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
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  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 +1,1957 @@
1
+ import BoundingRectangle from "../Core/BoundingRectangle.js";
2
+ import BoundingSphere from "../Core/BoundingSphere.js";
3
+ import BoxOutlineGeometry from "../Core/BoxOutlineGeometry.js";
4
+ import Cartesian2 from "../Core/Cartesian2.js";
5
+ import Cartesian3 from "../Core/Cartesian3.js";
6
+ import Cartesian4 from "../Core/Cartesian4.js";
7
+ import Cartographic from "../Core/Cartographic.js";
8
+ import clone from "../Core/clone.js";
9
+ import Color from "../Core/Color.js";
10
+ import ColorGeometryInstanceAttribute from "../Core/ColorGeometryInstanceAttribute.js";
11
+ import combine from "../Core/combine.js";
12
+ import CullingVolume from "../Core/CullingVolume.js";
13
+ import Frozen from "../Core/Frozen.js";
14
+ import defined from "../Core/defined.js";
15
+ import destroyObject from "../Core/destroyObject.js";
16
+ import DeveloperError from "../Core/DeveloperError.js";
17
+ import FeatureDetection from "../Core/FeatureDetection.js";
18
+ import GeometryInstance from "../Core/GeometryInstance.js";
19
+ import Intersect from "../Core/Intersect.js";
20
+ import CesiumMath from "../Core/Math.js";
21
+ import Matrix4 from "../Core/Matrix4.js";
22
+ import OrthographicOffCenterFrustum from "../Core/OrthographicOffCenterFrustum.js";
23
+ import PerspectiveFrustum from "../Core/PerspectiveFrustum.js";
24
+ import PixelFormat from "../Core/PixelFormat.js";
25
+ import Quaternion from "../Core/Quaternion.js";
26
+ import SphereOutlineGeometry from "../Core/SphereOutlineGeometry.js";
27
+ import WebGLConstants from "../Core/WebGLConstants.js";
28
+ import ClearCommand from "../Renderer/ClearCommand.js";
29
+ import ContextLimits from "../Renderer/ContextLimits.js";
30
+ import CubeMap from "../Renderer/CubeMap.js";
31
+ import DrawCommand from "../Renderer/DrawCommand.js";
32
+ import Framebuffer from "../Renderer/Framebuffer.js";
33
+ import Pass from "../Renderer/Pass.js";
34
+ import PassState from "../Renderer/PassState.js";
35
+ import PixelDatatype from "../Renderer/PixelDatatype.js";
36
+ import Renderbuffer from "../Renderer/Renderbuffer.js";
37
+ import RenderbufferFormat from "../Renderer/RenderbufferFormat.js";
38
+ import RenderState from "../Renderer/RenderState.js";
39
+ import Sampler from "../Renderer/Sampler.js";
40
+ import Texture from "../Renderer/Texture.js";
41
+ import Camera from "./Camera.js";
42
+ import CullFace from "./CullFace.js";
43
+ import DebugCameraPrimitive from "./DebugCameraPrimitive.js";
44
+ import PerInstanceColorAppearance from "./PerInstanceColorAppearance.js";
45
+ import Primitive from "./Primitive.js";
46
+ import ShadowMapShader from "./ShadowMapShader.js";
47
+
48
+ /**
49
+ * <div class="notice">
50
+ * Use {@link Viewer#shadowMap} to get the scene's shadow map. Do not construct this directly.
51
+ * </div>
52
+ *
53
+ * <p>
54
+ * The normalOffset bias pushes the shadows forward slightly, and may be disabled
55
+ * for applications that require ultra precise shadows.
56
+ * </p>
57
+ *
58
+ * @alias ShadowMap
59
+ * @internalConstructor
60
+ * @class
61
+ *
62
+ * @privateParam {object} options An object containing the following properties:
63
+ * @privateParam {Context} options.context The context
64
+ * @privateParam {Camera} options.lightCamera A camera representing the light source.
65
+ * @privateParam {boolean} [options.enabled=true] Whether the shadow map is enabled.
66
+ * @privateParam {boolean} [options.isPointLight=false] Whether the light source is a point light. Point light shadows do not use cascades.
67
+ * @privateParam {number} [options.pointLightRadius=100.0] Radius of the point light.
68
+ * @privateParam {boolean} [options.cascadesEnabled=true] Use multiple shadow maps to cover different partitions of the view frustum.
69
+ * @privateParam {number} [options.numberOfCascades=4] The number of cascades to use for the shadow map. Supported values are one and four.
70
+ * @privateParam {number} [options.maximumDistance=5000.0] The maximum distance used for generating cascaded shadows. Lower values improve shadow quality.
71
+ * @privateParam {number} [options.size=2048] The width and height, in pixels, of each shadow map.
72
+ * @privateParam {boolean} [options.softShadows=false] Whether percentage-closer-filtering is enabled for producing softer shadows.
73
+ * @privateParam {number} [options.darkness=0.3] The shadow darkness.
74
+ * @privateParam {boolean} [options.normalOffset=true] Whether a normal bias is applied to shadows.
75
+ * @privateParam {boolean} [options.fadingEnabled=true] Whether shadows start to fade out once the light gets closer to the horizon.
76
+ *
77
+ * @exception {DeveloperError} Only one or four cascades are supported.
78
+ *
79
+ * @demo {@link https://sandcastle.cesium.com/index.html?src=Shadows.html|Cesium Sandcastle Shadows Demo}
80
+ */
81
+ function ShadowMap(options) {
82
+ options = options ?? Frozen.EMPTY_OBJECT;
83
+ const context = options.context;
84
+
85
+ //>>includeStart('debug', pragmas.debug);
86
+ if (!defined(context)) {
87
+ throw new DeveloperError("context is required.");
88
+ }
89
+ if (!defined(options.lightCamera)) {
90
+ throw new DeveloperError("lightCamera is required.");
91
+ }
92
+ if (
93
+ defined(options.numberOfCascades) &&
94
+ options.numberOfCascades !== 1 &&
95
+ options.numberOfCascades !== 4
96
+ ) {
97
+ throw new DeveloperError("Only one or four cascades are supported.");
98
+ }
99
+ //>>includeEnd('debug');
100
+
101
+ this._enabled = options.enabled ?? true;
102
+ this._softShadows = options.softShadows ?? false;
103
+ this._normalOffset = options.normalOffset ?? true;
104
+ this.dirty = true;
105
+
106
+ /**
107
+ * Specifies whether the shadow map originates from a light source. Shadow maps that are used for analytical
108
+ * purposes should set this to false so as not to affect scene rendering.
109
+ *
110
+ * @private
111
+ */
112
+ this.fromLightSource = options.fromLightSource ?? true;
113
+
114
+ /**
115
+ * Determines the darkness of the shadows.
116
+ *
117
+ * @type {number}
118
+ * @default 0.3
119
+ */
120
+ this.darkness = options.darkness ?? 0.3;
121
+ this._darkness = this.darkness;
122
+
123
+ /**
124
+ * Determines whether shadows start to fade out once the light gets closer to the horizon.
125
+ *
126
+ * @type {boolean}
127
+ * @default true
128
+ */
129
+ this.fadingEnabled = options.fadingEnabled ?? true;
130
+
131
+ /**
132
+ * Determines the maximum distance of the shadow map. Only applicable for cascaded shadows. Larger distances may result in lower quality shadows.
133
+ *
134
+ * @type {number}
135
+ * @default 5000.0
136
+ */
137
+ this.maximumDistance = options.maximumDistance ?? 5000.0;
138
+
139
+ this._outOfView = false;
140
+ this._outOfViewPrevious = false;
141
+ this._needsUpdate = true;
142
+
143
+ // In IE11 and Edge polygon offset is not functional.
144
+ // TODO : Also disabled for instances of Firefox and Chrome running ANGLE that do not support depth textures.
145
+ // Re-enable once https://github.com/CesiumGS/cesium/issues/4560 is resolved.
146
+ let polygonOffsetSupported = true;
147
+ if (
148
+ FeatureDetection.isInternetExplorer() ||
149
+ FeatureDetection.isEdge() ||
150
+ ((FeatureDetection.isChrome() || FeatureDetection.isFirefox()) &&
151
+ FeatureDetection.isWindows() &&
152
+ !context.depthTexture)
153
+ ) {
154
+ polygonOffsetSupported = false;
155
+ }
156
+ this._polygonOffsetSupported = polygonOffsetSupported;
157
+
158
+ this._terrainBias = {
159
+ polygonOffset: polygonOffsetSupported,
160
+ polygonOffsetFactor: 1.1,
161
+ polygonOffsetUnits: 4.0,
162
+ normalOffset: this._normalOffset,
163
+ normalOffsetScale: 0.5,
164
+ normalShading: true,
165
+ normalShadingSmooth: 0.3,
166
+ depthBias: 0.0001,
167
+ };
168
+
169
+ this._primitiveBias = {
170
+ polygonOffset: polygonOffsetSupported,
171
+ polygonOffsetFactor: 1.1,
172
+ polygonOffsetUnits: 4.0,
173
+ normalOffset: this._normalOffset,
174
+ normalOffsetScale: 0.1,
175
+ normalShading: true,
176
+ normalShadingSmooth: 0.05,
177
+ depthBias: 0.00002,
178
+ };
179
+
180
+ this._pointBias = {
181
+ polygonOffset: false,
182
+ polygonOffsetFactor: 1.1,
183
+ polygonOffsetUnits: 4.0,
184
+ normalOffset: this._normalOffset,
185
+ normalOffsetScale: 0.0,
186
+ normalShading: true,
187
+ normalShadingSmooth: 0.1,
188
+ depthBias: 0.0005,
189
+ };
190
+
191
+ // Framebuffer resources
192
+ this._depthAttachment = undefined;
193
+ this._colorAttachment = undefined;
194
+
195
+ // Uniforms
196
+ this._shadowMapMatrix = new Matrix4();
197
+ this._shadowMapTexture = undefined;
198
+ this._lightDirectionEC = new Cartesian3();
199
+ this._lightPositionEC = new Cartesian4();
200
+ this._distance = 0.0;
201
+
202
+ this._lightCamera = options.lightCamera;
203
+ this._shadowMapCamera = new ShadowMapCamera();
204
+ this._shadowMapCullingVolume = undefined;
205
+ this._sceneCamera = undefined;
206
+ this._boundingSphere = new BoundingSphere();
207
+
208
+ this._isPointLight = options.isPointLight ?? false;
209
+ this._pointLightRadius = options.pointLightRadius ?? 100.0;
210
+
211
+ this._cascadesEnabled = this._isPointLight
212
+ ? false
213
+ : (options.cascadesEnabled ?? true);
214
+ this._numberOfCascades = !this._cascadesEnabled
215
+ ? 0
216
+ : (options.numberOfCascades ?? 4);
217
+ this._fitNearFar = true;
218
+ this._maximumCascadeDistances = [25.0, 150.0, 700.0, Number.MAX_VALUE];
219
+
220
+ this._textureSize = new Cartesian2();
221
+
222
+ this._isSpotLight = false;
223
+ if (this._cascadesEnabled) {
224
+ // Cascaded shadows are always orthographic. The frustum dimensions are calculated on the fly.
225
+ this._shadowMapCamera.frustum = new OrthographicOffCenterFrustum();
226
+ } else if (defined(this._lightCamera.frustum.fov)) {
227
+ // If the light camera uses a perspective frustum, then the light source is a spot light
228
+ this._isSpotLight = true;
229
+ }
230
+
231
+ // Uniforms
232
+ this._cascadeSplits = [new Cartesian4(), new Cartesian4()];
233
+ this._cascadeMatrices = [
234
+ new Matrix4(),
235
+ new Matrix4(),
236
+ new Matrix4(),
237
+ new Matrix4(),
238
+ ];
239
+ this._cascadeDistances = new Cartesian4();
240
+
241
+ let numberOfPasses;
242
+ if (this._isPointLight) {
243
+ numberOfPasses = 6; // One shadow map for each direction
244
+ } else if (!this._cascadesEnabled) {
245
+ numberOfPasses = 1;
246
+ } else {
247
+ numberOfPasses = this._numberOfCascades;
248
+ }
249
+
250
+ this._passes = new Array(numberOfPasses);
251
+ for (let i = 0; i < numberOfPasses; ++i) {
252
+ this._passes[i] = new ShadowPass(context);
253
+ }
254
+
255
+ this.debugShow = false;
256
+ this.debugFreezeFrame = false;
257
+ this._debugFreezeFrame = false;
258
+ this._debugCascadeColors = false;
259
+ this._debugLightFrustum = undefined;
260
+ this._debugCameraFrustum = undefined;
261
+ this._debugCascadeFrustums = new Array(this._numberOfCascades);
262
+ this._debugShadowViewCommand = undefined;
263
+
264
+ this._usesDepthTexture = context.depthTexture;
265
+
266
+ if (this._isPointLight) {
267
+ this._usesDepthTexture = false;
268
+ }
269
+
270
+ // Create render states for shadow casters
271
+ this._primitiveRenderState = undefined;
272
+ this._terrainRenderState = undefined;
273
+ this._pointRenderState = undefined;
274
+ createRenderStates(this);
275
+
276
+ // For clearing the shadow map texture every frame
277
+ this._clearCommand = new ClearCommand({
278
+ depth: 1.0,
279
+ color: new Color(),
280
+ });
281
+
282
+ this._clearPassState = new PassState(context);
283
+
284
+ this._size = options.size ?? 2048;
285
+ this.size = this._size;
286
+ }
287
+
288
+ /**
289
+ * Global maximum shadow distance used to prevent far off receivers from extending
290
+ * the shadow far plane. This helps set a tighter near/far when viewing objects from space.
291
+ *
292
+ * @private
293
+ */
294
+ ShadowMap.MAXIMUM_DISTANCE = 20000.0;
295
+
296
+ function ShadowPass(context) {
297
+ this.camera = new ShadowMapCamera();
298
+ this.passState = new PassState(context);
299
+ this.framebuffer = undefined;
300
+ this.textureOffsets = undefined;
301
+ this.commandList = [];
302
+ this.cullingVolume = undefined;
303
+ }
304
+
305
+ function createRenderState(colorMask, bias) {
306
+ return RenderState.fromCache({
307
+ cull: {
308
+ enabled: true,
309
+ face: CullFace.BACK,
310
+ },
311
+ depthTest: {
312
+ enabled: true,
313
+ },
314
+ colorMask: {
315
+ red: colorMask,
316
+ green: colorMask,
317
+ blue: colorMask,
318
+ alpha: colorMask,
319
+ },
320
+ depthMask: true,
321
+ polygonOffset: {
322
+ enabled: bias.polygonOffset,
323
+ factor: bias.polygonOffsetFactor,
324
+ units: bias.polygonOffsetUnits,
325
+ },
326
+ });
327
+ }
328
+
329
+ function createRenderStates(shadowMap) {
330
+ // Enable the color mask if the shadow map is backed by a color texture, e.g. when depth textures aren't supported
331
+ const colorMask = !shadowMap._usesDepthTexture;
332
+ shadowMap._primitiveRenderState = createRenderState(
333
+ colorMask,
334
+ shadowMap._primitiveBias,
335
+ );
336
+ shadowMap._terrainRenderState = createRenderState(
337
+ colorMask,
338
+ shadowMap._terrainBias,
339
+ );
340
+ shadowMap._pointRenderState = createRenderState(
341
+ colorMask,
342
+ shadowMap._pointBias,
343
+ );
344
+ }
345
+
346
+ /**
347
+ * @private
348
+ */
349
+ ShadowMap.prototype.debugCreateRenderStates = function () {
350
+ createRenderStates(this);
351
+ };
352
+
353
+ Object.defineProperties(ShadowMap.prototype, {
354
+ /**
355
+ * Determines if the shadow map will be shown.
356
+ *
357
+ * @memberof ShadowMap.prototype
358
+ * @type {boolean}
359
+ * @default true
360
+ */
361
+ enabled: {
362
+ get: function () {
363
+ return this._enabled;
364
+ },
365
+ set: function (value) {
366
+ this.dirty = this._enabled !== value;
367
+ this._enabled = value;
368
+ },
369
+ },
370
+
371
+ /**
372
+ * Determines if a normal bias will be applied to shadows.
373
+ *
374
+ * @memberof ShadowMap.prototype
375
+ * @type {boolean}
376
+ * @default true
377
+ */
378
+ normalOffset: {
379
+ get: function () {
380
+ return this._normalOffset;
381
+ },
382
+ set: function (value) {
383
+ this.dirty = this._normalOffset !== value;
384
+ this._normalOffset = value;
385
+ this._terrainBias.normalOffset = value;
386
+ this._primitiveBias.normalOffset = value;
387
+ this._pointBias.normalOffset = value;
388
+ },
389
+ },
390
+
391
+ /**
392
+ * Determines if soft shadows are enabled. Uses pcf filtering which requires more texture reads and may hurt performance.
393
+ *
394
+ * @memberof ShadowMap.prototype
395
+ * @type {boolean}
396
+ * @default false
397
+ */
398
+ softShadows: {
399
+ get: function () {
400
+ return this._softShadows;
401
+ },
402
+ set: function (value) {
403
+ this.dirty = this._softShadows !== value;
404
+ this._softShadows = value;
405
+ },
406
+ },
407
+
408
+ /**
409
+ * The width and height, in pixels, of each shadow map.
410
+ *
411
+ * @memberof ShadowMap.prototype
412
+ * @type {number}
413
+ * @default 2048
414
+ */
415
+ size: {
416
+ get: function () {
417
+ return this._size;
418
+ },
419
+ set: function (value) {
420
+ resize(this, value);
421
+ },
422
+ },
423
+
424
+ /**
425
+ * Whether the shadow map is out of view of the scene camera.
426
+ *
427
+ * @memberof ShadowMap.prototype
428
+ * @type {boolean}
429
+ * @readonly
430
+ * @private
431
+ */
432
+ outOfView: {
433
+ get: function () {
434
+ return this._outOfView;
435
+ },
436
+ },
437
+
438
+ /**
439
+ * The culling volume of the shadow frustum.
440
+ *
441
+ * @memberof ShadowMap.prototype
442
+ * @type {CullingVolume}
443
+ * @readonly
444
+ * @private
445
+ */
446
+ shadowMapCullingVolume: {
447
+ get: function () {
448
+ return this._shadowMapCullingVolume;
449
+ },
450
+ },
451
+
452
+ /**
453
+ * The passes used for rendering shadows. Each face of a point light or each cascade for a cascaded shadow map is a separate pass.
454
+ *
455
+ * @memberof ShadowMap.prototype
456
+ * @type {ShadowPass[]}
457
+ * @readonly
458
+ * @private
459
+ */
460
+ passes: {
461
+ get: function () {
462
+ return this._passes;
463
+ },
464
+ },
465
+
466
+ /**
467
+ * Whether the light source is a point light.
468
+ *
469
+ * @memberof ShadowMap.prototype
470
+ * @type {boolean}
471
+ * @readonly
472
+ * @private
473
+ */
474
+ isPointLight: {
475
+ get: function () {
476
+ return this._isPointLight;
477
+ },
478
+ },
479
+
480
+ /**
481
+ * Debug option for visualizing the cascades by color.
482
+ *
483
+ * @memberof ShadowMap.prototype
484
+ * @type {boolean}
485
+ * @default false
486
+ * @private
487
+ */
488
+ debugCascadeColors: {
489
+ get: function () {
490
+ return this._debugCascadeColors;
491
+ },
492
+ set: function (value) {
493
+ this.dirty = this._debugCascadeColors !== value;
494
+ this._debugCascadeColors = value;
495
+ },
496
+ },
497
+ });
498
+
499
+ function destroyFramebuffer(shadowMap) {
500
+ const length = shadowMap._passes.length;
501
+ for (let i = 0; i < length; ++i) {
502
+ const pass = shadowMap._passes[i];
503
+ const framebuffer = pass.framebuffer;
504
+ if (defined(framebuffer) && !framebuffer.isDestroyed()) {
505
+ framebuffer.destroy();
506
+ }
507
+ pass.framebuffer = undefined;
508
+ }
509
+
510
+ // Destroy the framebuffer attachments
511
+ shadowMap._depthAttachment =
512
+ shadowMap._depthAttachment && shadowMap._depthAttachment.destroy();
513
+ shadowMap._colorAttachment =
514
+ shadowMap._colorAttachment && shadowMap._colorAttachment.destroy();
515
+ }
516
+
517
+ function createFramebufferColor(shadowMap, context) {
518
+ const depthRenderbuffer = new Renderbuffer({
519
+ context: context,
520
+ width: shadowMap._textureSize.x,
521
+ height: shadowMap._textureSize.y,
522
+ format: RenderbufferFormat.DEPTH_COMPONENT16,
523
+ });
524
+
525
+ const colorTexture = new Texture({
526
+ context: context,
527
+ width: shadowMap._textureSize.x,
528
+ height: shadowMap._textureSize.y,
529
+ pixelFormat: PixelFormat.RGBA,
530
+ pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
531
+ sampler: Sampler.NEAREST,
532
+ });
533
+
534
+ const framebuffer = new Framebuffer({
535
+ context: context,
536
+ depthRenderbuffer: depthRenderbuffer,
537
+ colorTextures: [colorTexture],
538
+ destroyAttachments: false,
539
+ });
540
+
541
+ const length = shadowMap._passes.length;
542
+ for (let i = 0; i < length; ++i) {
543
+ const pass = shadowMap._passes[i];
544
+ pass.framebuffer = framebuffer;
545
+ pass.passState.framebuffer = framebuffer;
546
+ }
547
+
548
+ shadowMap._shadowMapTexture = colorTexture;
549
+ shadowMap._depthAttachment = depthRenderbuffer;
550
+ shadowMap._colorAttachment = colorTexture;
551
+ }
552
+
553
+ function createFramebufferDepth(shadowMap, context) {
554
+ const depthStencilTexture = new Texture({
555
+ context: context,
556
+ width: shadowMap._textureSize.x,
557
+ height: shadowMap._textureSize.y,
558
+ pixelFormat: PixelFormat.DEPTH_STENCIL,
559
+ pixelDatatype: PixelDatatype.UNSIGNED_INT_24_8,
560
+ sampler: Sampler.NEAREST,
561
+ });
562
+
563
+ const framebuffer = new Framebuffer({
564
+ context: context,
565
+ depthStencilTexture: depthStencilTexture,
566
+ destroyAttachments: false,
567
+ });
568
+
569
+ const length = shadowMap._passes.length;
570
+ for (let i = 0; i < length; ++i) {
571
+ const pass = shadowMap._passes[i];
572
+ pass.framebuffer = framebuffer;
573
+ pass.passState.framebuffer = framebuffer;
574
+ }
575
+
576
+ shadowMap._shadowMapTexture = depthStencilTexture;
577
+ shadowMap._depthAttachment = depthStencilTexture;
578
+ }
579
+
580
+ function createFramebufferCube(shadowMap, context) {
581
+ const depthRenderbuffer = new Renderbuffer({
582
+ context: context,
583
+ width: shadowMap._textureSize.x,
584
+ height: shadowMap._textureSize.y,
585
+ format: RenderbufferFormat.DEPTH_COMPONENT16,
586
+ });
587
+
588
+ const cubeMap = new CubeMap({
589
+ context: context,
590
+ width: shadowMap._textureSize.x,
591
+ height: shadowMap._textureSize.y,
592
+ pixelFormat: PixelFormat.RGBA,
593
+ pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
594
+ sampler: Sampler.NEAREST,
595
+ });
596
+
597
+ const faces = [
598
+ cubeMap.negativeX,
599
+ cubeMap.negativeY,
600
+ cubeMap.negativeZ,
601
+ cubeMap.positiveX,
602
+ cubeMap.positiveY,
603
+ cubeMap.positiveZ,
604
+ ];
605
+
606
+ for (let i = 0; i < 6; ++i) {
607
+ const framebuffer = new Framebuffer({
608
+ context: context,
609
+ depthRenderbuffer: depthRenderbuffer,
610
+ colorTextures: [faces[i]],
611
+ destroyAttachments: false,
612
+ });
613
+ const pass = shadowMap._passes[i];
614
+ pass.framebuffer = framebuffer;
615
+ pass.passState.framebuffer = framebuffer;
616
+ }
617
+
618
+ shadowMap._shadowMapTexture = cubeMap;
619
+ shadowMap._depthAttachment = depthRenderbuffer;
620
+ shadowMap._colorAttachment = cubeMap;
621
+ }
622
+
623
+ function createFramebuffer(shadowMap, context) {
624
+ if (shadowMap._isPointLight) {
625
+ createFramebufferCube(shadowMap, context);
626
+ } else if (shadowMap._usesDepthTexture) {
627
+ createFramebufferDepth(shadowMap, context);
628
+ } else {
629
+ createFramebufferColor(shadowMap, context);
630
+ }
631
+ }
632
+
633
+ function checkFramebuffer(shadowMap, context) {
634
+ // Attempt to make an FBO with only a depth texture. If it fails, fallback to a color texture.
635
+ if (
636
+ shadowMap._usesDepthTexture &&
637
+ shadowMap._passes[0].framebuffer.status !==
638
+ WebGLConstants.FRAMEBUFFER_COMPLETE
639
+ ) {
640
+ shadowMap._usesDepthTexture = false;
641
+ createRenderStates(shadowMap);
642
+ destroyFramebuffer(shadowMap);
643
+ createFramebuffer(shadowMap, context);
644
+ }
645
+ }
646
+
647
+ function updateFramebuffer(shadowMap, context) {
648
+ if (
649
+ !defined(shadowMap._passes[0].framebuffer) ||
650
+ shadowMap._shadowMapTexture.width !== shadowMap._textureSize.x
651
+ ) {
652
+ destroyFramebuffer(shadowMap);
653
+ createFramebuffer(shadowMap, context);
654
+ checkFramebuffer(shadowMap, context);
655
+ clearFramebuffer(shadowMap, context);
656
+ }
657
+ }
658
+
659
+ function clearFramebuffer(shadowMap, context, shadowPass) {
660
+ shadowPass = shadowPass ?? 0;
661
+ if (shadowMap._isPointLight || shadowPass === 0) {
662
+ shadowMap._clearCommand.framebuffer =
663
+ shadowMap._passes[shadowPass].framebuffer;
664
+ shadowMap._clearCommand.execute(context, shadowMap._clearPassState);
665
+ }
666
+ }
667
+
668
+ function resize(shadowMap, size) {
669
+ shadowMap._size = size;
670
+ const passes = shadowMap._passes;
671
+ const numberOfPasses = passes.length;
672
+ const textureSize = shadowMap._textureSize;
673
+
674
+ if (shadowMap._isPointLight) {
675
+ size =
676
+ ContextLimits.maximumCubeMapSize >= size
677
+ ? size
678
+ : ContextLimits.maximumCubeMapSize;
679
+ textureSize.x = size;
680
+ textureSize.y = size;
681
+ const faceViewport = new BoundingRectangle(0, 0, size, size);
682
+ passes[0].passState.viewport = faceViewport;
683
+ passes[1].passState.viewport = faceViewport;
684
+ passes[2].passState.viewport = faceViewport;
685
+ passes[3].passState.viewport = faceViewport;
686
+ passes[4].passState.viewport = faceViewport;
687
+ passes[5].passState.viewport = faceViewport;
688
+ } else if (numberOfPasses === 1) {
689
+ // +----+
690
+ // | 1 |
691
+ // +----+
692
+ size =
693
+ ContextLimits.maximumTextureSize >= size
694
+ ? size
695
+ : ContextLimits.maximumTextureSize;
696
+ textureSize.x = size;
697
+ textureSize.y = size;
698
+ passes[0].passState.viewport = new BoundingRectangle(0, 0, size, size);
699
+ } else if (numberOfPasses === 4) {
700
+ // +----+----+
701
+ // | 3 | 4 |
702
+ // +----+----+
703
+ // | 1 | 2 |
704
+ // +----+----+
705
+ size =
706
+ ContextLimits.maximumTextureSize >= size * 2
707
+ ? size
708
+ : ContextLimits.maximumTextureSize / 2;
709
+ textureSize.x = size * 2;
710
+ textureSize.y = size * 2;
711
+ passes[0].passState.viewport = new BoundingRectangle(0, 0, size, size);
712
+ passes[1].passState.viewport = new BoundingRectangle(size, 0, size, size);
713
+ passes[2].passState.viewport = new BoundingRectangle(0, size, size, size);
714
+ passes[3].passState.viewport = new BoundingRectangle(
715
+ size,
716
+ size,
717
+ size,
718
+ size,
719
+ );
720
+ }
721
+
722
+ // Update clear pass state
723
+ shadowMap._clearPassState.viewport = new BoundingRectangle(
724
+ 0,
725
+ 0,
726
+ textureSize.x,
727
+ textureSize.y,
728
+ );
729
+
730
+ // Transforms shadow coordinates [0, 1] into the pass's region of the texture
731
+ for (let i = 0; i < numberOfPasses; ++i) {
732
+ const pass = passes[i];
733
+ const viewport = pass.passState.viewport;
734
+ const biasX = viewport.x / textureSize.x;
735
+ const biasY = viewport.y / textureSize.y;
736
+ const scaleX = viewport.width / textureSize.x;
737
+ const scaleY = viewport.height / textureSize.y;
738
+ pass.textureOffsets = new Matrix4(
739
+ scaleX,
740
+ 0.0,
741
+ 0.0,
742
+ biasX,
743
+ 0.0,
744
+ scaleY,
745
+ 0.0,
746
+ biasY,
747
+ 0.0,
748
+ 0.0,
749
+ 1.0,
750
+ 0.0,
751
+ 0.0,
752
+ 0.0,
753
+ 0.0,
754
+ 1.0,
755
+ );
756
+ }
757
+ }
758
+
759
+ const scratchViewport = new BoundingRectangle();
760
+
761
+ function createDebugShadowViewCommand(shadowMap, context) {
762
+ let fs;
763
+ if (shadowMap._isPointLight) {
764
+ fs =
765
+ "uniform samplerCube shadowMap_textureCube; \n" +
766
+ "in vec2 v_textureCoordinates; \n" +
767
+ "void main() \n" +
768
+ "{ \n" +
769
+ " vec2 uv = v_textureCoordinates; \n" +
770
+ " vec3 dir; \n" +
771
+ " \n" +
772
+ " if (uv.y < 0.5) \n" +
773
+ " { \n" +
774
+ " if (uv.x < 0.333) \n" +
775
+ " { \n" +
776
+ " dir.x = -1.0; \n" +
777
+ " dir.y = uv.x * 6.0 - 1.0; \n" +
778
+ " dir.z = uv.y * 4.0 - 1.0; \n" +
779
+ " } \n" +
780
+ " else if (uv.x < 0.666) \n" +
781
+ " { \n" +
782
+ " dir.y = -1.0; \n" +
783
+ " dir.x = uv.x * 6.0 - 3.0; \n" +
784
+ " dir.z = uv.y * 4.0 - 1.0; \n" +
785
+ " } \n" +
786
+ " else \n" +
787
+ " { \n" +
788
+ " dir.z = -1.0; \n" +
789
+ " dir.x = uv.x * 6.0 - 5.0; \n" +
790
+ " dir.y = uv.y * 4.0 - 1.0; \n" +
791
+ " } \n" +
792
+ " } \n" +
793
+ " else \n" +
794
+ " { \n" +
795
+ " if (uv.x < 0.333) \n" +
796
+ " { \n" +
797
+ " dir.x = 1.0; \n" +
798
+ " dir.y = uv.x * 6.0 - 1.0; \n" +
799
+ " dir.z = uv.y * 4.0 - 3.0; \n" +
800
+ " } \n" +
801
+ " else if (uv.x < 0.666) \n" +
802
+ " { \n" +
803
+ " dir.y = 1.0; \n" +
804
+ " dir.x = uv.x * 6.0 - 3.0; \n" +
805
+ " dir.z = uv.y * 4.0 - 3.0; \n" +
806
+ " } \n" +
807
+ " else \n" +
808
+ " { \n" +
809
+ " dir.z = 1.0; \n" +
810
+ " dir.x = uv.x * 6.0 - 5.0; \n" +
811
+ " dir.y = uv.y * 4.0 - 3.0; \n" +
812
+ " } \n" +
813
+ " } \n" +
814
+ " \n" +
815
+ " float shadow = czm_unpackDepth(czm_textureCube(shadowMap_textureCube, dir)); \n" +
816
+ " out_FragColor = vec4(vec3(shadow), 1.0); \n" +
817
+ "} \n";
818
+ } else {
819
+ fs =
820
+ `${
821
+ "uniform sampler2D shadowMap_texture; \n" +
822
+ "in vec2 v_textureCoordinates; \n" +
823
+ "void main() \n" +
824
+ "{ \n"
825
+ }${
826
+ shadowMap._usesDepthTexture
827
+ ? " float shadow = texture(shadowMap_texture, v_textureCoordinates).r; \n"
828
+ : " float shadow = czm_unpackDepth(texture(shadowMap_texture, v_textureCoordinates)); \n"
829
+ } out_FragColor = vec4(vec3(shadow), 1.0); \n` + `} \n`;
830
+ }
831
+
832
+ const drawCommand = context.createViewportQuadCommand(fs, {
833
+ uniformMap: {
834
+ shadowMap_texture: function () {
835
+ return shadowMap._shadowMapTexture;
836
+ },
837
+ shadowMap_textureCube: function () {
838
+ return shadowMap._shadowMapTexture;
839
+ },
840
+ },
841
+ });
842
+ drawCommand.pass = Pass.OVERLAY;
843
+ return drawCommand;
844
+ }
845
+
846
+ function updateDebugShadowViewCommand(shadowMap, frameState) {
847
+ // Draws the shadow map on the bottom-right corner of the screen
848
+ const context = frameState.context;
849
+ const screenWidth = frameState.context.drawingBufferWidth;
850
+ const screenHeight = frameState.context.drawingBufferHeight;
851
+ const size = Math.min(screenWidth, screenHeight) * 0.3;
852
+
853
+ const viewport = scratchViewport;
854
+ viewport.x = screenWidth - size;
855
+ viewport.y = 0;
856
+ viewport.width = size;
857
+ viewport.height = size;
858
+
859
+ let debugCommand = shadowMap._debugShadowViewCommand;
860
+ if (!defined(debugCommand)) {
861
+ debugCommand = createDebugShadowViewCommand(shadowMap, context);
862
+ shadowMap._debugShadowViewCommand = debugCommand;
863
+ }
864
+
865
+ // Get a new RenderState for the updated viewport size
866
+ if (
867
+ !defined(debugCommand.renderState) ||
868
+ !BoundingRectangle.equals(debugCommand.renderState.viewport, viewport)
869
+ ) {
870
+ debugCommand.renderState = RenderState.fromCache({
871
+ viewport: BoundingRectangle.clone(viewport),
872
+ });
873
+ }
874
+
875
+ frameState.commandList.push(shadowMap._debugShadowViewCommand);
876
+ }
877
+
878
+ const frustumCornersNDC = new Array(8);
879
+ frustumCornersNDC[0] = new Cartesian4(-1.0, -1.0, -1.0, 1.0);
880
+ frustumCornersNDC[1] = new Cartesian4(1.0, -1.0, -1.0, 1.0);
881
+ frustumCornersNDC[2] = new Cartesian4(1.0, 1.0, -1.0, 1.0);
882
+ frustumCornersNDC[3] = new Cartesian4(-1.0, 1.0, -1.0, 1.0);
883
+ frustumCornersNDC[4] = new Cartesian4(-1.0, -1.0, 1.0, 1.0);
884
+ frustumCornersNDC[5] = new Cartesian4(1.0, -1.0, 1.0, 1.0);
885
+ frustumCornersNDC[6] = new Cartesian4(1.0, 1.0, 1.0, 1.0);
886
+ frustumCornersNDC[7] = new Cartesian4(-1.0, 1.0, 1.0, 1.0);
887
+
888
+ const scratchMatrix = new Matrix4();
889
+ const scratchFrustumCorners = new Array(8);
890
+ for (let i = 0; i < 8; ++i) {
891
+ scratchFrustumCorners[i] = new Cartesian4();
892
+ }
893
+
894
+ function createDebugPointLight(modelMatrix, color) {
895
+ const box = new GeometryInstance({
896
+ geometry: new BoxOutlineGeometry({
897
+ minimum: new Cartesian3(-0.5, -0.5, -0.5),
898
+ maximum: new Cartesian3(0.5, 0.5, 0.5),
899
+ }),
900
+ attributes: {
901
+ color: ColorGeometryInstanceAttribute.fromColor(color),
902
+ },
903
+ });
904
+
905
+ const sphere = new GeometryInstance({
906
+ geometry: new SphereOutlineGeometry({
907
+ radius: 0.5,
908
+ }),
909
+ attributes: {
910
+ color: ColorGeometryInstanceAttribute.fromColor(color),
911
+ },
912
+ });
913
+
914
+ return new Primitive({
915
+ geometryInstances: [box, sphere],
916
+ appearance: new PerInstanceColorAppearance({
917
+ translucent: false,
918
+ flat: true,
919
+ }),
920
+ asynchronous: false,
921
+ modelMatrix: modelMatrix,
922
+ });
923
+ }
924
+
925
+ const debugOutlineColors = [Color.RED, Color.GREEN, Color.BLUE, Color.MAGENTA];
926
+ const scratchScale = new Cartesian3();
927
+
928
+ function applyDebugSettings(shadowMap, frameState) {
929
+ updateDebugShadowViewCommand(shadowMap, frameState);
930
+
931
+ const enterFreezeFrame =
932
+ shadowMap.debugFreezeFrame && !shadowMap._debugFreezeFrame;
933
+ shadowMap._debugFreezeFrame = shadowMap.debugFreezeFrame;
934
+
935
+ // Draw scene camera in freeze frame mode
936
+ if (shadowMap.debugFreezeFrame) {
937
+ if (enterFreezeFrame) {
938
+ // Recreate debug camera when entering freeze frame mode
939
+ shadowMap._debugCameraFrustum =
940
+ shadowMap._debugCameraFrustum &&
941
+ shadowMap._debugCameraFrustum.destroy();
942
+ shadowMap._debugCameraFrustum = new DebugCameraPrimitive({
943
+ camera: shadowMap._sceneCamera,
944
+ color: Color.CYAN,
945
+ updateOnChange: false,
946
+ });
947
+ }
948
+ shadowMap._debugCameraFrustum.update(frameState);
949
+ }
950
+
951
+ if (shadowMap._cascadesEnabled) {
952
+ // Draw cascades only in freeze frame mode
953
+ if (shadowMap.debugFreezeFrame) {
954
+ if (enterFreezeFrame) {
955
+ // Recreate debug frustum when entering freeze frame mode
956
+ shadowMap._debugLightFrustum =
957
+ shadowMap._debugLightFrustum &&
958
+ shadowMap._debugLightFrustum.destroy();
959
+ shadowMap._debugLightFrustum = new DebugCameraPrimitive({
960
+ camera: shadowMap._shadowMapCamera,
961
+ color: Color.YELLOW,
962
+ updateOnChange: false,
963
+ });
964
+ }
965
+ shadowMap._debugLightFrustum.update(frameState);
966
+
967
+ for (let i = 0; i < shadowMap._numberOfCascades; ++i) {
968
+ if (enterFreezeFrame) {
969
+ // Recreate debug frustum when entering freeze frame mode
970
+ shadowMap._debugCascadeFrustums[i] =
971
+ shadowMap._debugCascadeFrustums[i] &&
972
+ shadowMap._debugCascadeFrustums[i].destroy();
973
+ shadowMap._debugCascadeFrustums[i] = new DebugCameraPrimitive({
974
+ camera: shadowMap._passes[i].camera,
975
+ color: debugOutlineColors[i],
976
+ updateOnChange: false,
977
+ });
978
+ }
979
+ shadowMap._debugCascadeFrustums[i].update(frameState);
980
+ }
981
+ }
982
+ } else if (shadowMap._isPointLight) {
983
+ if (!defined(shadowMap._debugLightFrustum) || shadowMap._needsUpdate) {
984
+ const translation = shadowMap._shadowMapCamera.positionWC;
985
+ const rotation = Quaternion.IDENTITY;
986
+ const uniformScale = shadowMap._pointLightRadius * 2.0;
987
+ const scale = Cartesian3.fromElements(
988
+ uniformScale,
989
+ uniformScale,
990
+ uniformScale,
991
+ scratchScale,
992
+ );
993
+ const modelMatrix = Matrix4.fromTranslationQuaternionRotationScale(
994
+ translation,
995
+ rotation,
996
+ scale,
997
+ scratchMatrix,
998
+ );
999
+
1000
+ shadowMap._debugLightFrustum =
1001
+ shadowMap._debugLightFrustum && shadowMap._debugLightFrustum.destroy();
1002
+ shadowMap._debugLightFrustum = createDebugPointLight(
1003
+ modelMatrix,
1004
+ Color.YELLOW,
1005
+ );
1006
+ }
1007
+ shadowMap._debugLightFrustum.update(frameState);
1008
+ } else {
1009
+ if (!defined(shadowMap._debugLightFrustum) || shadowMap._needsUpdate) {
1010
+ shadowMap._debugLightFrustum = new DebugCameraPrimitive({
1011
+ camera: shadowMap._shadowMapCamera,
1012
+ color: Color.YELLOW,
1013
+ updateOnChange: false,
1014
+ });
1015
+ }
1016
+ shadowMap._debugLightFrustum.update(frameState);
1017
+ }
1018
+ }
1019
+
1020
+ function ShadowMapCamera() {
1021
+ this.viewMatrix = new Matrix4();
1022
+ this.inverseViewMatrix = new Matrix4();
1023
+ this.frustum = undefined;
1024
+ this.positionCartographic = new Cartographic();
1025
+ this.positionWC = new Cartesian3();
1026
+ this.directionWC = Cartesian3.clone(Cartesian3.UNIT_Z);
1027
+ this.upWC = Cartesian3.clone(Cartesian3.UNIT_Y);
1028
+ this.rightWC = Cartesian3.clone(Cartesian3.UNIT_X);
1029
+ this.viewProjectionMatrix = new Matrix4();
1030
+ }
1031
+
1032
+ ShadowMapCamera.prototype.clone = function (camera) {
1033
+ Matrix4.clone(camera.viewMatrix, this.viewMatrix);
1034
+ Matrix4.clone(camera.inverseViewMatrix, this.inverseViewMatrix);
1035
+ this.frustum = camera.frustum.clone(this.frustum);
1036
+ Cartographic.clone(camera.positionCartographic, this.positionCartographic);
1037
+ Cartesian3.clone(camera.positionWC, this.positionWC);
1038
+ Cartesian3.clone(camera.directionWC, this.directionWC);
1039
+ Cartesian3.clone(camera.upWC, this.upWC);
1040
+ Cartesian3.clone(camera.rightWC, this.rightWC);
1041
+ };
1042
+
1043
+ // Converts from NDC space to texture space
1044
+ const scaleBiasMatrix = new Matrix4(
1045
+ 0.5,
1046
+ 0.0,
1047
+ 0.0,
1048
+ 0.5,
1049
+ 0.0,
1050
+ 0.5,
1051
+ 0.0,
1052
+ 0.5,
1053
+ 0.0,
1054
+ 0.0,
1055
+ 0.5,
1056
+ 0.5,
1057
+ 0.0,
1058
+ 0.0,
1059
+ 0.0,
1060
+ 1.0,
1061
+ );
1062
+
1063
+ ShadowMapCamera.prototype.getViewProjection = function () {
1064
+ const view = this.viewMatrix;
1065
+ const projection = this.frustum.projectionMatrix;
1066
+ Matrix4.multiply(projection, view, this.viewProjectionMatrix);
1067
+ Matrix4.multiply(
1068
+ scaleBiasMatrix,
1069
+ this.viewProjectionMatrix,
1070
+ this.viewProjectionMatrix,
1071
+ );
1072
+ return this.viewProjectionMatrix;
1073
+ };
1074
+
1075
+ const scratchSplits = new Array(5);
1076
+ const scratchFrustum = new PerspectiveFrustum();
1077
+ const scratchCascadeDistances = new Array(4);
1078
+ const scratchMin = new Cartesian3();
1079
+ const scratchMax = new Cartesian3();
1080
+
1081
+ function computeCascades(shadowMap, frameState) {
1082
+ const shadowMapCamera = shadowMap._shadowMapCamera;
1083
+ const sceneCamera = shadowMap._sceneCamera;
1084
+ const cameraNear = sceneCamera.frustum.near;
1085
+ const cameraFar = sceneCamera.frustum.far;
1086
+ const numberOfCascades = shadowMap._numberOfCascades;
1087
+
1088
+ // Split cascades. Use a mix of linear and log splits.
1089
+ let i;
1090
+ const range = cameraFar - cameraNear;
1091
+ const ratio = cameraFar / cameraNear;
1092
+
1093
+ let lambda = 0.9;
1094
+ let clampCascadeDistances = false;
1095
+
1096
+ // When the camera is close to a relatively small model, provide more detail in the closer cascades.
1097
+ // If the camera is near or inside a large model, such as the root tile of a city, then use the default values.
1098
+ // To get the most accurate cascade splits we would need to find the min and max values from the depth texture.
1099
+ if (frameState.shadowState.closestObjectSize < 200.0) {
1100
+ clampCascadeDistances = true;
1101
+ lambda = 0.9;
1102
+ }
1103
+
1104
+ const cascadeDistances = scratchCascadeDistances;
1105
+ const splits = scratchSplits;
1106
+ splits[0] = cameraNear;
1107
+ splits[numberOfCascades] = cameraFar;
1108
+
1109
+ // Find initial splits
1110
+ for (i = 0; i < numberOfCascades; ++i) {
1111
+ const p = (i + 1) / numberOfCascades;
1112
+ const logScale = cameraNear * Math.pow(ratio, p);
1113
+ const uniformScale = cameraNear + range * p;
1114
+ const split = CesiumMath.lerp(uniformScale, logScale, lambda);
1115
+ splits[i + 1] = split;
1116
+ cascadeDistances[i] = split - splits[i];
1117
+ }
1118
+
1119
+ if (clampCascadeDistances) {
1120
+ // Clamp each cascade to its maximum distance
1121
+ for (i = 0; i < numberOfCascades; ++i) {
1122
+ cascadeDistances[i] = Math.min(
1123
+ cascadeDistances[i],
1124
+ shadowMap._maximumCascadeDistances[i],
1125
+ );
1126
+ }
1127
+
1128
+ // Recompute splits
1129
+ let distance = splits[0];
1130
+ for (i = 0; i < numberOfCascades - 1; ++i) {
1131
+ distance += cascadeDistances[i];
1132
+ splits[i + 1] = distance;
1133
+ }
1134
+ }
1135
+
1136
+ Cartesian4.unpack(splits, 0, shadowMap._cascadeSplits[0]);
1137
+ Cartesian4.unpack(splits, 1, shadowMap._cascadeSplits[1]);
1138
+ Cartesian4.unpack(cascadeDistances, 0, shadowMap._cascadeDistances);
1139
+
1140
+ const shadowFrustum = shadowMapCamera.frustum;
1141
+ const left = shadowFrustum.left;
1142
+ const right = shadowFrustum.right;
1143
+ const bottom = shadowFrustum.bottom;
1144
+ const top = shadowFrustum.top;
1145
+ const near = shadowFrustum.near;
1146
+ const far = shadowFrustum.far;
1147
+
1148
+ const position = shadowMapCamera.positionWC;
1149
+ const direction = shadowMapCamera.directionWC;
1150
+ const up = shadowMapCamera.upWC;
1151
+
1152
+ const cascadeSubFrustum = sceneCamera.frustum.clone(scratchFrustum);
1153
+ const shadowViewProjection = shadowMapCamera.getViewProjection();
1154
+
1155
+ for (i = 0; i < numberOfCascades; ++i) {
1156
+ // Find the bounding box of the camera sub-frustum in shadow map texture space
1157
+ cascadeSubFrustum.near = splits[i];
1158
+ cascadeSubFrustum.far = splits[i + 1];
1159
+ const viewProjection = Matrix4.multiply(
1160
+ cascadeSubFrustum.projectionMatrix,
1161
+ sceneCamera.viewMatrix,
1162
+ scratchMatrix,
1163
+ );
1164
+ const inverseViewProjection = Matrix4.inverse(
1165
+ viewProjection,
1166
+ scratchMatrix,
1167
+ );
1168
+ const shadowMapMatrix = Matrix4.multiply(
1169
+ shadowViewProjection,
1170
+ inverseViewProjection,
1171
+ scratchMatrix,
1172
+ );
1173
+
1174
+ // Project each corner from camera NDC space to shadow map texture space. Min and max will be from 0 to 1.
1175
+ const min = Cartesian3.fromElements(
1176
+ Number.MAX_VALUE,
1177
+ Number.MAX_VALUE,
1178
+ Number.MAX_VALUE,
1179
+ scratchMin,
1180
+ );
1181
+ const max = Cartesian3.fromElements(
1182
+ -Number.MAX_VALUE,
1183
+ -Number.MAX_VALUE,
1184
+ -Number.MAX_VALUE,
1185
+ scratchMax,
1186
+ );
1187
+
1188
+ for (let k = 0; k < 8; ++k) {
1189
+ const corner = Cartesian4.clone(
1190
+ frustumCornersNDC[k],
1191
+ scratchFrustumCorners[k],
1192
+ );
1193
+ Matrix4.multiplyByVector(shadowMapMatrix, corner, corner);
1194
+ Cartesian3.divideByScalar(corner, corner.w, corner); // Handle the perspective divide
1195
+ Cartesian3.minimumByComponent(corner, min, min);
1196
+ Cartesian3.maximumByComponent(corner, max, max);
1197
+ }
1198
+
1199
+ // Limit light-space coordinates to the [0, 1] range
1200
+ min.x = Math.max(min.x, 0.0);
1201
+ min.y = Math.max(min.y, 0.0);
1202
+ min.z = 0.0; // Always start cascade frustum at the top of the light frustum to capture objects in the light's path
1203
+ max.x = Math.min(max.x, 1.0);
1204
+ max.y = Math.min(max.y, 1.0);
1205
+ max.z = Math.min(max.z, 1.0);
1206
+
1207
+ const pass = shadowMap._passes[i];
1208
+ const cascadeCamera = pass.camera;
1209
+ cascadeCamera.clone(shadowMapCamera); // PERFORMANCE_IDEA : could do a shallow clone for all properties except the frustum
1210
+
1211
+ const frustum = cascadeCamera.frustum;
1212
+ frustum.left = left + min.x * (right - left);
1213
+ frustum.right = left + max.x * (right - left);
1214
+ frustum.bottom = bottom + min.y * (top - bottom);
1215
+ frustum.top = bottom + max.y * (top - bottom);
1216
+ frustum.near = near + min.z * (far - near);
1217
+ frustum.far = near + max.z * (far - near);
1218
+
1219
+ pass.cullingVolume = cascadeCamera.frustum.computeCullingVolume(
1220
+ position,
1221
+ direction,
1222
+ up,
1223
+ );
1224
+
1225
+ // Transforms from eye space to the cascade's texture space
1226
+ const cascadeMatrix = shadowMap._cascadeMatrices[i];
1227
+ Matrix4.multiply(
1228
+ cascadeCamera.getViewProjection(),
1229
+ sceneCamera.inverseViewMatrix,
1230
+ cascadeMatrix,
1231
+ );
1232
+ Matrix4.multiply(pass.textureOffsets, cascadeMatrix, cascadeMatrix);
1233
+ }
1234
+ }
1235
+
1236
+ const scratchLightView = new Matrix4();
1237
+ const scratchRight = new Cartesian3();
1238
+ const scratchUp = new Cartesian3();
1239
+ const scratchTranslation = new Cartesian3();
1240
+
1241
+ function fitShadowMapToScene(shadowMap, frameState) {
1242
+ const shadowMapCamera = shadowMap._shadowMapCamera;
1243
+ const sceneCamera = shadowMap._sceneCamera;
1244
+
1245
+ // 1. First find a tight bounding box in light space that contains the entire camera frustum.
1246
+ const viewProjection = Matrix4.multiply(
1247
+ sceneCamera.frustum.projectionMatrix,
1248
+ sceneCamera.viewMatrix,
1249
+ scratchMatrix,
1250
+ );
1251
+ const inverseViewProjection = Matrix4.inverse(viewProjection, scratchMatrix);
1252
+
1253
+ // Start to construct the light view matrix. Set translation later once the bounding box is found.
1254
+ const lightDir = shadowMapCamera.directionWC;
1255
+ let lightUp = sceneCamera.directionWC; // Align shadows to the camera view.
1256
+ if (Cartesian3.equalsEpsilon(lightDir, lightUp, CesiumMath.EPSILON10)) {
1257
+ lightUp = sceneCamera.upWC;
1258
+ }
1259
+ const lightRight = Cartesian3.cross(lightDir, lightUp, scratchRight);
1260
+ lightUp = Cartesian3.cross(lightRight, lightDir, scratchUp); // Recalculate up now that right is derived
1261
+ Cartesian3.normalize(lightUp, lightUp);
1262
+ Cartesian3.normalize(lightRight, lightRight);
1263
+ const lightPosition = Cartesian3.fromElements(
1264
+ 0.0,
1265
+ 0.0,
1266
+ 0.0,
1267
+ scratchTranslation,
1268
+ );
1269
+
1270
+ let lightView = Matrix4.computeView(
1271
+ lightPosition,
1272
+ lightDir,
1273
+ lightUp,
1274
+ lightRight,
1275
+ scratchLightView,
1276
+ );
1277
+ const cameraToLight = Matrix4.multiply(
1278
+ lightView,
1279
+ inverseViewProjection,
1280
+ scratchMatrix,
1281
+ );
1282
+
1283
+ // Project each corner from NDC space to light view space, and calculate a min and max in light view space
1284
+ const min = Cartesian3.fromElements(
1285
+ Number.MAX_VALUE,
1286
+ Number.MAX_VALUE,
1287
+ Number.MAX_VALUE,
1288
+ scratchMin,
1289
+ );
1290
+ const max = Cartesian3.fromElements(
1291
+ -Number.MAX_VALUE,
1292
+ -Number.MAX_VALUE,
1293
+ -Number.MAX_VALUE,
1294
+ scratchMax,
1295
+ );
1296
+
1297
+ for (let i = 0; i < 8; ++i) {
1298
+ const corner = Cartesian4.clone(
1299
+ frustumCornersNDC[i],
1300
+ scratchFrustumCorners[i],
1301
+ );
1302
+ Matrix4.multiplyByVector(cameraToLight, corner, corner);
1303
+ Cartesian3.divideByScalar(corner, corner.w, corner); // Handle the perspective divide
1304
+ Cartesian3.minimumByComponent(corner, min, min);
1305
+ Cartesian3.maximumByComponent(corner, max, max);
1306
+ }
1307
+
1308
+ // 2. Set bounding box back to include objects in the light's view
1309
+ max.z += 1000.0; // Note: in light space, a positive number is behind the camera
1310
+ min.z -= 10.0; // Extend the shadow volume forward slightly to avoid problems right at the edge
1311
+
1312
+ // 3. Adjust light view matrix so that it is centered on the bounding volume
1313
+ const translation = scratchTranslation;
1314
+ translation.x = -(0.5 * (min.x + max.x));
1315
+ translation.y = -(0.5 * (min.y + max.y));
1316
+ translation.z = -max.z;
1317
+
1318
+ const translationMatrix = Matrix4.fromTranslation(translation, scratchMatrix);
1319
+ lightView = Matrix4.multiply(translationMatrix, lightView, lightView);
1320
+
1321
+ // 4. Create an orthographic frustum that covers the bounding box extents
1322
+ const halfWidth = 0.5 * (max.x - min.x);
1323
+ const halfHeight = 0.5 * (max.y - min.y);
1324
+ const depth = max.z - min.z;
1325
+
1326
+ const frustum = shadowMapCamera.frustum;
1327
+ frustum.left = -halfWidth;
1328
+ frustum.right = halfWidth;
1329
+ frustum.bottom = -halfHeight;
1330
+ frustum.top = halfHeight;
1331
+ frustum.near = 0.01;
1332
+ frustum.far = depth;
1333
+
1334
+ // 5. Update the shadow map camera
1335
+ Matrix4.clone(lightView, shadowMapCamera.viewMatrix);
1336
+ Matrix4.inverse(lightView, shadowMapCamera.inverseViewMatrix);
1337
+ Matrix4.getTranslation(
1338
+ shadowMapCamera.inverseViewMatrix,
1339
+ shadowMapCamera.positionWC,
1340
+ );
1341
+ frameState.mapProjection.ellipsoid.cartesianToCartographic(
1342
+ shadowMapCamera.positionWC,
1343
+ shadowMapCamera.positionCartographic,
1344
+ );
1345
+ Cartesian3.clone(lightDir, shadowMapCamera.directionWC);
1346
+ Cartesian3.clone(lightUp, shadowMapCamera.upWC);
1347
+ Cartesian3.clone(lightRight, shadowMapCamera.rightWC);
1348
+ }
1349
+
1350
+ const directions = [
1351
+ new Cartesian3(-1.0, 0.0, 0.0),
1352
+ new Cartesian3(0.0, -1.0, 0.0),
1353
+ new Cartesian3(0.0, 0.0, -1.0),
1354
+ new Cartesian3(1.0, 0.0, 0.0),
1355
+ new Cartesian3(0.0, 1.0, 0.0),
1356
+ new Cartesian3(0.0, 0.0, 1.0),
1357
+ ];
1358
+
1359
+ const ups = [
1360
+ new Cartesian3(0.0, -1.0, 0.0),
1361
+ new Cartesian3(0.0, 0.0, -1.0),
1362
+ new Cartesian3(0.0, -1.0, 0.0),
1363
+ new Cartesian3(0.0, -1.0, 0.0),
1364
+ new Cartesian3(0.0, 0.0, 1.0),
1365
+ new Cartesian3(0.0, -1.0, 0.0),
1366
+ ];
1367
+
1368
+ const rights = [
1369
+ new Cartesian3(0.0, 0.0, 1.0),
1370
+ new Cartesian3(1.0, 0.0, 0.0),
1371
+ new Cartesian3(-1.0, 0.0, 0.0),
1372
+ new Cartesian3(0.0, 0.0, -1.0),
1373
+ new Cartesian3(1.0, 0.0, 0.0),
1374
+ new Cartesian3(1.0, 0.0, 0.0),
1375
+ ];
1376
+
1377
+ function computeOmnidirectional(shadowMap, frameState) {
1378
+ // All sides share the same frustum
1379
+ const frustum = new PerspectiveFrustum();
1380
+ frustum.fov = CesiumMath.PI_OVER_TWO;
1381
+ frustum.near = 1.0;
1382
+ frustum.far = shadowMap._pointLightRadius;
1383
+ frustum.aspectRatio = 1.0;
1384
+
1385
+ for (let i = 0; i < 6; ++i) {
1386
+ const camera = shadowMap._passes[i].camera;
1387
+ camera.positionWC = shadowMap._shadowMapCamera.positionWC;
1388
+ camera.positionCartographic =
1389
+ frameState.mapProjection.ellipsoid.cartesianToCartographic(
1390
+ camera.positionWC,
1391
+ camera.positionCartographic,
1392
+ );
1393
+ camera.directionWC = directions[i];
1394
+ camera.upWC = ups[i];
1395
+ camera.rightWC = rights[i];
1396
+
1397
+ Matrix4.computeView(
1398
+ camera.positionWC,
1399
+ camera.directionWC,
1400
+ camera.upWC,
1401
+ camera.rightWC,
1402
+ camera.viewMatrix,
1403
+ );
1404
+ Matrix4.inverse(camera.viewMatrix, camera.inverseViewMatrix);
1405
+
1406
+ camera.frustum = frustum;
1407
+ }
1408
+ }
1409
+
1410
+ const scratchCartesian1 = new Cartesian3();
1411
+ const scratchCartesian2 = new Cartesian3();
1412
+ const scratchBoundingSphere = new BoundingSphere();
1413
+ const scratchCenter = scratchBoundingSphere.center;
1414
+
1415
+ function checkVisibility(shadowMap, frameState) {
1416
+ const sceneCamera = shadowMap._sceneCamera;
1417
+ const shadowMapCamera = shadowMap._shadowMapCamera;
1418
+
1419
+ const boundingSphere = scratchBoundingSphere;
1420
+
1421
+ // Check whether the shadow map is in view and needs to be updated
1422
+ if (shadowMap._cascadesEnabled) {
1423
+ // If the nearest shadow receiver is further than the shadow map's maximum distance then the shadow map is out of view.
1424
+ if (sceneCamera.frustum.near >= shadowMap.maximumDistance) {
1425
+ shadowMap._outOfView = true;
1426
+ shadowMap._needsUpdate = false;
1427
+ return;
1428
+ }
1429
+
1430
+ // If the light source is below the horizon then the shadow map is out of view
1431
+ const surfaceNormal =
1432
+ frameState.mapProjection.ellipsoid.geodeticSurfaceNormal(
1433
+ sceneCamera.positionWC,
1434
+ scratchCartesian1,
1435
+ );
1436
+ const lightDirection = Cartesian3.negate(
1437
+ shadowMapCamera.directionWC,
1438
+ scratchCartesian2,
1439
+ );
1440
+ const dot = Cartesian3.dot(surfaceNormal, lightDirection);
1441
+ if (shadowMap.fadingEnabled) {
1442
+ // Shadows start to fade out once the light gets closer to the horizon.
1443
+ // At this point the globe uses vertex lighting alone to darken the surface.
1444
+ const darknessAmount = CesiumMath.clamp(dot / 0.1, 0.0, 1.0);
1445
+ shadowMap._darkness = CesiumMath.lerp(
1446
+ 1.0,
1447
+ shadowMap.darkness,
1448
+ darknessAmount,
1449
+ );
1450
+ } else {
1451
+ shadowMap._darkness = shadowMap.darkness;
1452
+ }
1453
+
1454
+ if (dot < 0.0) {
1455
+ shadowMap._outOfView = true;
1456
+ shadowMap._needsUpdate = false;
1457
+ return;
1458
+ }
1459
+
1460
+ // By default cascaded shadows need to update and are always in view
1461
+ shadowMap._needsUpdate = true;
1462
+ shadowMap._outOfView = false;
1463
+ } else if (shadowMap._isPointLight) {
1464
+ // Sphere-frustum intersection test
1465
+ boundingSphere.center = shadowMapCamera.positionWC;
1466
+ boundingSphere.radius = shadowMap._pointLightRadius;
1467
+ shadowMap._outOfView =
1468
+ frameState.cullingVolume.computeVisibility(boundingSphere) ===
1469
+ Intersect.OUTSIDE;
1470
+ shadowMap._needsUpdate =
1471
+ !shadowMap._outOfView &&
1472
+ !shadowMap._boundingSphere.equals(boundingSphere);
1473
+ BoundingSphere.clone(boundingSphere, shadowMap._boundingSphere);
1474
+ } else {
1475
+ // Simplify frustum-frustum intersection test as a sphere-frustum test
1476
+ const frustumRadius = shadowMapCamera.frustum.far / 2.0;
1477
+ const frustumCenter = Cartesian3.add(
1478
+ shadowMapCamera.positionWC,
1479
+ Cartesian3.multiplyByScalar(
1480
+ shadowMapCamera.directionWC,
1481
+ frustumRadius,
1482
+ scratchCenter,
1483
+ ),
1484
+ scratchCenter,
1485
+ );
1486
+ boundingSphere.center = frustumCenter;
1487
+ boundingSphere.radius = frustumRadius;
1488
+ shadowMap._outOfView =
1489
+ frameState.cullingVolume.computeVisibility(boundingSphere) ===
1490
+ Intersect.OUTSIDE;
1491
+ shadowMap._needsUpdate =
1492
+ !shadowMap._outOfView &&
1493
+ !shadowMap._boundingSphere.equals(boundingSphere);
1494
+ BoundingSphere.clone(boundingSphere, shadowMap._boundingSphere);
1495
+ }
1496
+ }
1497
+
1498
+ function updateCameras(shadowMap, frameState) {
1499
+ const camera = frameState.camera; // The actual camera in the scene
1500
+ const lightCamera = shadowMap._lightCamera; // The external camera representing the light source
1501
+ const sceneCamera = shadowMap._sceneCamera; // Clone of camera, with clamped near and far planes
1502
+ const shadowMapCamera = shadowMap._shadowMapCamera; // Camera representing the shadow volume, initially cloned from lightCamera
1503
+
1504
+ // Clone light camera into the shadow map camera
1505
+ if (shadowMap._cascadesEnabled) {
1506
+ Cartesian3.clone(lightCamera.directionWC, shadowMapCamera.directionWC);
1507
+ } else if (shadowMap._isPointLight) {
1508
+ Cartesian3.clone(lightCamera.positionWC, shadowMapCamera.positionWC);
1509
+ } else {
1510
+ shadowMapCamera.clone(lightCamera);
1511
+ }
1512
+
1513
+ // Get the light direction in eye coordinates
1514
+ const lightDirection = shadowMap._lightDirectionEC;
1515
+ Matrix4.multiplyByPointAsVector(
1516
+ camera.viewMatrix,
1517
+ shadowMapCamera.directionWC,
1518
+ lightDirection,
1519
+ );
1520
+ Cartesian3.normalize(lightDirection, lightDirection);
1521
+ Cartesian3.negate(lightDirection, lightDirection);
1522
+
1523
+ // Get the light position in eye coordinates
1524
+ Matrix4.multiplyByPoint(
1525
+ camera.viewMatrix,
1526
+ shadowMapCamera.positionWC,
1527
+ shadowMap._lightPositionEC,
1528
+ );
1529
+ shadowMap._lightPositionEC.w = shadowMap._pointLightRadius;
1530
+
1531
+ // Get the near and far of the scene camera
1532
+ let near;
1533
+ let far;
1534
+ if (shadowMap._fitNearFar) {
1535
+ // shadowFar can be very large, so limit to shadowMap.maximumDistance
1536
+ // Push the far plane slightly further than the near plane to avoid degenerate frustum
1537
+ near = Math.min(
1538
+ frameState.shadowState.nearPlane,
1539
+ shadowMap.maximumDistance,
1540
+ );
1541
+ far = Math.min(frameState.shadowState.farPlane, shadowMap.maximumDistance);
1542
+ far = Math.max(far, near + 1.0);
1543
+ } else {
1544
+ near = camera.frustum.near;
1545
+ far = shadowMap.maximumDistance;
1546
+ }
1547
+
1548
+ shadowMap._sceneCamera = Camera.clone(camera, sceneCamera);
1549
+ camera.frustum.clone(shadowMap._sceneCamera.frustum);
1550
+ shadowMap._sceneCamera.frustum.near = near;
1551
+ shadowMap._sceneCamera.frustum.far = far;
1552
+ shadowMap._distance = far - near;
1553
+
1554
+ checkVisibility(shadowMap, frameState);
1555
+
1556
+ if (!shadowMap._outOfViewPrevious && shadowMap._outOfView) {
1557
+ shadowMap._needsUpdate = true;
1558
+ }
1559
+ shadowMap._outOfViewPrevious = shadowMap._outOfView;
1560
+ }
1561
+
1562
+ /**
1563
+ * @private
1564
+ */
1565
+ ShadowMap.prototype.update = function (frameState) {
1566
+ updateCameras(this, frameState);
1567
+
1568
+ if (this._needsUpdate) {
1569
+ updateFramebuffer(this, frameState.context);
1570
+
1571
+ if (this._isPointLight) {
1572
+ computeOmnidirectional(this, frameState);
1573
+ }
1574
+
1575
+ if (this._cascadesEnabled) {
1576
+ fitShadowMapToScene(this, frameState);
1577
+
1578
+ if (this._numberOfCascades > 1) {
1579
+ computeCascades(this, frameState);
1580
+ }
1581
+ }
1582
+
1583
+ if (!this._isPointLight) {
1584
+ // Compute the culling volume
1585
+ const shadowMapCamera = this._shadowMapCamera;
1586
+ const position = shadowMapCamera.positionWC;
1587
+ const direction = shadowMapCamera.directionWC;
1588
+ const up = shadowMapCamera.upWC;
1589
+ this._shadowMapCullingVolume =
1590
+ shadowMapCamera.frustum.computeCullingVolume(position, direction, up);
1591
+
1592
+ if (this._passes.length === 1) {
1593
+ // Since there is only one pass, use the shadow map camera as the pass camera.
1594
+ this._passes[0].camera.clone(shadowMapCamera);
1595
+ }
1596
+ } else {
1597
+ this._shadowMapCullingVolume = CullingVolume.fromBoundingSphere(
1598
+ this._boundingSphere,
1599
+ );
1600
+ }
1601
+ }
1602
+
1603
+ if (this._passes.length === 1) {
1604
+ // Transforms from eye space to shadow texture space.
1605
+ // Always requires an update since the scene camera constantly changes.
1606
+ const inverseView = this._sceneCamera.inverseViewMatrix;
1607
+ Matrix4.multiply(
1608
+ this._shadowMapCamera.getViewProjection(),
1609
+ inverseView,
1610
+ this._shadowMapMatrix,
1611
+ );
1612
+ }
1613
+
1614
+ if (this.debugShow) {
1615
+ applyDebugSettings(this, frameState);
1616
+ }
1617
+ };
1618
+
1619
+ /**
1620
+ * @private
1621
+ */
1622
+ ShadowMap.prototype.updatePass = function (context, shadowPass) {
1623
+ clearFramebuffer(this, context, shadowPass);
1624
+ };
1625
+
1626
+ const scratchTexelStepSize = new Cartesian2();
1627
+
1628
+ function combineUniforms(shadowMap, uniforms, isTerrain) {
1629
+ const bias = shadowMap._isPointLight
1630
+ ? shadowMap._pointBias
1631
+ : isTerrain
1632
+ ? shadowMap._terrainBias
1633
+ : shadowMap._primitiveBias;
1634
+
1635
+ const mapUniforms = {
1636
+ shadowMap_texture: function () {
1637
+ return shadowMap._shadowMapTexture;
1638
+ },
1639
+ shadowMap_textureCube: function () {
1640
+ return shadowMap._shadowMapTexture;
1641
+ },
1642
+ shadowMap_matrix: function () {
1643
+ return shadowMap._shadowMapMatrix;
1644
+ },
1645
+ shadowMap_cascadeSplits: function () {
1646
+ return shadowMap._cascadeSplits;
1647
+ },
1648
+ shadowMap_cascadeMatrices: function () {
1649
+ return shadowMap._cascadeMatrices;
1650
+ },
1651
+ shadowMap_lightDirectionEC: function () {
1652
+ return shadowMap._lightDirectionEC;
1653
+ },
1654
+ shadowMap_lightPositionEC: function () {
1655
+ return shadowMap._lightPositionEC;
1656
+ },
1657
+ shadowMap_cascadeDistances: function () {
1658
+ return shadowMap._cascadeDistances;
1659
+ },
1660
+ shadowMap_texelSizeDepthBiasAndNormalShadingSmooth: function () {
1661
+ const texelStepSize = scratchTexelStepSize;
1662
+ texelStepSize.x = 1.0 / shadowMap._textureSize.x;
1663
+ texelStepSize.y = 1.0 / shadowMap._textureSize.y;
1664
+
1665
+ return Cartesian4.fromElements(
1666
+ texelStepSize.x,
1667
+ texelStepSize.y,
1668
+ bias.depthBias,
1669
+ bias.normalShadingSmooth,
1670
+ this.combinedUniforms1,
1671
+ );
1672
+ },
1673
+ shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness: function () {
1674
+ return Cartesian4.fromElements(
1675
+ bias.normalOffsetScale,
1676
+ shadowMap._distance,
1677
+ shadowMap.maximumDistance,
1678
+ shadowMap._darkness,
1679
+ this.combinedUniforms2,
1680
+ );
1681
+ },
1682
+
1683
+ combinedUniforms1: new Cartesian4(),
1684
+ combinedUniforms2: new Cartesian4(),
1685
+ };
1686
+
1687
+ return combine(uniforms, mapUniforms, false);
1688
+ }
1689
+
1690
+ function createCastDerivedCommand(
1691
+ shadowMap,
1692
+ shadowsDirty,
1693
+ command,
1694
+ context,
1695
+ oldShaderId,
1696
+ result,
1697
+ ) {
1698
+ let castShader;
1699
+ let castRenderState;
1700
+ let castUniformMap;
1701
+ if (defined(result)) {
1702
+ castShader = result.shaderProgram;
1703
+ castRenderState = result.renderState;
1704
+ castUniformMap = result.uniformMap;
1705
+ }
1706
+
1707
+ result = DrawCommand.shallowClone(command, result);
1708
+ result.castShadows = true;
1709
+ result.receiveShadows = false;
1710
+
1711
+ if (
1712
+ !defined(castShader) ||
1713
+ oldShaderId !== command.shaderProgram.id ||
1714
+ shadowsDirty
1715
+ ) {
1716
+ const shaderProgram = command.shaderProgram;
1717
+
1718
+ const isTerrain = command.pass === Pass.GLOBE;
1719
+ const isOpaque = command.pass !== Pass.TRANSLUCENT;
1720
+ const isPointLight = shadowMap._isPointLight;
1721
+ const usesDepthTexture = shadowMap._usesDepthTexture;
1722
+
1723
+ const keyword = ShadowMapShader.getShadowCastShaderKeyword(
1724
+ isPointLight,
1725
+ isTerrain,
1726
+ usesDepthTexture,
1727
+ isOpaque,
1728
+ );
1729
+ castShader = context.shaderCache.getDerivedShaderProgram(
1730
+ shaderProgram,
1731
+ keyword,
1732
+ );
1733
+ if (!defined(castShader)) {
1734
+ const vertexShaderSource = shaderProgram.vertexShaderSource;
1735
+ const fragmentShaderSource = shaderProgram.fragmentShaderSource;
1736
+
1737
+ const castVS = ShadowMapShader.createShadowCastVertexShader(
1738
+ vertexShaderSource,
1739
+ isPointLight,
1740
+ isTerrain,
1741
+ );
1742
+ const castFS = ShadowMapShader.createShadowCastFragmentShader(
1743
+ fragmentShaderSource,
1744
+ isPointLight,
1745
+ usesDepthTexture,
1746
+ isOpaque,
1747
+ );
1748
+
1749
+ castShader = context.shaderCache.createDerivedShaderProgram(
1750
+ shaderProgram,
1751
+ keyword,
1752
+ {
1753
+ vertexShaderSource: castVS,
1754
+ fragmentShaderSource: castFS,
1755
+ attributeLocations: shaderProgram._attributeLocations,
1756
+ },
1757
+ );
1758
+ }
1759
+
1760
+ castRenderState = shadowMap._primitiveRenderState;
1761
+ if (isPointLight) {
1762
+ castRenderState = shadowMap._pointRenderState;
1763
+ } else if (isTerrain) {
1764
+ castRenderState = shadowMap._terrainRenderState;
1765
+ }
1766
+
1767
+ // Modify the render state for commands that do not use back-face culling, e.g. flat textured walls
1768
+ const cullEnabled = command.renderState.cull.enabled;
1769
+ if (!cullEnabled) {
1770
+ castRenderState = clone(castRenderState, false);
1771
+ castRenderState.cull = clone(castRenderState.cull, false);
1772
+ castRenderState.cull.enabled = false;
1773
+ castRenderState = RenderState.fromCache(castRenderState);
1774
+ }
1775
+
1776
+ castUniformMap = combineUniforms(shadowMap, command.uniformMap, isTerrain);
1777
+ }
1778
+
1779
+ result.shaderProgram = castShader;
1780
+ result.renderState = castRenderState;
1781
+ result.uniformMap = castUniformMap;
1782
+
1783
+ return result;
1784
+ }
1785
+
1786
+ ShadowMap.createReceiveDerivedCommand = function (
1787
+ lightShadowMaps,
1788
+ command,
1789
+ shadowsDirty,
1790
+ context,
1791
+ result,
1792
+ ) {
1793
+ if (!defined(result)) {
1794
+ result = {};
1795
+ }
1796
+
1797
+ const lightShadowMapsEnabled = lightShadowMaps.length > 0;
1798
+ const shaderProgram = command.shaderProgram;
1799
+ const vertexShaderSource = shaderProgram.vertexShaderSource;
1800
+ const fragmentShaderSource = shaderProgram.fragmentShaderSource;
1801
+ const isTerrain = command.pass === Pass.GLOBE;
1802
+
1803
+ let hasTerrainNormal = false;
1804
+ if (isTerrain) {
1805
+ hasTerrainNormal =
1806
+ command.owner.data.renderedMesh.encoding.hasVertexNormals;
1807
+ }
1808
+
1809
+ if (command.receiveShadows && lightShadowMapsEnabled) {
1810
+ // Only generate a receiveCommand if there is a shadow map originating from a light source.
1811
+ let receiveShader;
1812
+ let receiveUniformMap;
1813
+ if (defined(result.receiveCommand)) {
1814
+ receiveShader = result.receiveCommand.shaderProgram;
1815
+ receiveUniformMap = result.receiveCommand.uniformMap;
1816
+ }
1817
+
1818
+ result.receiveCommand = DrawCommand.shallowClone(
1819
+ command,
1820
+ result.receiveCommand,
1821
+ );
1822
+ result.castShadows = false;
1823
+ result.receiveShadows = true;
1824
+
1825
+ // If castShadows changed, recompile the receive shadows shader. The normal shading technique simulates
1826
+ // self-shadowing so it should be turned off if castShadows is false.
1827
+ const castShadowsDirty =
1828
+ result.receiveShaderCastShadows !== command.castShadows;
1829
+ const shaderDirty =
1830
+ result.receiveShaderProgramId !== command.shaderProgram.id;
1831
+
1832
+ if (
1833
+ !defined(receiveShader) ||
1834
+ shaderDirty ||
1835
+ shadowsDirty ||
1836
+ castShadowsDirty
1837
+ ) {
1838
+ const keyword = ShadowMapShader.getShadowReceiveShaderKeyword(
1839
+ lightShadowMaps[0],
1840
+ command.castShadows,
1841
+ isTerrain,
1842
+ hasTerrainNormal,
1843
+ );
1844
+ receiveShader = context.shaderCache.getDerivedShaderProgram(
1845
+ shaderProgram,
1846
+ keyword,
1847
+ );
1848
+ if (!defined(receiveShader)) {
1849
+ const receiveVS = ShadowMapShader.createShadowReceiveVertexShader(
1850
+ vertexShaderSource,
1851
+ isTerrain,
1852
+ hasTerrainNormal,
1853
+ );
1854
+ const receiveFS = ShadowMapShader.createShadowReceiveFragmentShader(
1855
+ fragmentShaderSource,
1856
+ lightShadowMaps[0],
1857
+ command.castShadows,
1858
+ isTerrain,
1859
+ hasTerrainNormal,
1860
+ );
1861
+
1862
+ receiveShader = context.shaderCache.createDerivedShaderProgram(
1863
+ shaderProgram,
1864
+ keyword,
1865
+ {
1866
+ vertexShaderSource: receiveVS,
1867
+ fragmentShaderSource: receiveFS,
1868
+ attributeLocations: shaderProgram._attributeLocations,
1869
+ },
1870
+ );
1871
+ }
1872
+
1873
+ receiveUniformMap = combineUniforms(
1874
+ lightShadowMaps[0],
1875
+ command.uniformMap,
1876
+ isTerrain,
1877
+ );
1878
+ }
1879
+
1880
+ result.receiveCommand.shaderProgram = receiveShader;
1881
+ result.receiveCommand.uniformMap = receiveUniformMap;
1882
+ result.receiveShaderProgramId = command.shaderProgram.id;
1883
+ result.receiveShaderCastShadows = command.castShadows;
1884
+ }
1885
+
1886
+ return result;
1887
+ };
1888
+
1889
+ ShadowMap.createCastDerivedCommand = function (
1890
+ shadowMaps,
1891
+ command,
1892
+ shadowsDirty,
1893
+ context,
1894
+ result,
1895
+ ) {
1896
+ if (!defined(result)) {
1897
+ result = {};
1898
+ }
1899
+
1900
+ if (command.castShadows) {
1901
+ let castCommands = result.castCommands;
1902
+ if (!defined(castCommands)) {
1903
+ castCommands = result.castCommands = [];
1904
+ }
1905
+
1906
+ const oldShaderId = result.castShaderProgramId;
1907
+
1908
+ const shadowMapLength = shadowMaps.length;
1909
+ castCommands.length = shadowMapLength;
1910
+
1911
+ for (let i = 0; i < shadowMapLength; ++i) {
1912
+ castCommands[i] = createCastDerivedCommand(
1913
+ shadowMaps[i],
1914
+ shadowsDirty,
1915
+ command,
1916
+ context,
1917
+ oldShaderId,
1918
+ castCommands[i],
1919
+ );
1920
+ }
1921
+
1922
+ result.castShaderProgramId = command.shaderProgram.id;
1923
+ }
1924
+
1925
+ return result;
1926
+ };
1927
+
1928
+ /**
1929
+ * @private
1930
+ */
1931
+ ShadowMap.prototype.isDestroyed = function () {
1932
+ return false;
1933
+ };
1934
+
1935
+ /**
1936
+ * @private
1937
+ */
1938
+ ShadowMap.prototype.destroy = function () {
1939
+ destroyFramebuffer(this);
1940
+
1941
+ this._debugLightFrustum =
1942
+ this._debugLightFrustum && this._debugLightFrustum.destroy();
1943
+ this._debugCameraFrustum =
1944
+ this._debugCameraFrustum && this._debugCameraFrustum.destroy();
1945
+ this._debugShadowViewCommand =
1946
+ this._debugShadowViewCommand &&
1947
+ this._debugShadowViewCommand.shaderProgram &&
1948
+ this._debugShadowViewCommand.shaderProgram.destroy();
1949
+
1950
+ for (let i = 0; i < this._numberOfCascades; ++i) {
1951
+ this._debugCascadeFrustums[i] =
1952
+ this._debugCascadeFrustums[i] && this._debugCascadeFrustums[i].destroy();
1953
+ }
1954
+
1955
+ return destroyObject(this);
1956
+ };
1957
+ export default ShadowMap;