: {
417
+ get: function () {
418
+ return this._allowPicking;
419
+ },
420
+ },
421
+
422
+ /**
423
+ * Determines if the geometry instances will be created and batched on a web worker.
424
+ *
425
+ * @memberof Primitive.prototype
426
+ *
427
+ * @type {boolean}
428
+ * @readonly
429
+ *
430
+ * @default true
431
+ */
432
+ asynchronous: {
433
+ get: function () {
434
+ return this._asynchronous;
435
+ },
436
+ },
437
+
438
+ /**
439
+ * When <code>true</code>, geometry vertices are compressed, which will save memory.
440
+ *
441
+ * @memberof Primitive.prototype
442
+ *
443
+ * @type {boolean}
444
+ * @readonly
445
+ *
446
+ * @default true
447
+ */
448
+ compressVertices: {
449
+ get: function () {
450
+ return this._compressVertices;
451
+ },
452
+ },
453
+
454
+ /**
455
+ * Determines if the primitive is complete and ready to render. If this property is
456
+ * true, the primitive will be rendered the next time that {@link Primitive#update}
457
+ * is called.
458
+ *
459
+ * @memberof Primitive.prototype
460
+ *
461
+ * @type {boolean}
462
+ * @readonly
463
+ *
464
+ * @example
465
+ * // Wait for a primitive to become ready before accessing attributes
466
+ * const removeListener = scene.postRender.addEventListener(() => {
467
+ * if (!frustumPrimitive.ready) {
468
+ * return;
469
+ * }
470
+ *
471
+ * const attributes = primitive.getGeometryInstanceAttributes('an id');
472
+ * attributes.color = Cesium.ColorGeometryInstanceAttribute.toValue(Cesium.Color.AQUA);
473
+ *
474
+ * removeListener();
475
+ * });
476
+ */
477
+ ready: {
478
+ get: function () {
479
+ return this._ready;
480
+ },
481
+ },
482
+ });
483
+
484
+ function getCommonPerInstanceAttributeNames(instances) {
485
+ const length = instances.length;
486
+
487
+ const attributesInAllInstances = [];
488
+ const attributes0 = instances[0].attributes;
489
+ let name;
490
+
491
+ for (name in attributes0) {
492
+ if (attributes0.hasOwnProperty(name) && defined(attributes0[name])) {
493
+ const attribute = attributes0[name];
494
+ let inAllInstances = true;
495
+
496
+ // Does this same attribute exist in all instances?
497
+ for (let i = 1; i < length; ++i) {
498
+ const otherAttribute = instances[i].attributes[name];
499
+
500
+ if (
501
+ !defined(otherAttribute) ||
502
+ attribute.componentDatatype !== otherAttribute.componentDatatype ||
503
+ attribute.componentsPerAttribute !==
504
+ otherAttribute.componentsPerAttribute ||
505
+ attribute.normalize !== otherAttribute.normalize
506
+ ) {
507
+ inAllInstances = false;
508
+ break;
509
+ }
510
+ }
511
+
512
+ if (inAllInstances) {
513
+ attributesInAllInstances.push(name);
514
+ }
515
+ }
516
+ }
517
+
518
+ return attributesInAllInstances;
519
+ }
520
+
521
+ const scratchGetAttributeCartesian2 = new Cartesian2();
522
+ const scratchGetAttributeCartesian3 = new Cartesian3();
523
+ const scratchGetAttributeCartesian4 = new Cartesian4();
524
+
525
+ function getAttributeValue(value) {
526
+ const componentsPerAttribute = value.length;
527
+ if (componentsPerAttribute === 1) {
528
+ return value[0];
529
+ } else if (componentsPerAttribute === 2) {
530
+ return Cartesian2.unpack(value, 0, scratchGetAttributeCartesian2);
531
+ } else if (componentsPerAttribute === 3) {
532
+ return Cartesian3.unpack(value, 0, scratchGetAttributeCartesian3);
533
+ } else if (componentsPerAttribute === 4) {
534
+ return Cartesian4.unpack(value, 0, scratchGetAttributeCartesian4);
535
+ }
536
+ }
537
+
538
+ function createBatchTable(primitive, context) {
539
+ const geometryInstances = primitive.geometryInstances;
540
+ const instances = Array.isArray(geometryInstances)
541
+ ? geometryInstances
542
+ : [geometryInstances];
543
+ const numberOfInstances = instances.length;
544
+ if (numberOfInstances === 0) {
545
+ return;
546
+ }
547
+
548
+ const names = getCommonPerInstanceAttributeNames(instances);
549
+ const length = names.length;
550
+
551
+ const attributes = [];
552
+ const attributeIndices = {};
553
+ const boundingSphereAttributeIndices = {};
554
+ let offset2DIndex;
555
+
556
+ const firstInstance = instances[0];
557
+ let instanceAttributes = firstInstance.attributes;
558
+
559
+ let i;
560
+ let name;
561
+ let attribute;
562
+
563
+ for (i = 0; i < length; ++i) {
564
+ name = names[i];
565
+ attribute = instanceAttributes[name];
566
+
567
+ attributeIndices[name] = i;
568
+ attributes.push({
569
+ functionName: `czm_batchTable_${name}`,
570
+ componentDatatype: attribute.componentDatatype,
571
+ componentsPerAttribute: attribute.componentsPerAttribute,
572
+ normalize: attribute.normalize,
573
+ });
574
+ }
575
+
576
+ if (names.indexOf("distanceDisplayCondition") !== -1) {
577
+ attributes.push(
578
+ {
579
+ functionName: "czm_batchTable_boundingSphereCenter3DHigh",
580
+ componentDatatype: ComponentDatatype.FLOAT,
581
+ componentsPerAttribute: 3,
582
+ },
583
+ {
584
+ functionName: "czm_batchTable_boundingSphereCenter3DLow",
585
+ componentDatatype: ComponentDatatype.FLOAT,
586
+ componentsPerAttribute: 3,
587
+ },
588
+ {
589
+ functionName: "czm_batchTable_boundingSphereCenter2DHigh",
590
+ componentDatatype: ComponentDatatype.FLOAT,
591
+ componentsPerAttribute: 3,
592
+ },
593
+ {
594
+ functionName: "czm_batchTable_boundingSphereCenter2DLow",
595
+ componentDatatype: ComponentDatatype.FLOAT,
596
+ componentsPerAttribute: 3,
597
+ },
598
+ {
599
+ functionName: "czm_batchTable_boundingSphereRadius",
600
+ componentDatatype: ComponentDatatype.FLOAT,
601
+ componentsPerAttribute: 1,
602
+ },
603
+ );
604
+ boundingSphereAttributeIndices.center3DHigh = attributes.length - 5;
605
+ boundingSphereAttributeIndices.center3DLow = attributes.length - 4;
606
+ boundingSphereAttributeIndices.center2DHigh = attributes.length - 3;
607
+ boundingSphereAttributeIndices.center2DLow = attributes.length - 2;
608
+ boundingSphereAttributeIndices.radius = attributes.length - 1;
609
+ }
610
+
611
+ if (names.indexOf("offset") !== -1) {
612
+ attributes.push({
613
+ functionName: "czm_batchTable_offset2D",
614
+ componentDatatype: ComponentDatatype.FLOAT,
615
+ componentsPerAttribute: 3,
616
+ });
617
+ offset2DIndex = attributes.length - 1;
618
+ }
619
+
620
+ attributes.push({
621
+ functionName: "czm_batchTable_pickColor",
622
+ componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
623
+ componentsPerAttribute: 4,
624
+ normalize: true,
625
+ });
626
+
627
+ const attributesLength = attributes.length;
628
+ const batchTable = new BatchTable(context, attributes, numberOfInstances);
629
+
630
+ for (i = 0; i < numberOfInstances; ++i) {
631
+ const instance = instances[i];
632
+ instanceAttributes = instance.attributes;
633
+
634
+ for (let j = 0; j < length; ++j) {
635
+ name = names[j];
636
+ attribute = instanceAttributes[name];
637
+ const value = getAttributeValue(attribute.value);
638
+ const attributeIndex = attributeIndices[name];
639
+ batchTable.setBatchedAttribute(i, attributeIndex, value);
640
+ }
641
+
642
+ const pickObject = {
643
+ primitive: instance.pickPrimitive ?? primitive,
644
+ };
645
+
646
+ if (defined(instance.id)) {
647
+ pickObject.id = instance.id;
648
+ }
649
+
650
+ const pickId = context.createPickId(pickObject);
651
+ primitive._pickIds.push(pickId);
652
+
653
+ const pickColor = pickId.color;
654
+ const color = scratchGetAttributeCartesian4;
655
+ color.x = Color.floatToByte(pickColor.red);
656
+ color.y = Color.floatToByte(pickColor.green);
657
+ color.z = Color.floatToByte(pickColor.blue);
658
+ color.w = Color.floatToByte(pickColor.alpha);
659
+
660
+ batchTable.setBatchedAttribute(i, attributesLength - 1, color);
661
+ }
662
+
663
+ primitive._batchTable = batchTable;
664
+ primitive._batchTableAttributeIndices = attributeIndices;
665
+ primitive._batchTableBoundingSphereAttributeIndices =
666
+ boundingSphereAttributeIndices;
667
+ primitive._batchTableOffsetAttribute2DIndex = offset2DIndex;
668
+ }
669
+
670
+ function cloneAttribute(attribute) {
671
+ let clonedValues;
672
+ if (Array.isArray(attribute.values)) {
673
+ clonedValues = attribute.values.slice(0);
674
+ } else {
675
+ clonedValues = new attribute.values.constructor(attribute.values);
676
+ }
677
+ return new GeometryAttribute({
678
+ componentDatatype: attribute.componentDatatype,
679
+ componentsPerAttribute: attribute.componentsPerAttribute,
680
+ normalize: attribute.normalize,
681
+ values: clonedValues,
682
+ });
683
+ }
684
+
685
+ function cloneGeometry(geometry) {
686
+ const attributes = geometry.attributes;
687
+ const newAttributes = new GeometryAttributes();
688
+ for (const property in attributes) {
689
+ if (attributes.hasOwnProperty(property) && defined(attributes[property])) {
690
+ newAttributes[property] = cloneAttribute(attributes[property]);
691
+ }
692
+ }
693
+
694
+ let indices;
695
+ if (defined(geometry.indices)) {
696
+ const sourceValues = geometry.indices;
697
+ if (Array.isArray(sourceValues)) {
698
+ indices = sourceValues.slice(0);
699
+ } else {
700
+ indices = new sourceValues.constructor(sourceValues);
701
+ }
702
+ }
703
+
704
+ return new Geometry({
705
+ attributes: newAttributes,
706
+ indices: indices,
707
+ primitiveType: geometry.primitiveType,
708
+ boundingSphere: BoundingSphere.clone(geometry.boundingSphere),
709
+ });
710
+ }
711
+
712
+ function cloneInstance(instance, geometry) {
713
+ return {
714
+ geometry: geometry,
715
+ attributes: instance.attributes,
716
+ modelMatrix: Matrix4.clone(instance.modelMatrix),
717
+ pickPrimitive: instance.pickPrimitive,
718
+ id: instance.id,
719
+ };
720
+ }
721
+
722
+ const positionRegex = /in\s+vec(?:3|4)\s+(.*)3DHigh;/g;
723
+
724
+ Primitive._modifyShaderPosition = function (
725
+ primitive,
726
+ vertexShaderSource,
727
+ scene3DOnly,
728
+ ) {
729
+ let match;
730
+
731
+ let forwardDecl = "";
732
+ let attributes = "";
733
+ let computeFunctions = "";
734
+
735
+ while ((match = positionRegex.exec(vertexShaderSource)) !== null) {
736
+ const name = match[1];
737
+
738
+ const functionName = `vec4 czm_compute${name[0].toUpperCase()}${name.substr(
739
+ 1,
740
+ )}()`;
741
+
742
+ // Don't forward-declare czm_computePosition because computePosition.glsl already does.
743
+ if (functionName !== "vec4 czm_computePosition()") {
744
+ forwardDecl += `${functionName};\n`;
745
+ }
746
+
747
+ if (!defined(primitive.rtcCenter)) {
748
+ // Use GPU RTE
749
+ if (!scene3DOnly) {
750
+ attributes += `in vec3 ${name}2DHigh;\nin vec3 ${name}2DLow;\n`;
751
+
752
+ computeFunctions +=
753
+ `${functionName}\n` +
754
+ `{\n` +
755
+ ` vec4 p;\n` +
756
+ ` if (czm_morphTime == 1.0)\n` +
757
+ ` {\n` +
758
+ ` p = czm_translateRelativeToEye(${name}3DHigh, ${name}3DLow);\n` +
759
+ ` }\n` +
760
+ ` else if (czm_morphTime == 0.0)\n` +
761
+ ` {\n` +
762
+ ` p = czm_translateRelativeToEye(${name}2DHigh.zxy, ${name}2DLow.zxy);\n` +
763
+ ` }\n` +
764
+ ` else\n` +
765
+ ` {\n` +
766
+ ` p = czm_columbusViewMorph(\n` +
767
+ ` czm_translateRelativeToEye(${name}2DHigh.zxy, ${name}2DLow.zxy),\n` +
768
+ ` czm_translateRelativeToEye(${name}3DHigh, ${name}3DLow),\n` +
769
+ ` czm_morphTime);\n` +
770
+ ` }\n` +
771
+ ` return p;\n` +
772
+ `}\n\n`;
773
+ } else {
774
+ computeFunctions +=
775
+ `${functionName}\n` +
776
+ `{\n` +
777
+ ` return czm_translateRelativeToEye(${name}3DHigh, ${name}3DLow);\n` +
778
+ `}\n\n`;
779
+ }
780
+ } else {
781
+ // Use RTC
782
+ vertexShaderSource = vertexShaderSource.replace(
783
+ /in\s+vec(?:3|4)\s+position3DHigh;/g,
784
+ "",
785
+ );
786
+ vertexShaderSource = vertexShaderSource.replace(
787
+ /in\s+vec(?:3|4)\s+position3DLow;/g,
788
+ "",
789
+ );
790
+
791
+ forwardDecl += "uniform mat4 u_modifiedModelView;\n";
792
+ attributes += "in vec4 position;\n";
793
+
794
+ computeFunctions +=
795
+ `${functionName}\n` +
796
+ `{\n` +
797
+ ` return u_modifiedModelView * position;\n` +
798
+ `}\n\n`;
799
+
800
+ vertexShaderSource = vertexShaderSource.replace(
801
+ /czm_modelViewRelativeToEye\s+\*\s+/g,
802
+ "",
803
+ );
804
+ vertexShaderSource = vertexShaderSource.replace(
805
+ /czm_modelViewProjectionRelativeToEye/g,
806
+ "czm_projection",
807
+ );
808
+ }
809
+ }
810
+
811
+ return [forwardDecl, attributes, vertexShaderSource, computeFunctions].join(
812
+ "\n",
813
+ );
814
+ };
815
+
816
+ Primitive._appendShowToShader = function (primitive, vertexShaderSource) {
817
+ if (!defined(primitive._batchTableAttributeIndices.show)) {
818
+ return vertexShaderSource;
819
+ }
820
+
821
+ const renamedVS = ShaderSource.replaceMain(
822
+ vertexShaderSource,
823
+ "czm_non_show_main",
824
+ );
825
+ const showMain =
826
+ "void main() \n" +
827
+ "{ \n" +
828
+ " czm_non_show_main(); \n" +
829
+ " gl_Position *= czm_batchTable_show(batchId); \n" +
830
+ "}";
831
+
832
+ return `${renamedVS}\n${showMain}`;
833
+ };
834
+
835
+ Primitive._updateColorAttribute = function (
836
+ primitive,
837
+ vertexShaderSource,
838
+ isDepthFail,
839
+ ) {
840
+ // some appearances have a color attribute for per vertex color.
841
+ // only remove if color is a per instance attribute.
842
+ if (
843
+ !defined(primitive._batchTableAttributeIndices.color) &&
844
+ !defined(primitive._batchTableAttributeIndices.depthFailColor)
845
+ ) {
846
+ return vertexShaderSource;
847
+ }
848
+
849
+ if (vertexShaderSource.search(/in\s+vec4\s+color;/g) === -1) {
850
+ return vertexShaderSource;
851
+ }
852
+
853
+ //>>includeStart('debug', pragmas.debug);
854
+ if (
855
+ isDepthFail &&
856
+ !defined(primitive._batchTableAttributeIndices.depthFailColor)
857
+ ) {
858
+ throw new DeveloperError(
859
+ "A depthFailColor per-instance attribute is required when using a depth fail appearance that uses a color attribute.",
860
+ );
861
+ }
862
+ //>>includeEnd('debug');
863
+
864
+ let modifiedVS = vertexShaderSource;
865
+ modifiedVS = modifiedVS.replace(/in\s+vec4\s+color;/g, "");
866
+ if (!isDepthFail) {
867
+ modifiedVS = modifiedVS.replace(
868
+ /(\b)color(\b)/g,
869
+ "$1czm_batchTable_color(batchId)$2",
870
+ );
871
+ } else {
872
+ modifiedVS = modifiedVS.replace(
873
+ /(\b)color(\b)/g,
874
+ "$1czm_batchTable_depthFailColor(batchId)$2",
875
+ );
876
+ }
877
+ return modifiedVS;
878
+ };
879
+
880
+ function appendPickToVertexShader(source) {
881
+ const renamedVS = ShaderSource.replaceMain(source, "czm_non_pick_main");
882
+ const pickMain =
883
+ "out vec4 v_pickColor; \n" +
884
+ "void main() \n" +
885
+ "{ \n" +
886
+ " czm_non_pick_main(); \n" +
887
+ " v_pickColor = czm_batchTable_pickColor(batchId); \n" +
888
+ "}";
889
+
890
+ return `${renamedVS}\n${pickMain}`;
891
+ }
892
+
893
+ function appendPickToFragmentShader(source) {
894
+ return `in vec4 v_pickColor;\n${source}`;
895
+ }
896
+
897
+ Primitive._updatePickColorAttribute = function (source) {
898
+ let vsPick = source.replace(/in\s+vec4\s+pickColor;/g, "");
899
+ vsPick = vsPick.replace(
900
+ /(\b)pickColor(\b)/g,
901
+ "$1czm_batchTable_pickColor(batchId)$2",
902
+ );
903
+ return vsPick;
904
+ };
905
+
906
+ Primitive._appendOffsetToShader = function (primitive, vertexShaderSource) {
907
+ if (!defined(primitive._batchTableAttributeIndices.offset)) {
908
+ return vertexShaderSource;
909
+ }
910
+
911
+ let attr = "in float batchId;\n";
912
+ attr += "in float applyOffset;";
913
+ let modifiedShader = vertexShaderSource.replace(
914
+ /in\s+float\s+batchId;/g,
915
+ attr,
916
+ );
917
+
918
+ let str = "vec4 $1 = czm_computePosition();\n";
919
+ str += " if (czm_sceneMode == czm_sceneMode3D)\n";
920
+ str += " {\n";
921
+ str +=
922
+ " $1 = $1 + vec4(czm_batchTable_offset(batchId) * applyOffset, 0.0);";
923
+ str += " }\n";
924
+ str += " else\n";
925
+ str += " {\n";
926
+ str +=
927
+ " $1 = $1 + vec4(czm_batchTable_offset2D(batchId) * applyOffset, 0.0);";
928
+ str += " }\n";
929
+ modifiedShader = modifiedShader.replace(
930
+ /vec4\s+([A-Za-z0-9_]+)\s+=\s+czm_computePosition\(\);/g,
931
+ str,
932
+ );
933
+ return modifiedShader;
934
+ };
935
+
936
+ Primitive._appendDistanceDisplayConditionToShader = function (
937
+ primitive,
938
+ vertexShaderSource,
939
+ scene3DOnly,
940
+ ) {
941
+ if (
942
+ !defined(primitive._batchTableAttributeIndices.distanceDisplayCondition)
943
+ ) {
944
+ return vertexShaderSource;
945
+ }
946
+
947
+ const renamedVS = ShaderSource.replaceMain(
948
+ vertexShaderSource,
949
+ "czm_non_distanceDisplayCondition_main",
950
+ );
951
+ let distanceDisplayConditionMain =
952
+ "void main() \n" +
953
+ "{ \n" +
954
+ " czm_non_distanceDisplayCondition_main(); \n" +
955
+ " vec2 distanceDisplayCondition = czm_batchTable_distanceDisplayCondition(batchId);\n" +
956
+ " vec3 boundingSphereCenter3DHigh = czm_batchTable_boundingSphereCenter3DHigh(batchId);\n" +
957
+ " vec3 boundingSphereCenter3DLow = czm_batchTable_boundingSphereCenter3DLow(batchId);\n" +
958
+ " float boundingSphereRadius = czm_batchTable_boundingSphereRadius(batchId);\n";
959
+
960
+ if (!scene3DOnly) {
961
+ distanceDisplayConditionMain +=
962
+ " vec3 boundingSphereCenter2DHigh = czm_batchTable_boundingSphereCenter2DHigh(batchId);\n" +
963
+ " vec3 boundingSphereCenter2DLow = czm_batchTable_boundingSphereCenter2DLow(batchId);\n" +
964
+ " vec4 centerRTE;\n" +
965
+ " if (czm_morphTime == 1.0)\n" +
966
+ " {\n" +
967
+ " centerRTE = czm_translateRelativeToEye(boundingSphereCenter3DHigh, boundingSphereCenter3DLow);\n" +
968
+ " }\n" +
969
+ " else if (czm_morphTime == 0.0)\n" +
970
+ " {\n" +
971
+ " centerRTE = czm_translateRelativeToEye(boundingSphereCenter2DHigh.zxy, boundingSphereCenter2DLow.zxy);\n" +
972
+ " }\n" +
973
+ " else\n" +
974
+ " {\n" +
975
+ " centerRTE = czm_columbusViewMorph(\n" +
976
+ " czm_translateRelativeToEye(boundingSphereCenter2DHigh.zxy, boundingSphereCenter2DLow.zxy),\n" +
977
+ " czm_translateRelativeToEye(boundingSphereCenter3DHigh, boundingSphereCenter3DLow),\n" +
978
+ " czm_morphTime);\n" +
979
+ " }\n";
980
+ } else {
981
+ distanceDisplayConditionMain +=
982
+ " vec4 centerRTE = czm_translateRelativeToEye(boundingSphereCenter3DHigh, boundingSphereCenter3DLow);\n";
983
+ }
984
+
985
+ distanceDisplayConditionMain +=
986
+ " float radiusSq = boundingSphereRadius * boundingSphereRadius; \n" +
987
+ " float distanceSq; \n" +
988
+ " if (czm_sceneMode == czm_sceneMode2D) \n" +
989
+ " { \n" +
990
+ " distanceSq = czm_eyeHeight2D.y - radiusSq; \n" +
991
+ " } \n" +
992
+ " else \n" +
993
+ " { \n" +
994
+ " distanceSq = dot(centerRTE.xyz, centerRTE.xyz) - radiusSq; \n" +
995
+ " } \n" +
996
+ " distanceSq = max(distanceSq, 0.0); \n" +
997
+ " float nearSq = distanceDisplayCondition.x * distanceDisplayCondition.x; \n" +
998
+ " float farSq = distanceDisplayCondition.y * distanceDisplayCondition.y; \n" +
999
+ " float show = (distanceSq >= nearSq && distanceSq <= farSq) ? 1.0 : 0.0; \n" +
1000
+ " gl_Position *= show; \n" +
1001
+ "}";
1002
+ return `${renamedVS}\n${distanceDisplayConditionMain}`;
1003
+ };
1004
+
1005
+ function modifyForEncodedNormals(primitive, vertexShaderSource) {
1006
+ if (!primitive.compressVertices) {
1007
+ return vertexShaderSource;
1008
+ }
1009
+
1010
+ const containsNormal =
1011
+ vertexShaderSource.search(/in\s+vec3\s+normal;/g) !== -1;
1012
+ const containsSt = vertexShaderSource.search(/in\s+vec2\s+st;/g) !== -1;
1013
+ if (!containsNormal && !containsSt) {
1014
+ return vertexShaderSource;
1015
+ }
1016
+
1017
+ const containsTangent =
1018
+ vertexShaderSource.search(/in\s+vec3\s+tangent;/g) !== -1;
1019
+ const containsBitangent =
1020
+ vertexShaderSource.search(/in\s+vec3\s+bitangent;/g) !== -1;
1021
+
1022
+ let numComponents = containsSt && containsNormal ? 2.0 : 1.0;
1023
+ numComponents += containsTangent || containsBitangent ? 1 : 0;
1024
+
1025
+ const type = numComponents > 1 ? `vec${numComponents}` : "float";
1026
+
1027
+ const attributeName = "compressedAttributes";
1028
+ const attributeDecl = `in ${type} ${attributeName};`;
1029
+
1030
+ let globalDecl = "";
1031
+ let decode = "";
1032
+
1033
+ if (containsSt) {
1034
+ globalDecl += "vec2 st;\n";
1035
+ const stComponent =
1036
+ numComponents > 1 ? `${attributeName}.x` : attributeName;
1037
+ decode += ` st = czm_decompressTextureCoordinates(${stComponent});\n`;
1038
+ }
1039
+
1040
+ if (containsNormal && containsTangent && containsBitangent) {
1041
+ globalDecl += "vec3 normal;\n" + "vec3 tangent;\n" + "vec3 bitangent;\n";
1042
+ decode += ` czm_octDecode(${attributeName}.${
1043
+ containsSt ? "yz" : "xy"
1044
+ }, normal, tangent, bitangent);\n`;
1045
+ } else {
1046
+ if (containsNormal) {
1047
+ globalDecl += "vec3 normal;\n";
1048
+ decode += ` normal = czm_octDecode(${attributeName}${
1049
+ numComponents > 1 ? `.${containsSt ? "y" : "x"}` : ""
1050
+ });\n`;
1051
+ }
1052
+
1053
+ if (containsTangent) {
1054
+ globalDecl += "vec3 tangent;\n";
1055
+ decode += ` tangent = czm_octDecode(${attributeName}.${
1056
+ containsSt && containsNormal ? "z" : "y"
1057
+ });\n`;
1058
+ }
1059
+
1060
+ if (containsBitangent) {
1061
+ globalDecl += "vec3 bitangent;\n";
1062
+ decode += ` bitangent = czm_octDecode(${attributeName}.${
1063
+ containsSt && containsNormal ? "z" : "y"
1064
+ });\n`;
1065
+ }
1066
+ }
1067
+
1068
+ let modifiedVS = vertexShaderSource;
1069
+ modifiedVS = modifiedVS.replace(/in\s+vec3\s+normal;/g, "");
1070
+ modifiedVS = modifiedVS.replace(/in\s+vec2\s+st;/g, "");
1071
+ modifiedVS = modifiedVS.replace(/in\s+vec3\s+tangent;/g, "");
1072
+ modifiedVS = modifiedVS.replace(/in\s+vec3\s+bitangent;/g, "");
1073
+ modifiedVS = ShaderSource.replaceMain(modifiedVS, "czm_non_compressed_main");
1074
+ const compressedMain =
1075
+ `${"void main() \n" + "{ \n"}${decode} czm_non_compressed_main(); \n` +
1076
+ `}`;
1077
+
1078
+ return [attributeDecl, globalDecl, modifiedVS, compressedMain].join("\n");
1079
+ }
1080
+
1081
+ function depthClampVS(vertexShaderSource) {
1082
+ let modifiedVS = ShaderSource.replaceMain(
1083
+ vertexShaderSource,
1084
+ "czm_non_depth_clamp_main",
1085
+ );
1086
+ modifiedVS +=
1087
+ "void main() {\n" +
1088
+ " czm_non_depth_clamp_main();\n" +
1089
+ " gl_Position = czm_depthClamp(gl_Position);" +
1090
+ "}\n";
1091
+ return modifiedVS;
1092
+ }
1093
+
1094
+ function depthClampFS(fragmentShaderSource) {
1095
+ let modifiedFS = ShaderSource.replaceMain(
1096
+ fragmentShaderSource,
1097
+ "czm_non_depth_clamp_main",
1098
+ );
1099
+ modifiedFS +=
1100
+ "void main() {\n" +
1101
+ " czm_non_depth_clamp_main();\n" +
1102
+ " #if defined(LOG_DEPTH)\n" +
1103
+ " czm_writeLogDepth();\n" +
1104
+ " #else\n" +
1105
+ " czm_writeDepthClamp();\n" +
1106
+ " #endif\n" +
1107
+ "}\n";
1108
+ return modifiedFS;
1109
+ }
1110
+
1111
+ function validateShaderMatching(shaderProgram, attributeLocations) {
1112
+ // For a VAO and shader program to be compatible, the VAO must have
1113
+ // all active attribute in the shader program. The VAO may have
1114
+ // extra attributes with the only concern being a potential
1115
+ // performance hit due to extra memory bandwidth and cache pollution.
1116
+ // The shader source could have extra attributes that are not used,
1117
+ // but there is no guarantee they will be optimized out.
1118
+ //
1119
+ // Here, we validate that the VAO has all attributes required
1120
+ // to match the shader program.
1121
+ const shaderAttributes = shaderProgram.vertexAttributes;
1122
+
1123
+ //>>includeStart('debug', pragmas.debug);
1124
+ for (const name in shaderAttributes) {
1125
+ if (shaderAttributes.hasOwnProperty(name)) {
1126
+ if (!defined(attributeLocations[name])) {
1127
+ throw new DeveloperError(
1128
+ `Appearance/Geometry mismatch. The appearance requires vertex shader attribute input '${name}', which was not computed as part of the Geometry. Use the appearance's vertexFormat property when constructing the geometry.`,
1129
+ );
1130
+ }
1131
+ }
1132
+ }
1133
+ //>>includeEnd('debug');
1134
+ }
1135
+
1136
+ function getUniformFunction(uniforms, name) {
1137
+ return function () {
1138
+ return uniforms[name];
1139
+ };
1140
+ }
1141
+
1142
+ const numberOfCreationWorkers = Math.max(
1143
+ FeatureDetection.hardwareConcurrency - 1,
1144
+ 1,
1145
+ );
1146
+ let createGeometryTaskProcessors;
1147
+ const combineGeometryTaskProcessor = new TaskProcessor("combineGeometry");
1148
+
1149
+ function loadAsynchronous(primitive, frameState) {
1150
+ let instances;
1151
+ let geometry;
1152
+ let i;
1153
+ let j;
1154
+
1155
+ const instanceIds = primitive._instanceIds;
1156
+
1157
+ if (primitive._state === PrimitiveState.READY) {
1158
+ instances = Array.isArray(primitive.geometryInstances)
1159
+ ? primitive.geometryInstances
1160
+ : [primitive.geometryInstances];
1161
+ const length = (primitive._numberOfInstances = instances.length);
1162
+
1163
+ const promises = [];
1164
+ let subTasks = [];
1165
+ for (i = 0; i < length; ++i) {
1166
+ geometry = instances[i].geometry;
1167
+ instanceIds.push(instances[i].id);
1168
+
1169
+ //>>includeStart('debug', pragmas.debug);
1170
+ if (
1171
+ (defined(geometry._workerName) && defined(geometry._workerPath)) ||
1172
+ (!defined(geometry._workerName) && !defined(geometry._workerPath))
1173
+ ) {
1174
+ throw new DeveloperError(
1175
+ "Must define either _workerName or _workerPath for asynchronous geometry.",
1176
+ );
1177
+ }
1178
+ //>>includeEnd('debug');
1179
+
1180
+ subTasks.push({
1181
+ moduleName: geometry._workerName,
1182
+ modulePath: geometry._workerPath,
1183
+ geometry: geometry,
1184
+ });
1185
+ }
1186
+
1187
+ if (!defined(createGeometryTaskProcessors)) {
1188
+ createGeometryTaskProcessors = new Array(numberOfCreationWorkers);
1189
+ for (i = 0; i < numberOfCreationWorkers; i++) {
1190
+ createGeometryTaskProcessors[i] = new TaskProcessor("createGeometry");
1191
+ }
1192
+ }
1193
+
1194
+ let subTask;
1195
+ subTasks = subdivideArray(subTasks, numberOfCreationWorkers);
1196
+
1197
+ for (i = 0; i < subTasks.length; i++) {
1198
+ let packedLength = 0;
1199
+ const workerSubTasks = subTasks[i];
1200
+ const workerSubTasksLength = workerSubTasks.length;
1201
+ for (j = 0; j < workerSubTasksLength; ++j) {
1202
+ subTask = workerSubTasks[j];
1203
+ geometry = subTask.geometry;
1204
+ if (defined(geometry.constructor.pack)) {
1205
+ subTask.offset = packedLength;
1206
+ packedLength +=
1207
+ geometry.constructor.packedLength ?? geometry.packedLength;
1208
+ }
1209
+ }
1210
+
1211
+ let subTaskTransferableObjects;
1212
+
1213
+ if (packedLength > 0) {
1214
+ const array = new Float64Array(packedLength);
1215
+ subTaskTransferableObjects = [array.buffer];
1216
+
1217
+ for (j = 0; j < workerSubTasksLength; ++j) {
1218
+ subTask = workerSubTasks[j];
1219
+ geometry = subTask.geometry;
1220
+ if (defined(geometry.constructor.pack)) {
1221
+ geometry.constructor.pack(geometry, array, subTask.offset);
1222
+ subTask.geometry = array;
1223
+ }
1224
+ }
1225
+ }
1226
+
1227
+ promises.push(
1228
+ createGeometryTaskProcessors[i].scheduleTask(
1229
+ {
1230
+ subTasks: subTasks[i],
1231
+ },
1232
+ subTaskTransferableObjects,
1233
+ ),
1234
+ );
1235
+ }
1236
+
1237
+ primitive._state = PrimitiveState.CREATING;
1238
+
1239
+ Promise.all(promises)
1240
+ .then(function (results) {
1241
+ primitive._createGeometryResults = results;
1242
+ primitive._state = PrimitiveState.CREATED;
1243
+ })
1244
+ .catch(function (error) {
1245
+ setReady(primitive, frameState, PrimitiveState.FAILED, error);
1246
+ });
1247
+ } else if (primitive._state === PrimitiveState.CREATED) {
1248
+ const transferableObjects = [];
1249
+ instances = Array.isArray(primitive.geometryInstances)
1250
+ ? primitive.geometryInstances
1251
+ : [primitive.geometryInstances];
1252
+
1253
+ const scene3DOnly = frameState.scene3DOnly;
1254
+ const projection = frameState.mapProjection;
1255
+
1256
+ const promise = combineGeometryTaskProcessor.scheduleTask(
1257
+ PrimitivePipeline.packCombineGeometryParameters(
1258
+ {
1259
+ createGeometryResults: primitive._createGeometryResults,
1260
+ instances: instances,
1261
+ ellipsoid: projection.ellipsoid,
1262
+ projection: projection,
1263
+ elementIndexUintSupported: frameState.context.elementIndexUint,
1264
+ scene3DOnly: scene3DOnly,
1265
+ vertexCacheOptimize: primitive.vertexCacheOptimize,
1266
+ compressVertices: primitive.compressVertices,
1267
+ modelMatrix: primitive.modelMatrix,
1268
+ createPickOffsets: primitive._createPickOffsets,
1269
+ },
1270
+ transferableObjects,
1271
+ ),
1272
+ transferableObjects,
1273
+ );
1274
+
1275
+ primitive._createGeometryResults = undefined;
1276
+ primitive._state = PrimitiveState.COMBINING;
1277
+
1278
+ Promise.resolve(promise)
1279
+ .then(function (packedResult) {
1280
+ const result =
1281
+ PrimitivePipeline.unpackCombineGeometryResults(packedResult);
1282
+ primitive._geometries = result.geometries;
1283
+ primitive._attributeLocations = result.attributeLocations;
1284
+ primitive.modelMatrix = Matrix4.clone(
1285
+ result.modelMatrix,
1286
+ primitive.modelMatrix,
1287
+ );
1288
+ primitive._pickOffsets = result.pickOffsets;
1289
+ primitive._offsetInstanceExtend = result.offsetInstanceExtend;
1290
+ primitive._instanceBoundingSpheres = result.boundingSpheres;
1291
+ primitive._instanceBoundingSpheresCV = result.boundingSpheresCV;
1292
+
1293
+ if (
1294
+ defined(primitive._geometries) &&
1295
+ primitive._geometries.length > 0
1296
+ ) {
1297
+ primitive._recomputeBoundingSpheres = true;
1298
+ primitive._state = PrimitiveState.COMBINED;
1299
+ } else {
1300
+ setReady(primitive, frameState, PrimitiveState.FAILED, undefined);
1301
+ }
1302
+ })
1303
+ .catch(function (error) {
1304
+ setReady(primitive, frameState, PrimitiveState.FAILED, error);
1305
+ });
1306
+ }
1307
+ }
1308
+
1309
+ function loadSynchronous(primitive, frameState) {
1310
+ const instances = Array.isArray(primitive.geometryInstances)
1311
+ ? primitive.geometryInstances
1312
+ : [primitive.geometryInstances];
1313
+ const length = (primitive._numberOfInstances = instances.length);
1314
+ const clonedInstances = new Array(length);
1315
+ const instanceIds = primitive._instanceIds;
1316
+
1317
+ let instance;
1318
+ let i;
1319
+
1320
+ let geometryIndex = 0;
1321
+ for (i = 0; i < length; i++) {
1322
+ instance = instances[i];
1323
+ const geometry = instance.geometry;
1324
+
1325
+ let createdGeometry;
1326
+ if (defined(geometry.attributes) && defined(geometry.primitiveType)) {
1327
+ createdGeometry = cloneGeometry(geometry);
1328
+ } else {
1329
+ createdGeometry = geometry.constructor.createGeometry(geometry);
1330
+ }
1331
+
1332
+ clonedInstances[geometryIndex++] = cloneInstance(instance, createdGeometry);
1333
+ instanceIds.push(instance.id);
1334
+ }
1335
+
1336
+ clonedInstances.length = geometryIndex;
1337
+
1338
+ const scene3DOnly = frameState.scene3DOnly;
1339
+ const projection = frameState.mapProjection;
1340
+
1341
+ const result = PrimitivePipeline.combineGeometry({
1342
+ instances: clonedInstances,
1343
+ ellipsoid: projection.ellipsoid,
1344
+ projection: projection,
1345
+ elementIndexUintSupported: frameState.context.elementIndexUint,
1346
+ scene3DOnly: scene3DOnly,
1347
+ vertexCacheOptimize: primitive.vertexCacheOptimize,
1348
+ compressVertices: primitive.compressVertices,
1349
+ modelMatrix: primitive.modelMatrix,
1350
+ createPickOffsets: primitive._createPickOffsets,
1351
+ });
1352
+
1353
+ primitive._geometries = result.geometries;
1354
+ primitive._attributeLocations = result.attributeLocations;
1355
+ primitive.modelMatrix = Matrix4.clone(
1356
+ result.modelMatrix,
1357
+ primitive.modelMatrix,
1358
+ );
1359
+ primitive._pickOffsets = result.pickOffsets;
1360
+ primitive._offsetInstanceExtend = result.offsetInstanceExtend;
1361
+ primitive._instanceBoundingSpheres = result.boundingSpheres;
1362
+ primitive._instanceBoundingSpheresCV = result.boundingSpheresCV;
1363
+
1364
+ if (defined(primitive._geometries) && primitive._geometries.length > 0) {
1365
+ primitive._recomputeBoundingSpheres = true;
1366
+ primitive._state = PrimitiveState.COMBINED;
1367
+ } else {
1368
+ setReady(primitive, frameState, PrimitiveState.FAILED, undefined);
1369
+ }
1370
+ }
1371
+
1372
+ function recomputeBoundingSpheres(primitive, frameState) {
1373
+ const offsetIndex = primitive._batchTableAttributeIndices.offset;
1374
+ if (!primitive._recomputeBoundingSpheres || !defined(offsetIndex)) {
1375
+ primitive._recomputeBoundingSpheres = false;
1376
+ return;
1377
+ }
1378
+
1379
+ let i;
1380
+ const offsetInstanceExtend = primitive._offsetInstanceExtend;
1381
+ const boundingSpheres = primitive._instanceBoundingSpheres;
1382
+ const length = boundingSpheres.length;
1383
+ let newBoundingSpheres = primitive._tempBoundingSpheres;
1384
+ if (!defined(newBoundingSpheres)) {
1385
+ newBoundingSpheres = new Array(length);
1386
+ for (i = 0; i < length; i++) {
1387
+ newBoundingSpheres[i] = new BoundingSphere();
1388
+ }
1389
+ primitive._tempBoundingSpheres = newBoundingSpheres;
1390
+ }
1391
+ for (i = 0; i < length; ++i) {
1392
+ let newBS = newBoundingSpheres[i];
1393
+ const offset = primitive._batchTable.getBatchedAttribute(
1394
+ i,
1395
+ offsetIndex,
1396
+ new Cartesian3(),
1397
+ );
1398
+ newBS = boundingSpheres[i].clone(newBS);
1399
+ transformBoundingSphere(newBS, offset, offsetInstanceExtend[i]);
1400
+ }
1401
+ const combinedBS = [];
1402
+ const combinedWestBS = [];
1403
+ const combinedEastBS = [];
1404
+
1405
+ for (i = 0; i < length; ++i) {
1406
+ const bs = newBoundingSpheres[i];
1407
+
1408
+ const minX = bs.center.x - bs.radius;
1409
+ if (
1410
+ minX > 0 ||
1411
+ BoundingSphere.intersectPlane(bs, Plane.ORIGIN_ZX_PLANE) !==
1412
+ Intersect.INTERSECTING
1413
+ ) {
1414
+ combinedBS.push(bs);
1415
+ } else {
1416
+ combinedWestBS.push(bs);
1417
+ combinedEastBS.push(bs);
1418
+ }
1419
+ }
1420
+
1421
+ let resultBS1 = combinedBS[0];
1422
+ let resultBS2 = combinedEastBS[0];
1423
+ let resultBS3 = combinedWestBS[0];
1424
+
1425
+ for (i = 1; i < combinedBS.length; i++) {
1426
+ resultBS1 = BoundingSphere.union(resultBS1, combinedBS[i]);
1427
+ }
1428
+ for (i = 1; i < combinedEastBS.length; i++) {
1429
+ resultBS2 = BoundingSphere.union(resultBS2, combinedEastBS[i]);
1430
+ }
1431
+ for (i = 1; i < combinedWestBS.length; i++) {
1432
+ resultBS3 = BoundingSphere.union(resultBS3, combinedWestBS[i]);
1433
+ }
1434
+ const result = [];
1435
+ if (defined(resultBS1)) {
1436
+ result.push(resultBS1);
1437
+ }
1438
+ if (defined(resultBS2)) {
1439
+ result.push(resultBS2);
1440
+ }
1441
+ if (defined(resultBS3)) {
1442
+ result.push(resultBS3);
1443
+ }
1444
+
1445
+ for (i = 0; i < result.length; i++) {
1446
+ const boundingSphere = result[i].clone(primitive._boundingSpheres[i]);
1447
+ primitive._boundingSpheres[i] = boundingSphere;
1448
+ primitive._boundingSphereCV[i] = BoundingSphere.projectTo2D(
1449
+ boundingSphere,
1450
+ frameState.mapProjection,
1451
+ primitive._boundingSphereCV[i],
1452
+ );
1453
+ }
1454
+
1455
+ Primitive._updateBoundingVolumes(
1456
+ primitive,
1457
+ frameState,
1458
+ primitive.modelMatrix,
1459
+ true,
1460
+ );
1461
+ primitive._recomputeBoundingSpheres = false;
1462
+ }
1463
+
1464
+ const scratchBoundingSphereCenterEncoded = new EncodedCartesian3();
1465
+ const scratchBoundingSphereCartographic = new Cartographic();
1466
+ const scratchBoundingSphereCenter2D = new Cartesian3();
1467
+ const scratchBoundingSphere = new BoundingSphere();
1468
+
1469
+ function updateBatchTableBoundingSpheres(primitive, frameState) {
1470
+ const hasDistanceDisplayCondition = defined(
1471
+ primitive._batchTableAttributeIndices.distanceDisplayCondition,
1472
+ );
1473
+ if (
1474
+ !hasDistanceDisplayCondition ||
1475
+ primitive._batchTableBoundingSpheresUpdated
1476
+ ) {
1477
+ return;
1478
+ }
1479
+
1480
+ const indices = primitive._batchTableBoundingSphereAttributeIndices;
1481
+ const center3DHighIndex = indices.center3DHigh;
1482
+ const center3DLowIndex = indices.center3DLow;
1483
+ const center2DHighIndex = indices.center2DHigh;
1484
+ const center2DLowIndex = indices.center2DLow;
1485
+ const radiusIndex = indices.radius;
1486
+
1487
+ const projection = frameState.mapProjection;
1488
+ const ellipsoid = projection.ellipsoid;
1489
+
1490
+ const batchTable = primitive._batchTable;
1491
+ const boundingSpheres = primitive._instanceBoundingSpheres;
1492
+ const length = boundingSpheres.length;
1493
+
1494
+ for (let i = 0; i < length; ++i) {
1495
+ let boundingSphere = boundingSpheres[i];
1496
+ if (!defined(boundingSphere)) {
1497
+ continue;
1498
+ }
1499
+
1500
+ const modelMatrix = primitive.modelMatrix;
1501
+ if (defined(modelMatrix)) {
1502
+ boundingSphere = BoundingSphere.transform(
1503
+ boundingSphere,
1504
+ modelMatrix,
1505
+ scratchBoundingSphere,
1506
+ );
1507
+ }
1508
+
1509
+ const center = boundingSphere.center;
1510
+ const radius = boundingSphere.radius;
1511
+
1512
+ let encodedCenter = EncodedCartesian3.fromCartesian(
1513
+ center,
1514
+ scratchBoundingSphereCenterEncoded,
1515
+ );
1516
+ batchTable.setBatchedAttribute(i, center3DHighIndex, encodedCenter.high);
1517
+ batchTable.setBatchedAttribute(i, center3DLowIndex, encodedCenter.low);
1518
+
1519
+ if (!frameState.scene3DOnly) {
1520
+ const cartographic = ellipsoid.cartesianToCartographic(
1521
+ center,
1522
+ scratchBoundingSphereCartographic,
1523
+ );
1524
+ const center2D = projection.project(
1525
+ cartographic,
1526
+ scratchBoundingSphereCenter2D,
1527
+ );
1528
+ encodedCenter = EncodedCartesian3.fromCartesian(
1529
+ center2D,
1530
+ scratchBoundingSphereCenterEncoded,
1531
+ );
1532
+ batchTable.setBatchedAttribute(i, center2DHighIndex, encodedCenter.high);
1533
+ batchTable.setBatchedAttribute(i, center2DLowIndex, encodedCenter.low);
1534
+ }
1535
+
1536
+ batchTable.setBatchedAttribute(i, radiusIndex, radius);
1537
+ }
1538
+
1539
+ primitive._batchTableBoundingSpheresUpdated = true;
1540
+ }
1541
+
1542
+ const offsetScratchCartesian = new Cartesian3();
1543
+ const offsetCenterScratch = new Cartesian3();
1544
+ function updateBatchTableOffsets(primitive, frameState) {
1545
+ const hasOffset = defined(primitive._batchTableAttributeIndices.offset);
1546
+ if (
1547
+ !hasOffset ||
1548
+ primitive._batchTableOffsetsUpdated ||
1549
+ frameState.scene3DOnly
1550
+ ) {
1551
+ return;
1552
+ }
1553
+
1554
+ const index2D = primitive._batchTableOffsetAttribute2DIndex;
1555
+
1556
+ const projection = frameState.mapProjection;
1557
+ const ellipsoid = projection.ellipsoid;
1558
+
1559
+ const batchTable = primitive._batchTable;
1560
+ const boundingSpheres = primitive._instanceBoundingSpheres;
1561
+ const length = boundingSpheres.length;
1562
+
1563
+ for (let i = 0; i < length; ++i) {
1564
+ let boundingSphere = boundingSpheres[i];
1565
+ if (!defined(boundingSphere)) {
1566
+ continue;
1567
+ }
1568
+ const offset = batchTable.getBatchedAttribute(
1569
+ i,
1570
+ primitive._batchTableAttributeIndices.offset,
1571
+ );
1572
+ if (Cartesian3.equals(offset, Cartesian3.ZERO)) {
1573
+ batchTable.setBatchedAttribute(i, index2D, Cartesian3.ZERO);
1574
+ continue;
1575
+ }
1576
+
1577
+ const modelMatrix = primitive.modelMatrix;
1578
+ if (defined(modelMatrix)) {
1579
+ boundingSphere = BoundingSphere.transform(
1580
+ boundingSphere,
1581
+ modelMatrix,
1582
+ scratchBoundingSphere,
1583
+ );
1584
+ }
1585
+
1586
+ let center = boundingSphere.center;
1587
+ center = ellipsoid.scaleToGeodeticSurface(center, offsetCenterScratch);
1588
+ let cartographic = ellipsoid.cartesianToCartographic(
1589
+ center,
1590
+ scratchBoundingSphereCartographic,
1591
+ );
1592
+ const center2D = projection.project(
1593
+ cartographic,
1594
+ scratchBoundingSphereCenter2D,
1595
+ );
1596
+
1597
+ const newPoint = Cartesian3.add(offset, center, offsetScratchCartesian);
1598
+ cartographic = ellipsoid.cartesianToCartographic(newPoint, cartographic);
1599
+
1600
+ const newPointProjected = projection.project(
1601
+ cartographic,
1602
+ offsetScratchCartesian,
1603
+ );
1604
+
1605
+ const newVector = Cartesian3.subtract(
1606
+ newPointProjected,
1607
+ center2D,
1608
+ offsetScratchCartesian,
1609
+ );
1610
+
1611
+ const x = newVector.x;
1612
+ newVector.x = newVector.z;
1613
+ newVector.z = newVector.y;
1614
+ newVector.y = x;
1615
+
1616
+ batchTable.setBatchedAttribute(i, index2D, newVector);
1617
+ }
1618
+
1619
+ primitive._batchTableOffsetsUpdated = true;
1620
+ }
1621
+
1622
+ function createVertexArray(primitive, frameState) {
1623
+ const attributeLocations = primitive._attributeLocations;
1624
+ const geometries = primitive._geometries;
1625
+ const scene3DOnly = frameState.scene3DOnly;
1626
+ const context = frameState.context;
1627
+
1628
+ const va = [];
1629
+ const length = geometries.length;
1630
+ for (let i = 0; i < length; ++i) {
1631
+ const geometry = geometries[i];
1632
+
1633
+ va.push(
1634
+ VertexArray.fromGeometry({
1635
+ context: context,
1636
+ geometry: geometry,
1637
+ attributeLocations: attributeLocations,
1638
+ bufferUsage: BufferUsage.STATIC_DRAW,
1639
+ interleave: primitive._interleave,
1640
+ }),
1641
+ );
1642
+
1643
+ if (defined(primitive._createBoundingVolumeFunction)) {
1644
+ primitive._createBoundingVolumeFunction(frameState, geometry);
1645
+ } else {
1646
+ primitive._boundingSpheres.push(
1647
+ BoundingSphere.clone(geometry.boundingSphere),
1648
+ );
1649
+ primitive._boundingSphereWC.push(new BoundingSphere());
1650
+
1651
+ if (!scene3DOnly) {
1652
+ const center = geometry.boundingSphereCV.center;
1653
+ const x = center.x;
1654
+ const y = center.y;
1655
+ const z = center.z;
1656
+ center.x = z;
1657
+ center.y = x;
1658
+ center.z = y;
1659
+
1660
+ primitive._boundingSphereCV.push(
1661
+ BoundingSphere.clone(geometry.boundingSphereCV),
1662
+ );
1663
+ primitive._boundingSphere2D.push(new BoundingSphere());
1664
+ primitive._boundingSphereMorph.push(new BoundingSphere());
1665
+ }
1666
+ }
1667
+ }
1668
+
1669
+ primitive._va = va;
1670
+ primitive._primitiveType = geometries[0].primitiveType;
1671
+
1672
+ if (primitive.releaseGeometryInstances) {
1673
+ primitive.geometryInstances = undefined;
1674
+ }
1675
+
1676
+ primitive._geometries = undefined;
1677
+ setReady(primitive, frameState, PrimitiveState.COMPLETE, undefined);
1678
+ }
1679
+
1680
+ function createRenderStates(primitive, context, appearance, twoPasses) {
1681
+ let renderState = appearance.getRenderState();
1682
+ let rs;
1683
+
1684
+ if (twoPasses) {
1685
+ rs = clone(renderState, false);
1686
+ rs.cull = {
1687
+ enabled: true,
1688
+ face: CullFace.BACK,
1689
+ };
1690
+ primitive._frontFaceRS = RenderState.fromCache(rs);
1691
+
1692
+ rs.cull.face = CullFace.FRONT;
1693
+ primitive._backFaceRS = RenderState.fromCache(rs);
1694
+ } else {
1695
+ primitive._frontFaceRS = RenderState.fromCache(renderState);
1696
+ primitive._backFaceRS = primitive._frontFaceRS;
1697
+ }
1698
+
1699
+ rs = clone(renderState, false);
1700
+ if (defined(primitive._depthFailAppearance)) {
1701
+ rs.depthTest.enabled = false;
1702
+ }
1703
+
1704
+ if (defined(primitive._depthFailAppearance)) {
1705
+ renderState = primitive._depthFailAppearance.getRenderState();
1706
+ rs = clone(renderState, false);
1707
+ rs.depthTest.func = DepthFunction.GREATER;
1708
+ if (twoPasses) {
1709
+ rs.cull = {
1710
+ enabled: true,
1711
+ face: CullFace.BACK,
1712
+ };
1713
+ primitive._frontFaceDepthFailRS = RenderState.fromCache(rs);
1714
+
1715
+ rs.cull.face = CullFace.FRONT;
1716
+ primitive._backFaceDepthFailRS = RenderState.fromCache(rs);
1717
+ } else {
1718
+ primitive._frontFaceDepthFailRS = RenderState.fromCache(rs);
1719
+ primitive._backFaceDepthFailRS = primitive._frontFaceRS;
1720
+ }
1721
+ }
1722
+ }
1723
+
1724
+ function createShaderProgram(primitive, frameState, appearance) {
1725
+ const context = frameState.context;
1726
+
1727
+ const attributeLocations = primitive._attributeLocations;
1728
+
1729
+ let vs = primitive._batchTable.getVertexShaderCallback()(
1730
+ appearance.vertexShaderSource,
1731
+ );
1732
+ vs = Primitive._appendOffsetToShader(primitive, vs);
1733
+ vs = Primitive._appendShowToShader(primitive, vs);
1734
+ vs = Primitive._appendDistanceDisplayConditionToShader(
1735
+ primitive,
1736
+ vs,
1737
+ frameState.scene3DOnly,
1738
+ );
1739
+ vs = appendPickToVertexShader(vs);
1740
+ vs = Primitive._updateColorAttribute(primitive, vs, false);
1741
+ vs = modifyForEncodedNormals(primitive, vs);
1742
+ vs = Primitive._modifyShaderPosition(primitive, vs, frameState.scene3DOnly);
1743
+ let fs = appearance.getFragmentShaderSource();
1744
+ fs = appendPickToFragmentShader(fs);
1745
+
1746
+ primitive._sp = ShaderProgram.replaceCache({
1747
+ context: context,
1748
+ shaderProgram: primitive._sp,
1749
+ vertexShaderSource: vs,
1750
+ fragmentShaderSource: fs,
1751
+ attributeLocations: attributeLocations,
1752
+ });
1753
+ validateShaderMatching(primitive._sp, attributeLocations);
1754
+
1755
+ if (defined(primitive._depthFailAppearance)) {
1756
+ vs = primitive._batchTable.getVertexShaderCallback()(
1757
+ primitive._depthFailAppearance.vertexShaderSource,
1758
+ );
1759
+ vs = Primitive._appendShowToShader(primitive, vs);
1760
+ vs = Primitive._appendDistanceDisplayConditionToShader(
1761
+ primitive,
1762
+ vs,
1763
+ frameState.scene3DOnly,
1764
+ );
1765
+ vs = appendPickToVertexShader(vs);
1766
+ vs = Primitive._updateColorAttribute(primitive, vs, true);
1767
+ vs = modifyForEncodedNormals(primitive, vs);
1768
+ vs = Primitive._modifyShaderPosition(primitive, vs, frameState.scene3DOnly);
1769
+ vs = depthClampVS(vs);
1770
+
1771
+ fs = primitive._depthFailAppearance.getFragmentShaderSource();
1772
+ fs = appendPickToFragmentShader(fs);
1773
+ fs = depthClampFS(fs);
1774
+
1775
+ primitive._spDepthFail = ShaderProgram.replaceCache({
1776
+ context: context,
1777
+ shaderProgram: primitive._spDepthFail,
1778
+ vertexShaderSource: vs,
1779
+ fragmentShaderSource: fs,
1780
+ attributeLocations: attributeLocations,
1781
+ });
1782
+ validateShaderMatching(primitive._spDepthFail, attributeLocations);
1783
+ }
1784
+ }
1785
+
1786
+ const modifiedModelViewScratch = new Matrix4();
1787
+ const rtcScratch = new Cartesian3();
1788
+
1789
+ function getUniforms(primitive, appearance, material, frameState) {
1790
+ // Create uniform map by combining uniforms from the appearance and material if either have uniforms.
1791
+ const materialUniformMap = defined(material) ? material._uniforms : undefined;
1792
+ const appearanceUniformMap = {};
1793
+ const appearanceUniforms = appearance.uniforms;
1794
+ if (defined(appearanceUniforms)) {
1795
+ // Convert to uniform map of functions for the renderer
1796
+ for (const name in appearanceUniforms) {
1797
+ if (appearanceUniforms.hasOwnProperty(name)) {
1798
+ //>>includeStart('debug', pragmas.debug);
1799
+ if (defined(materialUniformMap) && defined(materialUniformMap[name])) {
1800
+ // Later, we could rename uniforms behind-the-scenes if needed.
1801
+ throw new DeveloperError(
1802
+ `Appearance and material have a uniform with the same name: ${name}`,
1803
+ );
1804
+ }
1805
+ //>>includeEnd('debug');
1806
+
1807
+ appearanceUniformMap[name] = getUniformFunction(
1808
+ appearanceUniforms,
1809
+ name,
1810
+ );
1811
+ }
1812
+ }
1813
+ }
1814
+ let uniforms = combine(appearanceUniformMap, materialUniformMap);
1815
+ uniforms = primitive._batchTable.getUniformMapCallback()(uniforms);
1816
+
1817
+ if (defined(primitive.rtcCenter)) {
1818
+ uniforms.u_modifiedModelView = function () {
1819
+ const viewMatrix = frameState.context.uniformState.view;
1820
+ Matrix4.multiply(
1821
+ viewMatrix,
1822
+ primitive._modelMatrix,
1823
+ modifiedModelViewScratch,
1824
+ );
1825
+ Matrix4.multiplyByPoint(
1826
+ modifiedModelViewScratch,
1827
+ primitive.rtcCenter,
1828
+ rtcScratch,
1829
+ );
1830
+ Matrix4.setTranslation(
1831
+ modifiedModelViewScratch,
1832
+ rtcScratch,
1833
+ modifiedModelViewScratch,
1834
+ );
1835
+ return modifiedModelViewScratch;
1836
+ };
1837
+ }
1838
+
1839
+ return uniforms;
1840
+ }
1841
+
1842
+ function createCommands(
1843
+ primitive,
1844
+ appearance,
1845
+ material,
1846
+ translucent,
1847
+ twoPasses,
1848
+ colorCommands,
1849
+ pickCommands,
1850
+ frameState,
1851
+ ) {
1852
+ const uniforms = getUniforms(primitive, appearance, material, frameState);
1853
+
1854
+ let depthFailUniforms;
1855
+ if (defined(primitive._depthFailAppearance)) {
1856
+ depthFailUniforms = getUniforms(
1857
+ primitive,
1858
+ primitive._depthFailAppearance,
1859
+ primitive._depthFailAppearance.material,
1860
+ frameState,
1861
+ );
1862
+ }
1863
+
1864
+ const pass = translucent ? Pass.TRANSLUCENT : Pass.OPAQUE;
1865
+
1866
+ let multiplier = twoPasses ? 2 : 1;
1867
+ multiplier *= defined(primitive._depthFailAppearance) ? 2 : 1;
1868
+ colorCommands.length = primitive._va.length * multiplier;
1869
+
1870
+ const length = colorCommands.length;
1871
+ let vaIndex = 0;
1872
+ for (let i = 0; i < length; ++i) {
1873
+ let colorCommand;
1874
+
1875
+ if (twoPasses) {
1876
+ colorCommand = colorCommands[i];
1877
+ if (!defined(colorCommand)) {
1878
+ colorCommand = colorCommands[i] = new DrawCommand({
1879
+ owner: primitive,
1880
+ primitiveType: primitive._primitiveType,
1881
+ });
1882
+ }
1883
+ colorCommand.vertexArray = primitive._va[vaIndex];
1884
+ colorCommand.renderState = primitive._backFaceRS;
1885
+ colorCommand.shaderProgram = primitive._sp;
1886
+ colorCommand.uniformMap = uniforms;
1887
+ colorCommand.pass = pass;
1888
+
1889
+ ++i;
1890
+ }
1891
+
1892
+ colorCommand = colorCommands[i];
1893
+ if (!defined(colorCommand)) {
1894
+ colorCommand = colorCommands[i] = new DrawCommand({
1895
+ owner: primitive,
1896
+ primitiveType: primitive._primitiveType,
1897
+ });
1898
+ }
1899
+ colorCommand.vertexArray = primitive._va[vaIndex];
1900
+ colorCommand.renderState = primitive._frontFaceRS;
1901
+ colorCommand.shaderProgram = primitive._sp;
1902
+ colorCommand.uniformMap = uniforms;
1903
+ colorCommand.pass = pass;
1904
+
1905
+ if (defined(primitive._depthFailAppearance)) {
1906
+ if (twoPasses) {
1907
+ ++i;
1908
+
1909
+ colorCommand = colorCommands[i];
1910
+ if (!defined(colorCommand)) {
1911
+ colorCommand = colorCommands[i] = new DrawCommand({
1912
+ owner: primitive,
1913
+ primitiveType: primitive._primitiveType,
1914
+ });
1915
+ }
1916
+ colorCommand.vertexArray = primitive._va[vaIndex];
1917
+ colorCommand.renderState = primitive._backFaceDepthFailRS;
1918
+ colorCommand.shaderProgram = primitive._spDepthFail;
1919
+ colorCommand.uniformMap = depthFailUniforms;
1920
+ colorCommand.pass = pass;
1921
+ }
1922
+
1923
+ ++i;
1924
+
1925
+ colorCommand = colorCommands[i];
1926
+ if (!defined(colorCommand)) {
1927
+ colorCommand = colorCommands[i] = new DrawCommand({
1928
+ owner: primitive,
1929
+ primitiveType: primitive._primitiveType,
1930
+ });
1931
+ }
1932
+ colorCommand.vertexArray = primitive._va[vaIndex];
1933
+ colorCommand.renderState = primitive._frontFaceDepthFailRS;
1934
+ colorCommand.shaderProgram = primitive._spDepthFail;
1935
+ colorCommand.uniformMap = depthFailUniforms;
1936
+ colorCommand.pass = pass;
1937
+ }
1938
+
1939
+ ++vaIndex;
1940
+ }
1941
+ }
1942
+
1943
+ Primitive._updateBoundingVolumes = function (
1944
+ primitive,
1945
+ frameState,
1946
+ modelMatrix,
1947
+ forceUpdate,
1948
+ ) {
1949
+ let i;
1950
+ let length;
1951
+ let boundingSphere;
1952
+
1953
+ if (forceUpdate || !Matrix4.equals(modelMatrix, primitive._modelMatrix)) {
1954
+ Matrix4.clone(modelMatrix, primitive._modelMatrix);
1955
+ length = primitive._boundingSpheres.length;
1956
+ for (i = 0; i < length; ++i) {
1957
+ boundingSphere = primitive._boundingSpheres[i];
1958
+ if (defined(boundingSphere)) {
1959
+ primitive._boundingSphereWC[i] = BoundingSphere.transform(
1960
+ boundingSphere,
1961
+ modelMatrix,
1962
+ primitive._boundingSphereWC[i],
1963
+ );
1964
+ if (!frameState.scene3DOnly) {
1965
+ primitive._boundingSphere2D[i] = BoundingSphere.clone(
1966
+ primitive._boundingSphereCV[i],
1967
+ primitive._boundingSphere2D[i],
1968
+ );
1969
+ primitive._boundingSphereMorph[i] = BoundingSphere.union(
1970
+ primitive._boundingSphereWC[i],
1971
+ primitive._boundingSphereCV[i],
1972
+ );
1973
+ }
1974
+ }
1975
+ }
1976
+ }
1977
+
1978
+ // Update bounding volumes for primitives that are sized in pixels.
1979
+ // The pixel size in meters varies based on the distance from the camera.
1980
+ const pixelSize = primitive.appearance.pixelSize;
1981
+ if (defined(pixelSize)) {
1982
+ length = primitive._boundingSpheres.length;
1983
+ for (i = 0; i < length; ++i) {
1984
+ boundingSphere = primitive._boundingSpheres[i];
1985
+ const boundingSphereWC = primitive._boundingSphereWC[i];
1986
+ const pixelSizeInMeters = frameState.camera.getPixelSize(
1987
+ boundingSphere,
1988
+ frameState.context.drawingBufferWidth,
1989
+ frameState.context.drawingBufferHeight,
1990
+ );
1991
+ const sizeInMeters = pixelSizeInMeters * pixelSize;
1992
+ boundingSphereWC.radius = boundingSphere.radius + sizeInMeters;
1993
+ }
1994
+ }
1995
+ };
1996
+
1997
+ function updateAndQueueCommands(
1998
+ primitive,
1999
+ frameState,
2000
+ colorCommands,
2001
+ pickCommands,
2002
+ modelMatrix,
2003
+ cull,
2004
+ debugShowBoundingVolume,
2005
+ twoPasses,
2006
+ ) {
2007
+ //>>includeStart('debug', pragmas.debug);
2008
+ if (
2009
+ frameState.mode !== SceneMode.SCENE3D &&
2010
+ !Matrix4.equals(modelMatrix, Matrix4.IDENTITY)
2011
+ ) {
2012
+ throw new DeveloperError(
2013
+ "Primitive.modelMatrix is only supported in 3D mode.",
2014
+ );
2015
+ }
2016
+ //>>includeEnd('debug');
2017
+
2018
+ Primitive._updateBoundingVolumes(primitive, frameState, modelMatrix);
2019
+
2020
+ let boundingSpheres;
2021
+ if (frameState.mode === SceneMode.SCENE3D) {
2022
+ boundingSpheres = primitive._boundingSphereWC;
2023
+ } else if (frameState.mode === SceneMode.COLUMBUS_VIEW) {
2024
+ boundingSpheres = primitive._boundingSphereCV;
2025
+ } else if (
2026
+ frameState.mode === SceneMode.SCENE2D &&
2027
+ defined(primitive._boundingSphere2D)
2028
+ ) {
2029
+ boundingSpheres = primitive._boundingSphere2D;
2030
+ } else if (defined(primitive._boundingSphereMorph)) {
2031
+ boundingSpheres = primitive._boundingSphereMorph;
2032
+ }
2033
+
2034
+ const commandList = frameState.commandList;
2035
+ const passes = frameState.passes;
2036
+ if (passes.render || passes.pick) {
2037
+ const allowPicking = primitive.allowPicking;
2038
+ const castShadows = ShadowMode.castShadows(primitive.shadows);
2039
+ const receiveShadows = ShadowMode.receiveShadows(primitive.shadows);
2040
+ const colorLength = colorCommands.length;
2041
+
2042
+ let factor = twoPasses ? 2 : 1;
2043
+ factor *= defined(primitive._depthFailAppearance) ? 2 : 1;
2044
+
2045
+ for (let j = 0; j < colorLength; ++j) {
2046
+ const sphereIndex = Math.floor(j / factor);
2047
+ const colorCommand = colorCommands[j];
2048
+ colorCommand.modelMatrix = modelMatrix;
2049
+ colorCommand.boundingVolume = boundingSpheres[sphereIndex];
2050
+ colorCommand.cull = cull;
2051
+ colorCommand.debugShowBoundingVolume = debugShowBoundingVolume;
2052
+ colorCommand.castShadows = castShadows;
2053
+ colorCommand.receiveShadows = receiveShadows;
2054
+
2055
+ if (allowPicking) {
2056
+ colorCommand.pickId = "v_pickColor";
2057
+ } else {
2058
+ colorCommand.pickId = undefined;
2059
+ }
2060
+
2061
+ commandList.push(colorCommand);
2062
+ }
2063
+ }
2064
+ }
2065
+
2066
+ /**
2067
+ * Called when {@link Viewer} or {@link CesiumWidget} render the scene to
2068
+ * get the draw commands needed to render this primitive.
2069
+ * <p>
2070
+ * Do not call this function directly. This is documented just to
2071
+ * list the exceptions that may be propagated when the scene is rendered:
2072
+ * </p>
2073
+ *
2074
+ * @exception {DeveloperError} All instance geometries must have the same primitiveType.
2075
+ * @exception {DeveloperError} Appearance and material have a uniform with the same name.
2076
+ * @exception {DeveloperError} Primitive.modelMatrix is only supported in 3D mode.
2077
+ * @exception {RuntimeError} Vertex texture fetch support is required to render primitives with per-instance attributes. The maximum number of vertex texture image units must be greater than zero.
2078
+ */
2079
+ Primitive.prototype.update = function (frameState) {
2080
+ if (
2081
+ (!defined(this.geometryInstances) && this._va.length === 0) ||
2082
+ (defined(this.geometryInstances) &&
2083
+ Array.isArray(this.geometryInstances) &&
2084
+ this.geometryInstances.length === 0) ||
2085
+ !defined(this.appearance) ||
2086
+ (frameState.mode !== SceneMode.SCENE3D && frameState.scene3DOnly) ||
2087
+ (!frameState.passes.render && !frameState.passes.pick)
2088
+ ) {
2089
+ return;
2090
+ }
2091
+
2092
+ if (defined(this._error)) {
2093
+ throw this._error;
2094
+ }
2095
+
2096
+ //>>includeStart('debug', pragmas.debug);
2097
+ if (defined(this.rtcCenter) && !frameState.scene3DOnly) {
2098
+ throw new DeveloperError(
2099
+ "RTC rendering is only available for 3D only scenes.",
2100
+ );
2101
+ }
2102
+ //>>includeEnd('debug');
2103
+
2104
+ if (this._state === PrimitiveState.FAILED) {
2105
+ return;
2106
+ }
2107
+
2108
+ const context = frameState.context;
2109
+ if (!defined(this._batchTable)) {
2110
+ createBatchTable(this, context);
2111
+ }
2112
+ if (this._batchTable.attributes.length > 0) {
2113
+ if (ContextLimits.maximumVertexTextureImageUnits === 0) {
2114
+ throw new RuntimeError(
2115
+ "Vertex texture fetch support is required to render primitives with per-instance attributes. The maximum number of vertex texture image units must be greater than zero.",
2116
+ );
2117
+ }
2118
+ this._batchTable.update(frameState);
2119
+ }
2120
+
2121
+ if (
2122
+ this._state !== PrimitiveState.COMPLETE &&
2123
+ this._state !== PrimitiveState.COMBINED
2124
+ ) {
2125
+ if (this.asynchronous) {
2126
+ loadAsynchronous(this, frameState);
2127
+ } else {
2128
+ loadSynchronous(this, frameState);
2129
+ }
2130
+ }
2131
+
2132
+ if (this._state === PrimitiveState.COMBINED) {
2133
+ updateBatchTableBoundingSpheres(this, frameState);
2134
+ updateBatchTableOffsets(this, frameState);
2135
+ createVertexArray(this, frameState);
2136
+ }
2137
+
2138
+ if (!this.show || this._state !== PrimitiveState.COMPLETE) {
2139
+ return;
2140
+ }
2141
+
2142
+ if (!this._batchTableOffsetsUpdated) {
2143
+ updateBatchTableOffsets(this, frameState);
2144
+ }
2145
+ if (this._recomputeBoundingSpheres) {
2146
+ recomputeBoundingSpheres(this, frameState);
2147
+ }
2148
+
2149
+ // Create or recreate render state and shader program if appearance/material changed
2150
+ const appearance = this.appearance;
2151
+ const material = appearance.material;
2152
+ let createRS = false;
2153
+ let createSP = false;
2154
+
2155
+ if (this._appearance !== appearance) {
2156
+ this._appearance = appearance;
2157
+ this._material = material;
2158
+ createRS = true;
2159
+ createSP = true;
2160
+ } else if (this._material !== material) {
2161
+ this._material = material;
2162
+ createSP = true;
2163
+ }
2164
+
2165
+ const depthFailAppearance = this.depthFailAppearance;
2166
+ const depthFailMaterial = defined(depthFailAppearance)
2167
+ ? depthFailAppearance.material
2168
+ : undefined;
2169
+
2170
+ if (this._depthFailAppearance !== depthFailAppearance) {
2171
+ this._depthFailAppearance = depthFailAppearance;
2172
+ this._depthFailMaterial = depthFailMaterial;
2173
+ createRS = true;
2174
+ createSP = true;
2175
+ } else if (this._depthFailMaterial !== depthFailMaterial) {
2176
+ this._depthFailMaterial = depthFailMaterial;
2177
+ createSP = true;
2178
+ }
2179
+
2180
+ const translucent = this._appearance.isTranslucent();
2181
+ if (this._translucent !== translucent) {
2182
+ this._translucent = translucent;
2183
+ createRS = true;
2184
+ }
2185
+
2186
+ if (defined(this._material)) {
2187
+ this._material.update(context);
2188
+ }
2189
+
2190
+ const twoPasses = appearance.closed && translucent;
2191
+
2192
+ if (createRS) {
2193
+ const rsFunc = this._createRenderStatesFunction ?? createRenderStates;
2194
+ rsFunc(this, context, appearance, twoPasses);
2195
+ }
2196
+
2197
+ if (createSP) {
2198
+ const spFunc = this._createShaderProgramFunction ?? createShaderProgram;
2199
+ spFunc(this, frameState, appearance);
2200
+ }
2201
+
2202
+ if (createRS || createSP) {
2203
+ const commandFunc = this._createCommandsFunction ?? createCommands;
2204
+ commandFunc(
2205
+ this,
2206
+ appearance,
2207
+ material,
2208
+ translucent,
2209
+ twoPasses,
2210
+ this._colorCommands,
2211
+ this._pickCommands,
2212
+ frameState,
2213
+ );
2214
+ }
2215
+
2216
+ const updateAndQueueCommandsFunc =
2217
+ this._updateAndQueueCommandsFunction ?? updateAndQueueCommands;
2218
+ updateAndQueueCommandsFunc(
2219
+ this,
2220
+ frameState,
2221
+ this._colorCommands,
2222
+ this._pickCommands,
2223
+ this.modelMatrix,
2224
+ this.cull,
2225
+ this.debugShowBoundingVolume,
2226
+ twoPasses,
2227
+ );
2228
+ };
2229
+
2230
+ const offsetBoundingSphereScratch1 = new BoundingSphere();
2231
+ const offsetBoundingSphereScratch2 = new BoundingSphere();
2232
+ function transformBoundingSphere(boundingSphere, offset, offsetAttribute) {
2233
+ if (offsetAttribute === GeometryOffsetAttribute.TOP) {
2234
+ const origBS = BoundingSphere.clone(
2235
+ boundingSphere,
2236
+ offsetBoundingSphereScratch1,
2237
+ );
2238
+ const offsetBS = BoundingSphere.clone(
2239
+ boundingSphere,
2240
+ offsetBoundingSphereScratch2,
2241
+ );
2242
+ offsetBS.center = Cartesian3.add(offsetBS.center, offset, offsetBS.center);
2243
+ boundingSphere = BoundingSphere.union(origBS, offsetBS, boundingSphere);
2244
+ } else if (offsetAttribute === GeometryOffsetAttribute.ALL) {
2245
+ boundingSphere.center = Cartesian3.add(
2246
+ boundingSphere.center,
2247
+ offset,
2248
+ boundingSphere.center,
2249
+ );
2250
+ }
2251
+
2252
+ return boundingSphere;
2253
+ }
2254
+
2255
+ function createGetFunction(batchTable, instanceIndex, attributeIndex) {
2256
+ return function () {
2257
+ const attributeValue = batchTable.getBatchedAttribute(
2258
+ instanceIndex,
2259
+ attributeIndex,
2260
+ );
2261
+ const attribute = batchTable.attributes[attributeIndex];
2262
+ const componentsPerAttribute = attribute.componentsPerAttribute;
2263
+ const value = ComponentDatatype.createTypedArray(
2264
+ attribute.componentDatatype,
2265
+ componentsPerAttribute,
2266
+ );
2267
+ if (defined(attributeValue.constructor.pack)) {
2268
+ attributeValue.constructor.pack(attributeValue, value, 0);
2269
+ } else {
2270
+ value[0] = attributeValue;
2271
+ }
2272
+ return value;
2273
+ };
2274
+ }
2275
+
2276
+ function createSetFunction(
2277
+ batchTable,
2278
+ instanceIndex,
2279
+ attributeIndex,
2280
+ primitive,
2281
+ name,
2282
+ ) {
2283
+ return function (value) {
2284
+ //>>includeStart('debug', pragmas.debug);
2285
+ if (
2286
+ !defined(value) ||
2287
+ !defined(value.length) ||
2288
+ value.length < 1 ||
2289
+ value.length > 4
2290
+ ) {
2291
+ throw new DeveloperError(
2292
+ "value must be and array with length between 1 and 4.",
2293
+ );
2294
+ }
2295
+ //>>includeEnd('debug');
2296
+ const attributeValue = getAttributeValue(value);
2297
+ batchTable.setBatchedAttribute(
2298
+ instanceIndex,
2299
+ attributeIndex,
2300
+ attributeValue,
2301
+ );
2302
+ if (name === "offset") {
2303
+ primitive._recomputeBoundingSpheres = true;
2304
+ primitive._batchTableOffsetsUpdated = false;
2305
+ }
2306
+ };
2307
+ }
2308
+
2309
+ const offsetScratch = new Cartesian3();
2310
+
2311
+ function createBoundingSphereProperties(primitive, properties, index) {
2312
+ properties.boundingSphere = {
2313
+ get: function () {
2314
+ let boundingSphere = primitive._instanceBoundingSpheres[index];
2315
+ if (defined(boundingSphere)) {
2316
+ boundingSphere = boundingSphere.clone();
2317
+ const modelMatrix = primitive.modelMatrix;
2318
+ const offset = properties.offset;
2319
+ if (defined(offset)) {
2320
+ transformBoundingSphere(
2321
+ boundingSphere,
2322
+ Cartesian3.fromArray(offset.get(), 0, offsetScratch),
2323
+ primitive._offsetInstanceExtend[index],
2324
+ );
2325
+ }
2326
+ if (defined(modelMatrix)) {
2327
+ boundingSphere = BoundingSphere.transform(
2328
+ boundingSphere,
2329
+ modelMatrix,
2330
+ );
2331
+ }
2332
+ }
2333
+
2334
+ return boundingSphere;
2335
+ },
2336
+ };
2337
+ properties.boundingSphereCV = {
2338
+ get: function () {
2339
+ return primitive._instanceBoundingSpheresCV[index];
2340
+ },
2341
+ };
2342
+ }
2343
+
2344
+ function createPickIdProperty(primitive, properties, index) {
2345
+ properties.pickId = {
2346
+ get: function () {
2347
+ return primitive._pickIds[index];
2348
+ },
2349
+ };
2350
+ }
2351
+
2352
+ /**
2353
+ * Returns the modifiable per-instance attributes for a {@link GeometryInstance}.
2354
+ *
2355
+ * @param {*} id The id of the {@link GeometryInstance}.
2356
+ * @returns {object} The typed array in the attribute's format or undefined if the is no instance with id.
2357
+ *
2358
+ * @exception {DeveloperError} must call update before calling getGeometryInstanceAttributes.
2359
+ *
2360
+ * @example
2361
+ * const attributes = primitive.getGeometryInstanceAttributes('an id');
2362
+ * attributes.color = Cesium.ColorGeometryInstanceAttribute.toValue(Cesium.Color.AQUA);
2363
+ * attributes.show = Cesium.ShowGeometryInstanceAttribute.toValue(true);
2364
+ * attributes.distanceDisplayCondition = Cesium.DistanceDisplayConditionGeometryInstanceAttribute.toValue(100.0, 10000.0);
2365
+ * attributes.offset = Cesium.OffsetGeometryInstanceAttribute.toValue(Cartesian3.IDENTITY);
2366
+ */
2367
+ Primitive.prototype.getGeometryInstanceAttributes = function (id) {
2368
+ //>>includeStart('debug', pragmas.debug);
2369
+ if (!defined(id)) {
2370
+ throw new DeveloperError("id is required");
2371
+ }
2372
+ if (!defined(this._batchTable)) {
2373
+ throw new DeveloperError(
2374
+ "must call update before calling getGeometryInstanceAttributes",
2375
+ );
2376
+ }
2377
+ //>>includeEnd('debug');
2378
+
2379
+ let attributes = this._perInstanceAttributeCache.get(id);
2380
+ if (defined(attributes)) {
2381
+ return attributes;
2382
+ }
2383
+
2384
+ let index = -1;
2385
+ const lastIndex = this._lastPerInstanceAttributeIndex;
2386
+ const ids = this._instanceIds;
2387
+ const length = ids.length;
2388
+ for (let i = 0; i < length; ++i) {
2389
+ const curIndex = (lastIndex + i) % length;
2390
+ if (id === ids[curIndex]) {
2391
+ index = curIndex;
2392
+ break;
2393
+ }
2394
+ }
2395
+
2396
+ if (index === -1) {
2397
+ return undefined;
2398
+ }
2399
+
2400
+ const batchTable = this._batchTable;
2401
+ const perInstanceAttributeIndices = this._batchTableAttributeIndices;
2402
+ attributes = {};
2403
+ const properties = {};
2404
+
2405
+ for (const name in perInstanceAttributeIndices) {
2406
+ if (perInstanceAttributeIndices.hasOwnProperty(name)) {
2407
+ const attributeIndex = perInstanceAttributeIndices[name];
2408
+ properties[name] = {
2409
+ get: createGetFunction(batchTable, index, attributeIndex),
2410
+ set: createSetFunction(batchTable, index, attributeIndex, this, name),
2411
+ };
2412
+ }
2413
+ }
2414
+
2415
+ createBoundingSphereProperties(this, properties, index);
2416
+ createPickIdProperty(this, properties, index);
2417
+ Object.defineProperties(attributes, properties);
2418
+
2419
+ this._lastPerInstanceAttributeIndex = index;
2420
+ this._perInstanceAttributeCache.set(id, attributes);
2421
+ return attributes;
2422
+ };
2423
+
2424
+ /**
2425
+ * Returns true if this object was destroyed; otherwise, false.
2426
+ * <p>
2427
+ * If this object was destroyed, it should not be used; calling any function other than
2428
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
2429
+ * </p>
2430
+ *
2431
+ * @returns {boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
2432
+ *
2433
+ * @see Primitive#destroy
2434
+ */
2435
+ Primitive.prototype.isDestroyed = function () {
2436
+ return false;
2437
+ };
2438
+
2439
+ /**
2440
+ * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
2441
+ * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
2442
+ * <p>
2443
+ * Once an object is destroyed, it should not be used; calling any function other than
2444
+ * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
2445
+ * assign the return value (<code>undefined</code>) to the object as done in the example.
2446
+ * </p>
2447
+ *
2448
+ * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
2449
+ *
2450
+ *
2451
+ * @example
2452
+ * e = e && e.destroy();
2453
+ *
2454
+ * @see Primitive#isDestroyed
2455
+ */
2456
+ Primitive.prototype.destroy = function () {
2457
+ let length;
2458
+ let i;
2459
+
2460
+ this._sp = this._sp && this._sp.destroy();
2461
+ this._spDepthFail = this._spDepthFail && this._spDepthFail.destroy();
2462
+
2463
+ const va = this._va;
2464
+ length = va.length;
2465
+ for (i = 0; i < length; ++i) {
2466
+ va[i].destroy();
2467
+ }
2468
+ this._va = undefined;
2469
+
2470
+ const pickIds = this._pickIds;
2471
+ length = pickIds.length;
2472
+ for (i = 0; i < length; ++i) {
2473
+ pickIds[i].destroy();
2474
+ }
2475
+ this._pickIds = undefined;
2476
+
2477
+ this._batchTable = this._batchTable && this._batchTable.destroy();
2478
+
2479
+ //These objects may be fairly large and reference other large objects (like Entities)
2480
+ //We explicitly set them to undefined here so that the memory can be freed
2481
+ //even if a reference to the destroyed Primitive has been kept around.
2482
+ this._instanceIds = undefined;
2483
+ this._perInstanceAttributeCache = undefined;
2484
+ this._attributeLocations = undefined;
2485
+
2486
+ return destroyObject(this);
2487
+ };
2488
+
2489
+ function setReady(primitive, frameState, state, error) {
2490
+ primitive._error = error;
2491
+ primitive._state = state;
2492
+
2493
+ frameState.afterRender.push(function () {
2494
+ primitive._ready =
2495
+ primitive._state === PrimitiveState.COMPLETE ||
2496
+ primitive._state === PrimitiveState.FAILED;
2497
+
2498
+ // Returning 'true' here will ensure that another rendering pass is
2499
+ // triggered after the primitive actually became ready, to make sure
2500
+ // that it is in fact rendered even in "request render mode"
2501
+ return true;
2502
+ });
2503
+ }
2504
+ export default Primitive;