deeptwins-cesium-engine 0.0.3

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Files changed (2085) hide show
  1. package/Build/ThirdParty/Workers/zip-web-worker.js +640 -0
  2. package/Build/Workers/chunk-2363JE27.js +163 -0
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  1974. package/Source/Shaders/SunVS.js +30 -0
  1975. package/Source/Shaders/Vector3DTileClampedPolylinesFS.glsl +48 -0
  1976. package/Source/Shaders/Vector3DTileClampedPolylinesFS.js +50 -0
  1977. package/Source/Shaders/Vector3DTileClampedPolylinesVS.glsl +85 -0
  1978. package/Source/Shaders/Vector3DTileClampedPolylinesVS.js +87 -0
  1979. package/Source/Shaders/Vector3DTilePolylinesVS.glsl +22 -0
  1980. package/Source/Shaders/Vector3DTilePolylinesVS.js +24 -0
  1981. package/Source/Shaders/VectorTileVS.glsl +9 -0
  1982. package/Source/Shaders/VectorTileVS.js +11 -0
  1983. package/Source/Shaders/ViewportQuadFS.glsl +16 -0
  1984. package/Source/Shaders/ViewportQuadFS.js +18 -0
  1985. package/Source/Shaders/ViewportQuadVS.glsl +10 -0
  1986. package/Source/Shaders/ViewportQuadVS.js +12 -0
  1987. package/Source/Shaders/Voxels/IntersectBox.glsl +34 -0
  1988. package/Source/Shaders/Voxels/IntersectBox.js +36 -0
  1989. package/Source/Shaders/Voxels/IntersectCylinder.glsl +142 -0
  1990. package/Source/Shaders/Voxels/IntersectCylinder.js +144 -0
  1991. package/Source/Shaders/Voxels/IntersectDepth.glsl +27 -0
  1992. package/Source/Shaders/Voxels/IntersectDepth.js +29 -0
  1993. package/Source/Shaders/Voxels/IntersectEllipsoid.glsl +330 -0
  1994. package/Source/Shaders/Voxels/IntersectEllipsoid.js +332 -0
  1995. package/Source/Shaders/Voxels/IntersectLongitude.glsl +114 -0
  1996. package/Source/Shaders/Voxels/IntersectLongitude.js +116 -0
  1997. package/Source/Shaders/Voxels/IntersectPlane.glsl +80 -0
  1998. package/Source/Shaders/Voxels/IntersectPlane.js +82 -0
  1999. package/Source/Shaders/Voxels/Intersection.glsl +50 -0
  2000. package/Source/Shaders/Voxels/Intersection.js +52 -0
  2001. package/Source/Shaders/Voxels/IntersectionUtils.glsl +167 -0
  2002. package/Source/Shaders/Voxels/IntersectionUtils.js +169 -0
  2003. package/Source/Shaders/Voxels/Megatexture.glsl +123 -0
  2004. package/Source/Shaders/Voxels/Megatexture.js +125 -0
  2005. package/Source/Shaders/Voxels/Octree.glsl +257 -0
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  2007. package/Source/Shaders/Voxels/VoxelFS.glsl +267 -0
  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
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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 +1,1953 @@
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 defaultValue from "../Core/defaultValue.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
+ * @alias ViewshedShadowMap
54
+ * @constructor
55
+ * @class
56
+ *
57
+ * @param {Object} options An object containing the following properties:
58
+ * @param {any} options.context The context
59
+ * @param {Camera} options.lightCamera A camera representing the light source.
60
+ * @param {Boolean} [options.enabled=true] Whether the shadow map is enabled.
61
+ * @param {Boolean} [options.isPointLight=false] Whether the light source is a point light. Point light shadows do not use cascades.
62
+ * @param {Number} [options.pointLightRadius=100.0] Radius of the point light.
63
+ * @param {Boolean} [options.cascadesEnabled=true] Use multiple shadow maps to cover different partitions of the view frustum.
64
+ * @param {Number} [options.numberOfCascades=4] The number of cascades to use for the shadow map. Supported values are one and four.
65
+ * @param {Number} [options.maximumDistance=5000.0] The maximum distance used for generating cascaded shadows. Lower values improve shadow quality.
66
+ * @param {Number} [options.size=2048] The width and height, in pixels, of each shadow map.
67
+ * @param {Boolean} [options.softShadows=false] Whether percentage-closer-filtering is enabled for producing softer shadows.
68
+ * @param {Number} [options.darkness=0.3] The shadow darkness.
69
+ * @param {Boolean} [options.normalOffset=true] Whether a normal bias is applied to shadows.
70
+ * @param {Boolean} [options.fadingEnabled=true] Whether shadows start to fade out once the light gets closer to the horizon.
71
+ *
72
+ * @exception {DeveloperError} Only one or four cascades are supported.
73
+ *
74
+ * @demo {@link https://sandcastle.cesium.com/index.html?src=Shadows.html|Cesium Sandcastle Shadows Demo}
75
+ */
76
+ function ViewshedShadowMap(options) {
77
+ options = defaultValue(options, defaultValue.EMPTY_OBJECT);
78
+ const context = options.context;
79
+
80
+ //>>includeStart('debug', pragmas.debug);
81
+ if (!defined(context)) {
82
+ throw new DeveloperError("context is required.");
83
+ }
84
+ if (!defined(options.lightCamera)) {
85
+ throw new DeveloperError("lightCamera is required.");
86
+ }
87
+ if (
88
+ defined(options.numberOfCascades) &&
89
+ options.numberOfCascades !== 1 &&
90
+ options.numberOfCascades !== 4
91
+ ) {
92
+ throw new DeveloperError("Only one or four cascades are supported.");
93
+ }
94
+ //>>includeEnd('debug');
95
+
96
+ this._enabled = defaultValue(options.enabled, true);
97
+ this._softShadows = defaultValue(options.softShadows, false);
98
+ this._normalOffset = defaultValue(options.normalOffset, true);
99
+ this.dirty = true;
100
+
101
+ /**
102
+ * Specifies whether the shadow map originates from a light source. Shadow maps that are used for analytical
103
+ * purposes should set this to false so as not to affect scene rendering.
104
+ *
105
+ * @private
106
+ */
107
+ this.fromLightSource = defaultValue(options.fromLightSource, true);
108
+
109
+ /**
110
+ * Determines the darkness of the shadows.
111
+ *
112
+ * @type {Number}
113
+ * @default 0.3
114
+ */
115
+ this.darkness = defaultValue(options.darkness, 0.3);
116
+ this._darkness = this.darkness;
117
+
118
+ /**
119
+ * Determines whether shadows start to fade out once the light gets closer to the horizon.
120
+ *
121
+ * @type {Boolean}
122
+ * @default true
123
+ */
124
+ this.fadingEnabled = defaultValue(options.fadingEnabled, true);
125
+
126
+ /**
127
+ * Determines the maximum distance of the shadow map. Only applicable for cascaded shadows. Larger distances may result in lower quality shadows.
128
+ *
129
+ * @type {Number}
130
+ * @default 5000.0
131
+ */
132
+ this.maximumDistance = defaultValue(options.maximumDistance, 5000.0);
133
+
134
+ this._outOfView = false;
135
+ this._outOfViewPrevious = false;
136
+ this._needsUpdate = true;
137
+
138
+ // In IE11 and Edge polygon offset is not functional.
139
+ // TODO : Also disabled for instances of Firefox and Chrome running ANGLE that do not support depth textures.
140
+ // Re-enable once https://github.com/CesiumGS/cesium/issues/4560 is resolved.
141
+ let polygonOffsetSupported = true;
142
+ if (
143
+ FeatureDetection.isInternetExplorer() ||
144
+ FeatureDetection.isEdge() ||
145
+ ((FeatureDetection.isChrome() || FeatureDetection.isFirefox()) &&
146
+ FeatureDetection.isWindows() &&
147
+ !context.depthTexture)
148
+ ) {
149
+ polygonOffsetSupported = false;
150
+ }
151
+ this._polygonOffsetSupported = polygonOffsetSupported;
152
+
153
+ this._terrainBias = {
154
+ polygonOffset: polygonOffsetSupported,
155
+ polygonOffsetFactor: 1.1,
156
+ polygonOffsetUnits: 4.0,
157
+ normalOffset: this._normalOffset,
158
+ normalOffsetScale: 0.5,
159
+ normalShading: true,
160
+ normalShadingSmooth: 0.3,
161
+ depthBias: 0.0001,
162
+ };
163
+
164
+ this._primitiveBias = {
165
+ polygonOffset: polygonOffsetSupported,
166
+ polygonOffsetFactor: 1.1,
167
+ polygonOffsetUnits: 4.0,
168
+ normalOffset: this._normalOffset,
169
+ normalOffsetScale: 0.1,
170
+ normalShading: true,
171
+ normalShadingSmooth: 0.05,
172
+ depthBias: 0.00002,
173
+ };
174
+
175
+ this._pointBias = {
176
+ polygonOffset: false,
177
+ polygonOffsetFactor: 1.1,
178
+ polygonOffsetUnits: 4.0,
179
+ normalOffset: this._normalOffset,
180
+ normalOffsetScale: 0.0,
181
+ normalShading: true,
182
+ normalShadingSmooth: 0.1,
183
+ depthBias: 0.0005,
184
+ };
185
+
186
+ // Framebuffer resources
187
+ this._depthAttachment = undefined;
188
+ this._colorAttachment = undefined;
189
+
190
+ // Uniforms
191
+ this._shadowMapMatrix = new Matrix4();
192
+ this._shadowMapTexture = undefined;
193
+ this._lightDirectionEC = new Cartesian3();
194
+ this._lightPositionEC = new Cartesian4();
195
+ this._distance = 0.0;
196
+
197
+ this._lightCamera = options.lightCamera;
198
+ this._shadowMapCamera = new ShadowMapCamera();
199
+ this._shadowMapCullingVolume = undefined;
200
+ this._sceneCamera = undefined;
201
+ this._boundingSphere = new BoundingSphere();
202
+
203
+ this._isPointLight = defaultValue(options.isPointLight, false);
204
+ this._pointLightRadius = defaultValue(options.pointLightRadius, 100.0);
205
+
206
+ this._cascadesEnabled = this._isPointLight
207
+ ? false
208
+ : defaultValue(options.cascadesEnabled, true);
209
+ this._numberOfCascades = !this._cascadesEnabled
210
+ ? 0
211
+ : defaultValue(options.numberOfCascades, 4);
212
+ this._fitNearFar = true;
213
+ this._maximumCascadeDistances = [25.0, 150.0, 700.0, Number.MAX_VALUE];
214
+
215
+ this._textureSize = new Cartesian2();
216
+
217
+ this._isSpotLight = false;
218
+ if (this._cascadesEnabled) {
219
+ // Cascaded shadows are always orthographic. The frustum dimensions are calculated on the fly.
220
+ this._shadowMapCamera.frustum = new OrthographicOffCenterFrustum();
221
+ } else if (defined(this._lightCamera.frustum.fov)) {
222
+ // If the light camera uses a perspective frustum, then the light source is a spot light
223
+ this._isSpotLight = true;
224
+ }
225
+
226
+ // Uniforms
227
+ this._cascadeSplits = [new Cartesian4(), new Cartesian4()];
228
+ this._cascadeMatrices = [
229
+ new Matrix4(),
230
+ new Matrix4(),
231
+ new Matrix4(),
232
+ new Matrix4(),
233
+ ];
234
+ this._cascadeDistances = new Cartesian4();
235
+
236
+ let numberOfPasses;
237
+ if (this._isPointLight) {
238
+ numberOfPasses = 6; // One shadow map for each direction
239
+ } else if (!this._cascadesEnabled) {
240
+ numberOfPasses = 1;
241
+ } else {
242
+ numberOfPasses = this._numberOfCascades;
243
+ }
244
+
245
+ this._passes = new Array(numberOfPasses);
246
+ for (let i = 0; i < numberOfPasses; ++i) {
247
+ this._passes[i] = new ShadowPass(context);
248
+ }
249
+
250
+ this.debugShow = false;
251
+ this.debugFreezeFrame = false;
252
+ this._debugFreezeFrame = false;
253
+ this._debugCascadeColors = false;
254
+ this._debugLightFrustum = undefined;
255
+ this._debugCameraFrustum = undefined;
256
+ this._debugCascadeFrustums = new Array(this._numberOfCascades);
257
+ this._debugShadowViewCommand = undefined;
258
+
259
+ this._usesDepthTexture = context.depthTexture;
260
+
261
+ if (this._isPointLight) {
262
+ this._usesDepthTexture = false;
263
+ }
264
+
265
+ // Create render states for shadow casters
266
+ this._primitiveRenderState = undefined;
267
+ this._terrainRenderState = undefined;
268
+ this._pointRenderState = undefined;
269
+ createRenderStates(this);
270
+
271
+ // For clearing the shadow map texture every frame
272
+ this._clearCommand = new ClearCommand({
273
+ depth: 1.0,
274
+ color: new Color(),
275
+ });
276
+
277
+ this._clearPassState = new PassState(context);
278
+
279
+ this._size = defaultValue(options.size, 2048);
280
+ this.size = this._size;
281
+ }
282
+
283
+ /**
284
+ * Global maximum shadow distance used to prevent far off receivers from extending
285
+ * the shadow far plane. This helps set a tighter near/far when viewing objects from space.
286
+ *
287
+ * @private
288
+ */
289
+ ViewshedShadowMap.MAXIMUM_DISTANCE = 20000.0;
290
+
291
+ function ShadowPass(context) {
292
+ this.camera = new ShadowMapCamera();
293
+ this.passState = new PassState(context);
294
+ this.framebuffer = undefined;
295
+ this.textureOffsets = undefined;
296
+ this.commandList = [];
297
+ this.cullingVolume = undefined;
298
+ }
299
+
300
+ function createRenderState(colorMask, bias) {
301
+ return RenderState.fromCache({
302
+ cull: {
303
+ enabled: true,
304
+ face: CullFace.BACK,
305
+ },
306
+ depthTest: {
307
+ enabled: true,
308
+ },
309
+ colorMask: {
310
+ red: colorMask,
311
+ green: colorMask,
312
+ blue: colorMask,
313
+ alpha: colorMask,
314
+ },
315
+ depthMask: true,
316
+ polygonOffset: {
317
+ enabled: bias.polygonOffset,
318
+ factor: bias.polygonOffsetFactor,
319
+ units: bias.polygonOffsetUnits,
320
+ },
321
+ });
322
+ }
323
+
324
+ function createRenderStates(shadowMap) {
325
+ // Enable the color mask if the shadow map is backed by a color texture, e.g. when depth textures aren't supported
326
+ const colorMask = !shadowMap._usesDepthTexture;
327
+ shadowMap._primitiveRenderState = createRenderState(
328
+ colorMask,
329
+ shadowMap._primitiveBias
330
+ );
331
+ shadowMap._terrainRenderState = createRenderState(
332
+ colorMask,
333
+ shadowMap._terrainBias
334
+ );
335
+ shadowMap._pointRenderState = createRenderState(
336
+ colorMask,
337
+ shadowMap._pointBias
338
+ );
339
+ }
340
+
341
+ /**
342
+ * @private
343
+ */
344
+ ViewshedShadowMap.prototype.debugCreateRenderStates = function () {
345
+ createRenderStates(this);
346
+ };
347
+
348
+ Object.defineProperties(ViewshedShadowMap.prototype, {
349
+ /**
350
+ * Determines if the shadow map will be shown.
351
+ *
352
+ * @memberof ViewshedShadowMap.prototype
353
+ * @type {Boolean}
354
+ * @default true
355
+ */
356
+ enabled: {
357
+ get: function () {
358
+ return this._enabled;
359
+ },
360
+ set: function (value) {
361
+ this.dirty = this._enabled !== value;
362
+ this._enabled = value;
363
+ },
364
+ },
365
+
366
+ /**
367
+ * Determines if a normal bias will be applied to shadows.
368
+ *
369
+ * @memberof ViewshedShadowMap.prototype
370
+ * @type {Boolean}
371
+ * @default true
372
+ */
373
+ normalOffset: {
374
+ get: function () {
375
+ return this._normalOffset;
376
+ },
377
+ set: function (value) {
378
+ this.dirty = this._normalOffset !== value;
379
+ this._normalOffset = value;
380
+ this._terrainBias.normalOffset = value;
381
+ this._primitiveBias.normalOffset = value;
382
+ this._pointBias.normalOffset = value;
383
+ },
384
+ },
385
+
386
+ /**
387
+ * Determines if soft shadows are enabled. Uses pcf filtering which requires more texture reads and may hurt performance.
388
+ *
389
+ * @memberof ViewshedShadowMap.prototype
390
+ * @type {Boolean}
391
+ * @default false
392
+ */
393
+ softShadows: {
394
+ get: function () {
395
+ return this._softShadows;
396
+ },
397
+ set: function (value) {
398
+ this.dirty = this._softShadows !== value;
399
+ this._softShadows = value;
400
+ },
401
+ },
402
+
403
+ /**
404
+ * The width and height, in pixels, of each shadow map.
405
+ *
406
+ * @memberof ViewshedShadowMap.prototype
407
+ * @type {Number}
408
+ * @default 2048
409
+ */
410
+ size: {
411
+ get: function () {
412
+ return this._size;
413
+ },
414
+ set: function (value) {
415
+ resize(this, value);
416
+ },
417
+ },
418
+
419
+ /**
420
+ * Whether the shadow map is out of view of the scene camera.
421
+ *
422
+ * @memberof ViewshedShadowMap.prototype
423
+ * @type {Boolean}
424
+ * @readonly
425
+ * @private
426
+ */
427
+ outOfView: {
428
+ get: function () {
429
+ return this._outOfView;
430
+ },
431
+ },
432
+
433
+ /**
434
+ * The culling volume of the shadow frustum.
435
+ *
436
+ * @memberof ViewshedShadowMap.prototype
437
+ * @type {CullingVolume}
438
+ * @readonly
439
+ * @private
440
+ */
441
+ shadowMapCullingVolume: {
442
+ get: function () {
443
+ return this._shadowMapCullingVolume;
444
+ },
445
+ },
446
+
447
+ /**
448
+ * The passes used for rendering shadows. Each face of a point light or each cascade for a cascaded shadow map is a separate pass.
449
+ *
450
+ * @memberof ViewshedShadowMap.prototype
451
+ * @type {ShadowPass[]}
452
+ * @readonly
453
+ * @private
454
+ */
455
+ passes: {
456
+ get: function () {
457
+ return this._passes;
458
+ },
459
+ },
460
+
461
+ /**
462
+ * Whether the light source is a point light.
463
+ *
464
+ * @memberof ViewshedShadowMap.prototype
465
+ * @type {Boolean}
466
+ * @readonly
467
+ * @private
468
+ */
469
+ isPointLight: {
470
+ get: function () {
471
+ return this._isPointLight;
472
+ },
473
+ },
474
+
475
+ /**
476
+ * Debug option for visualizing the cascades by color.
477
+ *
478
+ * @memberof ViewshedShadowMap.prototype
479
+ * @type {Boolean}
480
+ * @default false
481
+ * @private
482
+ */
483
+ debugCascadeColors: {
484
+ get: function () {
485
+ return this._debugCascadeColors;
486
+ },
487
+ set: function (value) {
488
+ this.dirty = this._debugCascadeColors !== value;
489
+ this._debugCascadeColors = value;
490
+ },
491
+ },
492
+ });
493
+
494
+ function destroyFramebuffer(shadowMap) {
495
+ const length = shadowMap._passes.length;
496
+ for (let i = 0; i < length; ++i) {
497
+ const pass = shadowMap._passes[i];
498
+ const framebuffer = pass.framebuffer;
499
+ if (defined(framebuffer) && !framebuffer.isDestroyed()) {
500
+ framebuffer.destroy();
501
+ }
502
+ pass.framebuffer = undefined;
503
+ }
504
+
505
+ // Destroy the framebuffer attachments
506
+ shadowMap._depthAttachment =
507
+ shadowMap._depthAttachment && shadowMap._depthAttachment.destroy();
508
+ shadowMap._colorAttachment =
509
+ shadowMap._colorAttachment && shadowMap._colorAttachment.destroy();
510
+ }
511
+
512
+ function createFramebufferColor(shadowMap, context) {
513
+ const depthRenderbuffer = new Renderbuffer({
514
+ context: context,
515
+ width: shadowMap._textureSize.x,
516
+ height: shadowMap._textureSize.y,
517
+ format: RenderbufferFormat.DEPTH_COMPONENT16,
518
+ });
519
+
520
+ const colorTexture = new Texture({
521
+ context: context,
522
+ width: shadowMap._textureSize.x,
523
+ height: shadowMap._textureSize.y,
524
+ pixelFormat: PixelFormat.RGBA,
525
+ pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
526
+ sampler: Sampler.NEAREST,
527
+ });
528
+
529
+ const framebuffer = new Framebuffer({
530
+ context: context,
531
+ depthRenderbuffer: depthRenderbuffer,
532
+ colorTextures: [colorTexture],
533
+ destroyAttachments: false,
534
+ });
535
+
536
+ const length = shadowMap._passes.length;
537
+ for (let i = 0; i < length; ++i) {
538
+ const pass = shadowMap._passes[i];
539
+ pass.framebuffer = framebuffer;
540
+ pass.passState.framebuffer = framebuffer;
541
+ }
542
+
543
+ shadowMap._shadowMapTexture = colorTexture;
544
+ shadowMap._depthAttachment = depthRenderbuffer;
545
+ shadowMap._colorAttachment = colorTexture;
546
+ }
547
+
548
+ function createFramebufferDepth(shadowMap, context) {
549
+ const depthStencilTexture = new Texture({
550
+ context: context,
551
+ width: shadowMap._textureSize.x,
552
+ height: shadowMap._textureSize.y,
553
+ pixelFormat: PixelFormat.DEPTH_STENCIL,
554
+ pixelDatatype: PixelDatatype.UNSIGNED_INT_24_8,
555
+ sampler: Sampler.NEAREST,
556
+ });
557
+
558
+ const framebuffer = new Framebuffer({
559
+ context: context,
560
+ depthStencilTexture: depthStencilTexture,
561
+ destroyAttachments: false,
562
+ });
563
+
564
+ const length = shadowMap._passes.length;
565
+ for (let i = 0; i < length; ++i) {
566
+ const pass = shadowMap._passes[i];
567
+ pass.framebuffer = framebuffer;
568
+ pass.passState.framebuffer = framebuffer;
569
+ }
570
+
571
+ shadowMap._shadowMapTexture = depthStencilTexture;
572
+ shadowMap._depthAttachment = depthStencilTexture;
573
+ }
574
+
575
+ function createFramebufferCube(shadowMap, context) {
576
+ const depthRenderbuffer = new Renderbuffer({
577
+ context: context,
578
+ width: shadowMap._textureSize.x,
579
+ height: shadowMap._textureSize.y,
580
+ format: RenderbufferFormat.DEPTH_COMPONENT16,
581
+ });
582
+
583
+ const cubeMap = new CubeMap({
584
+ context: context,
585
+ width: shadowMap._textureSize.x,
586
+ height: shadowMap._textureSize.y,
587
+ pixelFormat: PixelFormat.RGBA,
588
+ pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
589
+ sampler: Sampler.NEAREST,
590
+ });
591
+
592
+ const faces = [
593
+ cubeMap.negativeX,
594
+ cubeMap.negativeY,
595
+ cubeMap.negativeZ,
596
+ cubeMap.positiveX,
597
+ cubeMap.positiveY,
598
+ cubeMap.positiveZ,
599
+ ];
600
+
601
+ for (let i = 0; i < 6; ++i) {
602
+ const framebuffer = new Framebuffer({
603
+ context: context,
604
+ depthRenderbuffer: depthRenderbuffer,
605
+ colorTextures: [faces[i]],
606
+ destroyAttachments: false,
607
+ });
608
+ const pass = shadowMap._passes[i];
609
+ pass.framebuffer = framebuffer;
610
+ pass.passState.framebuffer = framebuffer;
611
+ }
612
+
613
+ shadowMap._shadowMapTexture = cubeMap;
614
+ shadowMap._depthAttachment = depthRenderbuffer;
615
+ shadowMap._colorAttachment = cubeMap;
616
+ }
617
+
618
+ function createFramebuffer(shadowMap, context) {
619
+ if (shadowMap._isPointLight) {
620
+ createFramebufferCube(shadowMap, context);
621
+ } else if (shadowMap._usesDepthTexture) {
622
+ createFramebufferDepth(shadowMap, context);
623
+ } else {
624
+ createFramebufferColor(shadowMap, context);
625
+ }
626
+ }
627
+
628
+ function checkFramebuffer(shadowMap, context) {
629
+ // Attempt to make an FBO with only a depth texture. If it fails, fallback to a color texture.
630
+ if (
631
+ shadowMap._usesDepthTexture &&
632
+ shadowMap._passes[0].framebuffer.status !==
633
+ WebGLConstants.FRAMEBUFFER_COMPLETE
634
+ ) {
635
+ shadowMap._usesDepthTexture = false;
636
+ createRenderStates(shadowMap);
637
+ destroyFramebuffer(shadowMap);
638
+ createFramebuffer(shadowMap, context);
639
+ }
640
+ }
641
+
642
+ function updateFramebuffer(shadowMap, context) {
643
+ if (
644
+ !defined(shadowMap._passes[0].framebuffer) ||
645
+ shadowMap._shadowMapTexture.width !== shadowMap._textureSize.x
646
+ ) {
647
+ destroyFramebuffer(shadowMap);
648
+ createFramebuffer(shadowMap, context);
649
+ checkFramebuffer(shadowMap, context);
650
+ clearFramebuffer(shadowMap, context);
651
+ }
652
+ }
653
+
654
+ function clearFramebuffer(shadowMap, context, shadowPass) {
655
+ shadowPass = defaultValue(shadowPass, 0);
656
+ if (shadowMap._isPointLight || shadowPass === 0) {
657
+ shadowMap._clearCommand.framebuffer =
658
+ shadowMap._passes[shadowPass].framebuffer;
659
+ shadowMap._clearCommand.execute(context, shadowMap._clearPassState);
660
+ }
661
+ }
662
+
663
+ function resize(shadowMap, size) {
664
+ shadowMap._size = size;
665
+ const passes = shadowMap._passes;
666
+ const numberOfPasses = passes.length;
667
+ const textureSize = shadowMap._textureSize;
668
+
669
+ if (shadowMap._isPointLight) {
670
+ size =
671
+ ContextLimits.maximumCubeMapSize >= size
672
+ ? size
673
+ : ContextLimits.maximumCubeMapSize;
674
+ textureSize.x = size;
675
+ textureSize.y = size;
676
+ const faceViewport = new BoundingRectangle(0, 0, size, size);
677
+ passes[0].passState.viewport = faceViewport;
678
+ passes[1].passState.viewport = faceViewport;
679
+ passes[2].passState.viewport = faceViewport;
680
+ passes[3].passState.viewport = faceViewport;
681
+ passes[4].passState.viewport = faceViewport;
682
+ passes[5].passState.viewport = faceViewport;
683
+ } else if (numberOfPasses === 1) {
684
+ // +----+
685
+ // | 1 |
686
+ // +----+
687
+ size =
688
+ ContextLimits.maximumTextureSize >= size
689
+ ? size
690
+ : ContextLimits.maximumTextureSize;
691
+ textureSize.x = size;
692
+ textureSize.y = size;
693
+ passes[0].passState.viewport = new BoundingRectangle(0, 0, size, size);
694
+ } else if (numberOfPasses === 4) {
695
+ // +----+----+
696
+ // | 3 | 4 |
697
+ // +----+----+
698
+ // | 1 | 2 |
699
+ // +----+----+
700
+ size =
701
+ ContextLimits.maximumTextureSize >= size * 2
702
+ ? size
703
+ : ContextLimits.maximumTextureSize / 2;
704
+ textureSize.x = size * 2;
705
+ textureSize.y = size * 2;
706
+ passes[0].passState.viewport = new BoundingRectangle(0, 0, size, size);
707
+ passes[1].passState.viewport = new BoundingRectangle(size, 0, size, size);
708
+ passes[2].passState.viewport = new BoundingRectangle(0, size, size, size);
709
+ passes[3].passState.viewport = new BoundingRectangle(
710
+ size,
711
+ size,
712
+ size,
713
+ size
714
+ );
715
+ }
716
+
717
+ // Update clear pass state
718
+ shadowMap._clearPassState.viewport = new BoundingRectangle(
719
+ 0,
720
+ 0,
721
+ textureSize.x,
722
+ textureSize.y
723
+ );
724
+
725
+ // Transforms shadow coordinates [0, 1] into the pass's region of the texture
726
+ for (let i = 0; i < numberOfPasses; ++i) {
727
+ const pass = passes[i];
728
+ const viewport = pass.passState.viewport;
729
+ const biasX = viewport.x / textureSize.x;
730
+ const biasY = viewport.y / textureSize.y;
731
+ const scaleX = viewport.width / textureSize.x;
732
+ const scaleY = viewport.height / textureSize.y;
733
+ pass.textureOffsets = new Matrix4(
734
+ scaleX,
735
+ 0.0,
736
+ 0.0,
737
+ biasX,
738
+ 0.0,
739
+ scaleY,
740
+ 0.0,
741
+ biasY,
742
+ 0.0,
743
+ 0.0,
744
+ 1.0,
745
+ 0.0,
746
+ 0.0,
747
+ 0.0,
748
+ 0.0,
749
+ 1.0
750
+ );
751
+ }
752
+ }
753
+
754
+ const scratchViewport = new BoundingRectangle();
755
+
756
+ function createDebugShadowViewCommand(shadowMap, context) {
757
+ let fs;
758
+ if (shadowMap._isPointLight) {
759
+ fs =
760
+ "uniform samplerCube shadowMap_textureCube; \n" +
761
+ "varying vec2 v_textureCoordinates; \n" +
762
+ "void main() \n" +
763
+ "{ \n" +
764
+ " vec2 uv = v_textureCoordinates; \n" +
765
+ " vec3 dir; \n" +
766
+ " \n" +
767
+ " if (uv.y < 0.5) \n" +
768
+ " { \n" +
769
+ " if (uv.x < 0.333) \n" +
770
+ " { \n" +
771
+ " dir.x = -1.0; \n" +
772
+ " dir.y = uv.x * 6.0 - 1.0; \n" +
773
+ " dir.z = uv.y * 4.0 - 1.0; \n" +
774
+ " } \n" +
775
+ " else if (uv.x < 0.666) \n" +
776
+ " { \n" +
777
+ " dir.y = -1.0; \n" +
778
+ " dir.x = uv.x * 6.0 - 3.0; \n" +
779
+ " dir.z = uv.y * 4.0 - 1.0; \n" +
780
+ " } \n" +
781
+ " else \n" +
782
+ " { \n" +
783
+ " dir.z = -1.0; \n" +
784
+ " dir.x = uv.x * 6.0 - 5.0; \n" +
785
+ " dir.y = uv.y * 4.0 - 1.0; \n" +
786
+ " } \n" +
787
+ " } \n" +
788
+ " else \n" +
789
+ " { \n" +
790
+ " if (uv.x < 0.333) \n" +
791
+ " { \n" +
792
+ " dir.x = 1.0; \n" +
793
+ " dir.y = uv.x * 6.0 - 1.0; \n" +
794
+ " dir.z = uv.y * 4.0 - 3.0; \n" +
795
+ " } \n" +
796
+ " else if (uv.x < 0.666) \n" +
797
+ " { \n" +
798
+ " dir.y = 1.0; \n" +
799
+ " dir.x = uv.x * 6.0 - 3.0; \n" +
800
+ " dir.z = uv.y * 4.0 - 3.0; \n" +
801
+ " } \n" +
802
+ " else \n" +
803
+ " { \n" +
804
+ " dir.z = 1.0; \n" +
805
+ " dir.x = uv.x * 6.0 - 5.0; \n" +
806
+ " dir.y = uv.y * 4.0 - 3.0; \n" +
807
+ " } \n" +
808
+ " } \n" +
809
+ " \n" +
810
+ " float shadow = czm_unpackDepth(textureCube(shadowMap_textureCube, dir)); \n" +
811
+ " gl_FragColor = vec4(vec3(shadow), 1.0); \n" +
812
+ "} \n";
813
+ } else {
814
+ fs =
815
+ `${
816
+ "uniform sampler2D shadowMap_texture; \n" +
817
+ "varying vec2 v_textureCoordinates; \n" +
818
+ "void main() \n" +
819
+ "{ \n"
820
+ }${
821
+ shadowMap._usesDepthTexture
822
+ ? " float shadow = texture2D(shadowMap_texture, v_textureCoordinates).r; \n"
823
+ : " float shadow = czm_unpackDepth(texture2D(shadowMap_texture, v_textureCoordinates)); \n"
824
+ } gl_FragColor = vec4(vec3(shadow), 1.0); \n` + `} \n`;
825
+ }
826
+
827
+ const drawCommand = context.createViewportQuadCommand(fs, {
828
+ uniformMap: {
829
+ shadowMap_texture: function () {
830
+ return shadowMap._shadowMapTexture;
831
+ },
832
+ shadowMap_textureCube: function () {
833
+ return shadowMap._shadowMapTexture;
834
+ },
835
+ },
836
+ });
837
+ drawCommand.pass = Pass.OVERLAY;
838
+ return drawCommand;
839
+ }
840
+
841
+ function updateDebugShadowViewCommand(shadowMap, frameState) {
842
+ // Draws the shadow map on the bottom-right corner of the screen
843
+ const context = frameState.context;
844
+ const screenWidth = frameState.context.drawingBufferWidth;
845
+ const screenHeight = frameState.context.drawingBufferHeight;
846
+ const size = Math.min(screenWidth, screenHeight) * 0.3;
847
+
848
+ const viewport = scratchViewport;
849
+ viewport.x = screenWidth - size;
850
+ viewport.y = 0;
851
+ viewport.width = size;
852
+ viewport.height = size;
853
+
854
+ let debugCommand = shadowMap._debugShadowViewCommand;
855
+ if (!defined(debugCommand)) {
856
+ debugCommand = createDebugShadowViewCommand(shadowMap, context);
857
+ shadowMap._debugShadowViewCommand = debugCommand;
858
+ }
859
+
860
+ // Get a new RenderState for the updated viewport size
861
+ if (
862
+ !defined(debugCommand.renderState) ||
863
+ !BoundingRectangle.equals(debugCommand.renderState.viewport, viewport)
864
+ ) {
865
+ debugCommand.renderState = RenderState.fromCache({
866
+ viewport: BoundingRectangle.clone(viewport),
867
+ });
868
+ }
869
+
870
+ frameState.commandList.push(shadowMap._debugShadowViewCommand);
871
+ }
872
+
873
+ const frustumCornersNDC = new Array(8);
874
+ frustumCornersNDC[0] = new Cartesian4(-1.0, -1.0, -1.0, 1.0);
875
+ frustumCornersNDC[1] = new Cartesian4(1.0, -1.0, -1.0, 1.0);
876
+ frustumCornersNDC[2] = new Cartesian4(1.0, 1.0, -1.0, 1.0);
877
+ frustumCornersNDC[3] = new Cartesian4(-1.0, 1.0, -1.0, 1.0);
878
+ frustumCornersNDC[4] = new Cartesian4(-1.0, -1.0, 1.0, 1.0);
879
+ frustumCornersNDC[5] = new Cartesian4(1.0, -1.0, 1.0, 1.0);
880
+ frustumCornersNDC[6] = new Cartesian4(1.0, 1.0, 1.0, 1.0);
881
+ frustumCornersNDC[7] = new Cartesian4(-1.0, 1.0, 1.0, 1.0);
882
+
883
+ const scratchMatrix = new Matrix4();
884
+ const scratchFrustumCorners = new Array(8);
885
+ for (let i = 0; i < 8; ++i) {
886
+ scratchFrustumCorners[i] = new Cartesian4();
887
+ }
888
+
889
+ function createDebugPointLight(modelMatrix, color) {
890
+ const box = new GeometryInstance({
891
+ geometry: new BoxOutlineGeometry({
892
+ minimum: new Cartesian3(-0.5, -0.5, -0.5),
893
+ maximum: new Cartesian3(0.5, 0.5, 0.5),
894
+ }),
895
+ attributes: {
896
+ color: ColorGeometryInstanceAttribute.fromColor(color),
897
+ },
898
+ });
899
+
900
+ const sphere = new GeometryInstance({
901
+ geometry: new SphereOutlineGeometry({
902
+ radius: 0.5,
903
+ }),
904
+ attributes: {
905
+ color: ColorGeometryInstanceAttribute.fromColor(color),
906
+ },
907
+ });
908
+
909
+ return new Primitive({
910
+ geometryInstances: [box, sphere],
911
+ appearance: new PerInstanceColorAppearance({
912
+ translucent: false,
913
+ flat: true,
914
+ }),
915
+ asynchronous: false,
916
+ modelMatrix: modelMatrix,
917
+ });
918
+ }
919
+
920
+ const debugOutlineColors = [Color.RED, Color.GREEN, Color.BLUE, Color.MAGENTA];
921
+ const scratchScale = new Cartesian3();
922
+
923
+ function applyDebugSettings(shadowMap, frameState) {
924
+ updateDebugShadowViewCommand(shadowMap, frameState);
925
+
926
+ const enterFreezeFrame =
927
+ shadowMap.debugFreezeFrame && !shadowMap._debugFreezeFrame;
928
+ shadowMap._debugFreezeFrame = shadowMap.debugFreezeFrame;
929
+
930
+ // Draw scene camera in freeze frame mode
931
+ if (shadowMap.debugFreezeFrame) {
932
+ if (enterFreezeFrame) {
933
+ // Recreate debug camera when entering freeze frame mode
934
+ shadowMap._debugCameraFrustum =
935
+ shadowMap._debugCameraFrustum &&
936
+ shadowMap._debugCameraFrustum.destroy();
937
+ shadowMap._debugCameraFrustum = new DebugCameraPrimitive({
938
+ camera: shadowMap._sceneCamera,
939
+ color: Color.CYAN,
940
+ updateOnChange: false,
941
+ });
942
+ }
943
+ shadowMap._debugCameraFrustum.update(frameState);
944
+ }
945
+
946
+ if (shadowMap._cascadesEnabled) {
947
+ // Draw cascades only in freeze frame mode
948
+ if (shadowMap.debugFreezeFrame) {
949
+ if (enterFreezeFrame) {
950
+ // Recreate debug frustum when entering freeze frame mode
951
+ shadowMap._debugLightFrustum =
952
+ shadowMap._debugLightFrustum &&
953
+ shadowMap._debugLightFrustum.destroy();
954
+ shadowMap._debugLightFrustum = new DebugCameraPrimitive({
955
+ camera: shadowMap._shadowMapCamera,
956
+ color: Color.YELLOW,
957
+ updateOnChange: false,
958
+ });
959
+ }
960
+ shadowMap._debugLightFrustum.update(frameState);
961
+
962
+ for (let i = 0; i < shadowMap._numberOfCascades; ++i) {
963
+ if (enterFreezeFrame) {
964
+ // Recreate debug frustum when entering freeze frame mode
965
+ shadowMap._debugCascadeFrustums[i] =
966
+ shadowMap._debugCascadeFrustums[i] &&
967
+ shadowMap._debugCascadeFrustums[i].destroy();
968
+ shadowMap._debugCascadeFrustums[i] = new DebugCameraPrimitive({
969
+ camera: shadowMap._passes[i].camera,
970
+ color: debugOutlineColors[i],
971
+ updateOnChange: false,
972
+ });
973
+ }
974
+ shadowMap._debugCascadeFrustums[i].update(frameState);
975
+ }
976
+ }
977
+ } else if (shadowMap._isPointLight) {
978
+ if (!defined(shadowMap._debugLightFrustum) || shadowMap._needsUpdate) {
979
+ const translation = shadowMap._shadowMapCamera.positionWC;
980
+ const rotation = Quaternion.IDENTITY;
981
+ const uniformScale = shadowMap._pointLightRadius * 2.0;
982
+ const scale = Cartesian3.fromElements(
983
+ uniformScale,
984
+ uniformScale,
985
+ uniformScale,
986
+ scratchScale
987
+ );
988
+ const modelMatrix = Matrix4.fromTranslationQuaternionRotationScale(
989
+ translation,
990
+ rotation,
991
+ scale,
992
+ scratchMatrix
993
+ );
994
+
995
+ shadowMap._debugLightFrustum =
996
+ shadowMap._debugLightFrustum && shadowMap._debugLightFrustum.destroy();
997
+ shadowMap._debugLightFrustum = createDebugPointLight(
998
+ modelMatrix,
999
+ Color.YELLOW
1000
+ );
1001
+ }
1002
+ shadowMap._debugLightFrustum.update(frameState);
1003
+ } else {
1004
+ if (!defined(shadowMap._debugLightFrustum) || shadowMap._needsUpdate) {
1005
+ shadowMap._debugLightFrustum = new DebugCameraPrimitive({
1006
+ camera: shadowMap._shadowMapCamera,
1007
+ color: Color.YELLOW,
1008
+ updateOnChange: false,
1009
+ });
1010
+ }
1011
+ shadowMap._debugLightFrustum.update(frameState);
1012
+ }
1013
+ }
1014
+
1015
+ function ShadowMapCamera() {
1016
+ this.viewMatrix = new Matrix4();
1017
+ this.inverseViewMatrix = new Matrix4();
1018
+ this.frustum = undefined;
1019
+ this.positionCartographic = new Cartographic();
1020
+ this.positionWC = new Cartesian3();
1021
+ this.directionWC = Cartesian3.clone(Cartesian3.UNIT_Z);
1022
+ this.upWC = Cartesian3.clone(Cartesian3.UNIT_Y);
1023
+ this.rightWC = Cartesian3.clone(Cartesian3.UNIT_X);
1024
+ this.viewProjectionMatrix = new Matrix4();
1025
+ }
1026
+
1027
+ ShadowMapCamera.prototype.clone = function (camera) {
1028
+ Matrix4.clone(camera.viewMatrix, this.viewMatrix);
1029
+ Matrix4.clone(camera.inverseViewMatrix, this.inverseViewMatrix);
1030
+ this.frustum = camera.frustum.clone(this.frustum);
1031
+ Cartographic.clone(camera.positionCartographic, this.positionCartographic);
1032
+ Cartesian3.clone(camera.positionWC, this.positionWC);
1033
+ Cartesian3.clone(camera.directionWC, this.directionWC);
1034
+ Cartesian3.clone(camera.upWC, this.upWC);
1035
+ Cartesian3.clone(camera.rightWC, this.rightWC);
1036
+ };
1037
+
1038
+ // Converts from NDC space to texture space
1039
+ const scaleBiasMatrix = new Matrix4(
1040
+ 0.5,
1041
+ 0.0,
1042
+ 0.0,
1043
+ 0.5,
1044
+ 0.0,
1045
+ 0.5,
1046
+ 0.0,
1047
+ 0.5,
1048
+ 0.0,
1049
+ 0.0,
1050
+ 0.5,
1051
+ 0.5,
1052
+ 0.0,
1053
+ 0.0,
1054
+ 0.0,
1055
+ 1.0
1056
+ );
1057
+
1058
+ ShadowMapCamera.prototype.getViewProjection = function () {
1059
+ const view = this.viewMatrix;
1060
+ const projection = this.frustum.projectionMatrix;
1061
+ Matrix4.multiply(projection, view, this.viewProjectionMatrix);
1062
+ Matrix4.multiply(
1063
+ scaleBiasMatrix,
1064
+ this.viewProjectionMatrix,
1065
+ this.viewProjectionMatrix
1066
+ );
1067
+ return this.viewProjectionMatrix;
1068
+ };
1069
+
1070
+ const scratchSplits = new Array(5);
1071
+ const scratchFrustum = new PerspectiveFrustum();
1072
+ const scratchCascadeDistances = new Array(4);
1073
+ const scratchMin = new Cartesian3();
1074
+ const scratchMax = new Cartesian3();
1075
+
1076
+ function computeCascades(shadowMap, frameState) {
1077
+ const shadowMapCamera = shadowMap._shadowMapCamera;
1078
+ const sceneCamera = shadowMap._sceneCamera;
1079
+ const cameraNear = sceneCamera.frustum.near;
1080
+ const cameraFar = sceneCamera.frustum.far;
1081
+ const numberOfCascades = shadowMap._numberOfCascades;
1082
+
1083
+ // Split cascades. Use a mix of linear and log splits.
1084
+ let i;
1085
+ const range = cameraFar - cameraNear;
1086
+ const ratio = cameraFar / cameraNear;
1087
+
1088
+ let lambda = 0.9;
1089
+ let clampCascadeDistances = false;
1090
+
1091
+ // When the camera is close to a relatively small model, provide more detail in the closer cascades.
1092
+ // If the camera is near or inside a large model, such as the root tile of a city, then use the default values.
1093
+ // To get the most accurate cascade splits we would need to find the min and max values from the depth texture.
1094
+ if (frameState.shadowState.closestObjectSize < 200.0) {
1095
+ clampCascadeDistances = true;
1096
+ lambda = 0.9;
1097
+ }
1098
+
1099
+ const cascadeDistances = scratchCascadeDistances;
1100
+ const splits = scratchSplits;
1101
+ splits[0] = cameraNear;
1102
+ splits[numberOfCascades] = cameraFar;
1103
+
1104
+ // Find initial splits
1105
+ for (i = 0; i < numberOfCascades; ++i) {
1106
+ const p = (i + 1) / numberOfCascades;
1107
+ const logScale = cameraNear * Math.pow(ratio, p);
1108
+ const uniformScale = cameraNear + range * p;
1109
+ const split = CesiumMath.lerp(uniformScale, logScale, lambda);
1110
+ splits[i + 1] = split;
1111
+ cascadeDistances[i] = split - splits[i];
1112
+ }
1113
+
1114
+ if (clampCascadeDistances) {
1115
+ // Clamp each cascade to its maximum distance
1116
+ for (i = 0; i < numberOfCascades; ++i) {
1117
+ cascadeDistances[i] = Math.min(
1118
+ cascadeDistances[i],
1119
+ shadowMap._maximumCascadeDistances[i]
1120
+ );
1121
+ }
1122
+
1123
+ // Recompute splits
1124
+ let distance = splits[0];
1125
+ for (i = 0; i < numberOfCascades - 1; ++i) {
1126
+ distance += cascadeDistances[i];
1127
+ splits[i + 1] = distance;
1128
+ }
1129
+ }
1130
+
1131
+ Cartesian4.unpack(splits, 0, shadowMap._cascadeSplits[0]);
1132
+ Cartesian4.unpack(splits, 1, shadowMap._cascadeSplits[1]);
1133
+ Cartesian4.unpack(cascadeDistances, 0, shadowMap._cascadeDistances);
1134
+
1135
+ const shadowFrustum = shadowMapCamera.frustum;
1136
+ const left = shadowFrustum.left;
1137
+ const right = shadowFrustum.right;
1138
+ const bottom = shadowFrustum.bottom;
1139
+ const top = shadowFrustum.top;
1140
+ const near = shadowFrustum.near;
1141
+ const far = shadowFrustum.far;
1142
+
1143
+ const position = shadowMapCamera.positionWC;
1144
+ const direction = shadowMapCamera.directionWC;
1145
+ const up = shadowMapCamera.upWC;
1146
+
1147
+ const cascadeSubFrustum = sceneCamera.frustum.clone(scratchFrustum);
1148
+ const shadowViewProjection = shadowMapCamera.getViewProjection();
1149
+
1150
+ for (i = 0; i < numberOfCascades; ++i) {
1151
+ // Find the bounding box of the camera sub-frustum in shadow map texture space
1152
+ cascadeSubFrustum.near = splits[i];
1153
+ cascadeSubFrustum.far = splits[i + 1];
1154
+ const viewProjection = Matrix4.multiply(
1155
+ cascadeSubFrustum.projectionMatrix,
1156
+ sceneCamera.viewMatrix,
1157
+ scratchMatrix
1158
+ );
1159
+ const inverseViewProjection = Matrix4.inverse(
1160
+ viewProjection,
1161
+ scratchMatrix
1162
+ );
1163
+ const shadowMapMatrix = Matrix4.multiply(
1164
+ shadowViewProjection,
1165
+ inverseViewProjection,
1166
+ scratchMatrix
1167
+ );
1168
+
1169
+ // Project each corner from camera NDC space to shadow map texture space. Min and max will be from 0 to 1.
1170
+ const min = Cartesian3.fromElements(
1171
+ Number.MAX_VALUE,
1172
+ Number.MAX_VALUE,
1173
+ Number.MAX_VALUE,
1174
+ scratchMin
1175
+ );
1176
+ const max = Cartesian3.fromElements(
1177
+ -Number.MAX_VALUE,
1178
+ -Number.MAX_VALUE,
1179
+ -Number.MAX_VALUE,
1180
+ scratchMax
1181
+ );
1182
+
1183
+ for (let k = 0; k < 8; ++k) {
1184
+ const corner = Cartesian4.clone(
1185
+ frustumCornersNDC[k],
1186
+ scratchFrustumCorners[k]
1187
+ );
1188
+ Matrix4.multiplyByVector(shadowMapMatrix, corner, corner);
1189
+ Cartesian3.divideByScalar(corner, corner.w, corner); // Handle the perspective divide
1190
+ Cartesian3.minimumByComponent(corner, min, min);
1191
+ Cartesian3.maximumByComponent(corner, max, max);
1192
+ }
1193
+
1194
+ // Limit light-space coordinates to the [0, 1] range
1195
+ min.x = Math.max(min.x, 0.0);
1196
+ min.y = Math.max(min.y, 0.0);
1197
+ min.z = 0.0; // Always start cascade frustum at the top of the light frustum to capture objects in the light's path
1198
+ max.x = Math.min(max.x, 1.0);
1199
+ max.y = Math.min(max.y, 1.0);
1200
+ max.z = Math.min(max.z, 1.0);
1201
+
1202
+ const pass = shadowMap._passes[i];
1203
+ const cascadeCamera = pass.camera;
1204
+ cascadeCamera.clone(shadowMapCamera); // PERFORMANCE_IDEA : could do a shallow clone for all properties except the frustum
1205
+
1206
+ const frustum = cascadeCamera.frustum;
1207
+ frustum.left = left + min.x * (right - left);
1208
+ frustum.right = left + max.x * (right - left);
1209
+ frustum.bottom = bottom + min.y * (top - bottom);
1210
+ frustum.top = bottom + max.y * (top - bottom);
1211
+ frustum.near = near + min.z * (far - near);
1212
+ frustum.far = near + max.z * (far - near);
1213
+
1214
+ pass.cullingVolume = cascadeCamera.frustum.computeCullingVolume(
1215
+ position,
1216
+ direction,
1217
+ up
1218
+ );
1219
+
1220
+ // Transforms from eye space to the cascade's texture space
1221
+ const cascadeMatrix = shadowMap._cascadeMatrices[i];
1222
+ Matrix4.multiply(
1223
+ cascadeCamera.getViewProjection(),
1224
+ sceneCamera.inverseViewMatrix,
1225
+ cascadeMatrix
1226
+ );
1227
+ Matrix4.multiply(pass.textureOffsets, cascadeMatrix, cascadeMatrix);
1228
+ }
1229
+ }
1230
+
1231
+ const scratchLightView = new Matrix4();
1232
+ const scratchRight = new Cartesian3();
1233
+ const scratchUp = new Cartesian3();
1234
+ const scratchTranslation = new Cartesian3();
1235
+
1236
+ function fitShadowMapToScene(shadowMap, frameState) {
1237
+ const shadowMapCamera = shadowMap._shadowMapCamera;
1238
+ const sceneCamera = shadowMap._sceneCamera;
1239
+
1240
+ // 1. First find a tight bounding box in light space that contains the entire camera frustum.
1241
+ const viewProjection = Matrix4.multiply(
1242
+ sceneCamera.frustum.projectionMatrix,
1243
+ sceneCamera.viewMatrix,
1244
+ scratchMatrix
1245
+ );
1246
+ const inverseViewProjection = Matrix4.inverse(viewProjection, scratchMatrix);
1247
+
1248
+ // Start to construct the light view matrix. Set translation later once the bounding box is found.
1249
+ const lightDir = shadowMapCamera.directionWC;
1250
+ let lightUp = sceneCamera.directionWC; // Align shadows to the camera view.
1251
+ if (Cartesian3.equalsEpsilon(lightDir, lightUp, CesiumMath.EPSILON10)) {
1252
+ lightUp = sceneCamera.upWC;
1253
+ }
1254
+ const lightRight = Cartesian3.cross(lightDir, lightUp, scratchRight);
1255
+ lightUp = Cartesian3.cross(lightRight, lightDir, scratchUp); // Recalculate up now that right is derived
1256
+ Cartesian3.normalize(lightUp, lightUp);
1257
+ Cartesian3.normalize(lightRight, lightRight);
1258
+ const lightPosition = Cartesian3.fromElements(
1259
+ 0.0,
1260
+ 0.0,
1261
+ 0.0,
1262
+ scratchTranslation
1263
+ );
1264
+
1265
+ let lightView = Matrix4.computeView(
1266
+ lightPosition,
1267
+ lightDir,
1268
+ lightUp,
1269
+ lightRight,
1270
+ scratchLightView
1271
+ );
1272
+ const cameraToLight = Matrix4.multiply(
1273
+ lightView,
1274
+ inverseViewProjection,
1275
+ scratchMatrix
1276
+ );
1277
+
1278
+ // Project each corner from NDC space to light view space, and calculate a min and max in light view space
1279
+ const min = Cartesian3.fromElements(
1280
+ Number.MAX_VALUE,
1281
+ Number.MAX_VALUE,
1282
+ Number.MAX_VALUE,
1283
+ scratchMin
1284
+ );
1285
+ const max = Cartesian3.fromElements(
1286
+ -Number.MAX_VALUE,
1287
+ -Number.MAX_VALUE,
1288
+ -Number.MAX_VALUE,
1289
+ scratchMax
1290
+ );
1291
+
1292
+ for (let i = 0; i < 8; ++i) {
1293
+ const corner = Cartesian4.clone(
1294
+ frustumCornersNDC[i],
1295
+ scratchFrustumCorners[i]
1296
+ );
1297
+ Matrix4.multiplyByVector(cameraToLight, corner, corner);
1298
+ Cartesian3.divideByScalar(corner, corner.w, corner); // Handle the perspective divide
1299
+ Cartesian3.minimumByComponent(corner, min, min);
1300
+ Cartesian3.maximumByComponent(corner, max, max);
1301
+ }
1302
+
1303
+ // 2. Set bounding box back to include objects in the light's view
1304
+ max.z += 1000.0; // Note: in light space, a positive number is behind the camera
1305
+ min.z -= 10.0; // Extend the shadow volume forward slightly to avoid problems right at the edge
1306
+
1307
+ // 3. Adjust light view matrix so that it is centered on the bounding volume
1308
+ const translation = scratchTranslation;
1309
+ translation.x = -(0.5 * (min.x + max.x));
1310
+ translation.y = -(0.5 * (min.y + max.y));
1311
+ translation.z = -max.z;
1312
+
1313
+ const translationMatrix = Matrix4.fromTranslation(translation, scratchMatrix);
1314
+ lightView = Matrix4.multiply(translationMatrix, lightView, lightView);
1315
+
1316
+ // 4. Create an orthographic frustum that covers the bounding box extents
1317
+ const halfWidth = 0.5 * (max.x - min.x);
1318
+ const halfHeight = 0.5 * (max.y - min.y);
1319
+ const depth = max.z - min.z;
1320
+
1321
+ const frustum = shadowMapCamera.frustum;
1322
+ frustum.left = -halfWidth;
1323
+ frustum.right = halfWidth;
1324
+ frustum.bottom = -halfHeight;
1325
+ frustum.top = halfHeight;
1326
+ frustum.near = 0.01;
1327
+ frustum.far = depth;
1328
+
1329
+ // 5. Update the shadow map camera
1330
+ Matrix4.clone(lightView, shadowMapCamera.viewMatrix);
1331
+ Matrix4.inverse(lightView, shadowMapCamera.inverseViewMatrix);
1332
+ Matrix4.getTranslation(
1333
+ shadowMapCamera.inverseViewMatrix,
1334
+ shadowMapCamera.positionWC
1335
+ );
1336
+ frameState.mapProjection.ellipsoid.cartesianToCartographic(
1337
+ shadowMapCamera.positionWC,
1338
+ shadowMapCamera.positionCartographic
1339
+ );
1340
+ Cartesian3.clone(lightDir, shadowMapCamera.directionWC);
1341
+ Cartesian3.clone(lightUp, shadowMapCamera.upWC);
1342
+ Cartesian3.clone(lightRight, shadowMapCamera.rightWC);
1343
+ }
1344
+
1345
+ const directions = [
1346
+ new Cartesian3(-1.0, 0.0, 0.0),
1347
+ new Cartesian3(0.0, -1.0, 0.0),
1348
+ new Cartesian3(0.0, 0.0, -1.0),
1349
+ new Cartesian3(1.0, 0.0, 0.0),
1350
+ new Cartesian3(0.0, 1.0, 0.0),
1351
+ new Cartesian3(0.0, 0.0, 1.0),
1352
+ ];
1353
+
1354
+ const ups = [
1355
+ new Cartesian3(0.0, -1.0, 0.0),
1356
+ new Cartesian3(0.0, 0.0, -1.0),
1357
+ new Cartesian3(0.0, -1.0, 0.0),
1358
+ new Cartesian3(0.0, -1.0, 0.0),
1359
+ new Cartesian3(0.0, 0.0, 1.0),
1360
+ new Cartesian3(0.0, -1.0, 0.0),
1361
+ ];
1362
+
1363
+ const rights = [
1364
+ new Cartesian3(0.0, 0.0, 1.0),
1365
+ new Cartesian3(1.0, 0.0, 0.0),
1366
+ new Cartesian3(-1.0, 0.0, 0.0),
1367
+ new Cartesian3(0.0, 0.0, -1.0),
1368
+ new Cartesian3(1.0, 0.0, 0.0),
1369
+ new Cartesian3(1.0, 0.0, 0.0),
1370
+ ];
1371
+
1372
+ function computeOmnidirectional(shadowMap, frameState) {
1373
+ // All sides share the same frustum
1374
+ const frustum = new PerspectiveFrustum();
1375
+ frustum.fov = CesiumMath.PI_OVER_TWO;
1376
+ frustum.near = 1.0;
1377
+ frustum.far = shadowMap._pointLightRadius;
1378
+ frustum.aspectRatio = 1.0;
1379
+
1380
+ for (let i = 0; i < 6; ++i) {
1381
+ const camera = shadowMap._passes[i].camera;
1382
+ camera.positionWC = shadowMap._shadowMapCamera.positionWC;
1383
+ camera.positionCartographic = frameState.mapProjection.ellipsoid.cartesianToCartographic(
1384
+ camera.positionWC,
1385
+ camera.positionCartographic
1386
+ );
1387
+ camera.directionWC = directions[i];
1388
+ camera.upWC = ups[i];
1389
+ camera.rightWC = rights[i];
1390
+
1391
+ Matrix4.computeView(
1392
+ camera.positionWC,
1393
+ camera.directionWC,
1394
+ camera.upWC,
1395
+ camera.rightWC,
1396
+ camera.viewMatrix
1397
+ );
1398
+ Matrix4.inverse(camera.viewMatrix, camera.inverseViewMatrix);
1399
+
1400
+ camera.frustum = frustum;
1401
+ }
1402
+ }
1403
+
1404
+ const scratchCartesian1 = new Cartesian3();
1405
+ const scratchCartesian2 = new Cartesian3();
1406
+ const scratchBoundingSphere = new BoundingSphere();
1407
+ const scratchCenter = scratchBoundingSphere.center;
1408
+
1409
+ function checkVisibility(shadowMap, frameState) {
1410
+ const sceneCamera = shadowMap._sceneCamera;
1411
+ const shadowMapCamera = shadowMap._shadowMapCamera;
1412
+
1413
+ const boundingSphere = scratchBoundingSphere;
1414
+
1415
+ // Check whether the shadow map is in view and needs to be updated
1416
+ if (shadowMap._cascadesEnabled) {
1417
+ // If the nearest shadow receiver is further than the shadow map's maximum distance then the shadow map is out of view.
1418
+ if (sceneCamera.frustum.near >= shadowMap.maximumDistance) {
1419
+ shadowMap._outOfView = true;
1420
+ shadowMap._needsUpdate = false;
1421
+ return;
1422
+ }
1423
+
1424
+ // If the light source is below the horizon then the shadow map is out of view
1425
+ const surfaceNormal = frameState.mapProjection.ellipsoid.geodeticSurfaceNormal(
1426
+ sceneCamera.positionWC,
1427
+ scratchCartesian1
1428
+ );
1429
+ const lightDirection = Cartesian3.negate(
1430
+ shadowMapCamera.directionWC,
1431
+ scratchCartesian2
1432
+ );
1433
+ const dot = Cartesian3.dot(surfaceNormal, lightDirection);
1434
+ if (shadowMap.fadingEnabled) {
1435
+ // Shadows start to fade out once the light gets closer to the horizon.
1436
+ // At this point the globe uses vertex lighting alone to darken the surface.
1437
+ const darknessAmount = CesiumMath.clamp(dot / 0.1, 0.0, 1.0);
1438
+ shadowMap._darkness = CesiumMath.lerp(
1439
+ 1.0,
1440
+ shadowMap.darkness,
1441
+ darknessAmount
1442
+ );
1443
+ } else {
1444
+ shadowMap._darkness = shadowMap.darkness;
1445
+ }
1446
+
1447
+ if (dot < 0.0) {
1448
+ shadowMap._outOfView = true;
1449
+ shadowMap._needsUpdate = false;
1450
+ return;
1451
+ }
1452
+
1453
+ // By default cascaded shadows need to update and are always in view
1454
+ shadowMap._needsUpdate = true;
1455
+ shadowMap._outOfView = false;
1456
+ } else if (shadowMap._isPointLight) {
1457
+ // Sphere-frustum intersection test
1458
+ boundingSphere.center = shadowMapCamera.positionWC;
1459
+ boundingSphere.radius = shadowMap._pointLightRadius;
1460
+ shadowMap._outOfView =
1461
+ frameState.cullingVolume.computeVisibility(boundingSphere) ===
1462
+ Intersect.OUTSIDE;
1463
+ shadowMap._needsUpdate =
1464
+ !shadowMap._outOfView &&
1465
+ !shadowMap._boundingSphere.equals(boundingSphere);
1466
+ BoundingSphere.clone(boundingSphere, shadowMap._boundingSphere);
1467
+ } else {
1468
+ // Simplify frustum-frustum intersection test as a sphere-frustum test
1469
+ const frustumRadius = shadowMapCamera.frustum.far / 2.0;
1470
+ const frustumCenter = Cartesian3.add(
1471
+ shadowMapCamera.positionWC,
1472
+ Cartesian3.multiplyByScalar(
1473
+ shadowMapCamera.directionWC,
1474
+ frustumRadius,
1475
+ scratchCenter
1476
+ ),
1477
+ scratchCenter
1478
+ );
1479
+ boundingSphere.center = frustumCenter;
1480
+ boundingSphere.radius = frustumRadius;
1481
+ shadowMap._outOfView =
1482
+ frameState.cullingVolume.computeVisibility(boundingSphere) ===
1483
+ Intersect.OUTSIDE;
1484
+ shadowMap._needsUpdate =
1485
+ !shadowMap._outOfView &&
1486
+ !shadowMap._boundingSphere.equals(boundingSphere);
1487
+ BoundingSphere.clone(boundingSphere, shadowMap._boundingSphere);
1488
+ }
1489
+ }
1490
+
1491
+ function updateCameras(shadowMap, frameState) {
1492
+ const camera = frameState.camera; // The actual camera in the scene
1493
+ const lightCamera = shadowMap._lightCamera; // The external camera representing the light source
1494
+ const sceneCamera = shadowMap._sceneCamera; // Clone of camera, with clamped near and far planes
1495
+ const shadowMapCamera = shadowMap._shadowMapCamera; // Camera representing the shadow volume, initially cloned from lightCamera
1496
+
1497
+ // Clone light camera into the shadow map camera
1498
+ if (shadowMap._cascadesEnabled) {
1499
+ Cartesian3.clone(lightCamera.directionWC, shadowMapCamera.directionWC);
1500
+ } else if (shadowMap._isPointLight) {
1501
+ Cartesian3.clone(lightCamera.positionWC, shadowMapCamera.positionWC);
1502
+ } else {
1503
+ shadowMapCamera.clone(lightCamera);
1504
+ }
1505
+
1506
+ // Get the light direction in eye coordinates
1507
+ const lightDirection = shadowMap._lightDirectionEC;
1508
+ Matrix4.multiplyByPointAsVector(
1509
+ camera.viewMatrix,
1510
+ shadowMapCamera.directionWC,
1511
+ lightDirection
1512
+ );
1513
+ Cartesian3.normalize(lightDirection, lightDirection);
1514
+ Cartesian3.negate(lightDirection, lightDirection);
1515
+
1516
+ // Get the light position in eye coordinates
1517
+ Matrix4.multiplyByPoint(
1518
+ camera.viewMatrix,
1519
+ shadowMapCamera.positionWC,
1520
+ shadowMap._lightPositionEC
1521
+ );
1522
+ shadowMap._lightPositionEC.w = shadowMap._pointLightRadius;
1523
+
1524
+ // Get the near and far of the scene camera
1525
+ let near;
1526
+ let far;
1527
+ if (shadowMap._fitNearFar) {
1528
+ // shadowFar can be very large, so limit to shadowMap.maximumDistance
1529
+ // Push the far plane slightly further than the near plane to avoid degenerate frustum
1530
+ near = Math.min(
1531
+ frameState.shadowState.nearPlane,
1532
+ shadowMap.maximumDistance
1533
+ );
1534
+ far = Math.min(frameState.shadowState.farPlane, shadowMap.maximumDistance);
1535
+ far = Math.max(far, near + 1.0);
1536
+ } else {
1537
+ near = camera.frustum.near;
1538
+ far = shadowMap.maximumDistance;
1539
+ }
1540
+
1541
+ shadowMap._sceneCamera = Camera.clone(camera, sceneCamera);
1542
+ camera.frustum.clone(shadowMap._sceneCamera.frustum);
1543
+ shadowMap._sceneCamera.frustum.near = near;
1544
+ shadowMap._sceneCamera.frustum.far = far;
1545
+ shadowMap._distance = far - near;
1546
+
1547
+ checkVisibility(shadowMap, frameState);
1548
+
1549
+ if (!shadowMap._outOfViewPrevious && shadowMap._outOfView) {
1550
+ shadowMap._needsUpdate = true;
1551
+ }
1552
+ shadowMap._outOfViewPrevious = shadowMap._outOfView;
1553
+ }
1554
+
1555
+ /**
1556
+ * @private
1557
+ */
1558
+ ViewshedShadowMap.prototype.update = function (frameState) {
1559
+ updateCameras(this, frameState);
1560
+
1561
+ if (this._needsUpdate) {
1562
+ updateFramebuffer(this, frameState.context);
1563
+
1564
+ if (this._isPointLight) {
1565
+ computeOmnidirectional(this, frameState);
1566
+ }
1567
+
1568
+ if (this._cascadesEnabled) {
1569
+ fitShadowMapToScene(this, frameState);
1570
+
1571
+ if (this._numberOfCascades > 1) {
1572
+ computeCascades(this, frameState);
1573
+ }
1574
+ }
1575
+
1576
+ if (!this._isPointLight) {
1577
+ // Compute the culling volume
1578
+ const shadowMapCamera = this._shadowMapCamera;
1579
+ const position = shadowMapCamera.positionWC;
1580
+ const direction = shadowMapCamera.directionWC;
1581
+ const up = shadowMapCamera.upWC;
1582
+ this._shadowMapCullingVolume = shadowMapCamera.frustum.computeCullingVolume(
1583
+ position,
1584
+ direction,
1585
+ up
1586
+ );
1587
+
1588
+ if (this._passes.length === 1) {
1589
+ // Since there is only one pass, use the shadow map camera as the pass camera.
1590
+ this._passes[0].camera.clone(shadowMapCamera);
1591
+ }
1592
+ } else {
1593
+ this._shadowMapCullingVolume = CullingVolume.fromBoundingSphere(
1594
+ this._boundingSphere
1595
+ );
1596
+ }
1597
+ }
1598
+
1599
+ if (this._passes.length === 1) {
1600
+ // Transforms from eye space to shadow texture space.
1601
+ // Always requires an update since the scene camera constantly changes.
1602
+ const inverseView = this._sceneCamera.inverseViewMatrix;
1603
+ Matrix4.multiply(
1604
+ this._shadowMapCamera.getViewProjection(),
1605
+ inverseView,
1606
+ this._shadowMapMatrix
1607
+ );
1608
+ }
1609
+
1610
+ if (this.debugShow) {
1611
+ applyDebugSettings(this, frameState);
1612
+ }
1613
+ };
1614
+
1615
+ /**
1616
+ * @private
1617
+ */
1618
+ ViewshedShadowMap.prototype.updatePass = function (context, shadowPass) {
1619
+ clearFramebuffer(this, context, shadowPass);
1620
+ };
1621
+
1622
+ const scratchTexelStepSize = new Cartesian2();
1623
+
1624
+ function combineUniforms(shadowMap, uniforms, isTerrain) {
1625
+ const bias = shadowMap._isPointLight
1626
+ ? shadowMap._pointBias
1627
+ : isTerrain
1628
+ ? shadowMap._terrainBias
1629
+ : shadowMap._primitiveBias;
1630
+
1631
+ const mapUniforms = {
1632
+ shadowMap_texture: function () {
1633
+ return shadowMap._shadowMapTexture;
1634
+ },
1635
+ shadowMap_textureCube: function () {
1636
+ return shadowMap._shadowMapTexture;
1637
+ },
1638
+ shadowMap_matrix: function () {
1639
+ return shadowMap._shadowMapMatrix;
1640
+ },
1641
+ shadowMap_cascadeSplits: function () {
1642
+ return shadowMap._cascadeSplits;
1643
+ },
1644
+ shadowMap_cascadeMatrices: function () {
1645
+ return shadowMap._cascadeMatrices;
1646
+ },
1647
+ shadowMap_lightDirectionEC: function () {
1648
+ return shadowMap._lightDirectionEC;
1649
+ },
1650
+ shadowMap_lightPositionEC: function () {
1651
+ return shadowMap._lightPositionEC;
1652
+ },
1653
+ shadowMap_cascadeDistances: function () {
1654
+ return shadowMap._cascadeDistances;
1655
+ },
1656
+ shadowMap_texelSizeDepthBiasAndNormalShadingSmooth: function () {
1657
+ const texelStepSize = scratchTexelStepSize;
1658
+ texelStepSize.x = 1.0 / shadowMap._textureSize.x;
1659
+ texelStepSize.y = 1.0 / shadowMap._textureSize.y;
1660
+
1661
+ return Cartesian4.fromElements(
1662
+ texelStepSize.x,
1663
+ texelStepSize.y,
1664
+ bias.depthBias,
1665
+ bias.normalShadingSmooth,
1666
+ this.combinedUniforms1
1667
+ );
1668
+ },
1669
+ shadowMap_normalOffsetScaleDistanceMaxDistanceAndDarkness: function () {
1670
+ return Cartesian4.fromElements(
1671
+ bias.normalOffsetScale,
1672
+ shadowMap._distance,
1673
+ shadowMap.maximumDistance,
1674
+ shadowMap._darkness,
1675
+ this.combinedUniforms2
1676
+ );
1677
+ },
1678
+
1679
+ combinedUniforms1: new Cartesian4(),
1680
+ combinedUniforms2: new Cartesian4(),
1681
+ };
1682
+
1683
+ return combine(uniforms, mapUniforms, false);
1684
+ }
1685
+
1686
+ function createCastDerivedCommand(
1687
+ shadowMap,
1688
+ shadowsDirty,
1689
+ command,
1690
+ context,
1691
+ oldShaderId,
1692
+ result
1693
+ ) {
1694
+ let castShader;
1695
+ let castRenderState;
1696
+ let castUniformMap;
1697
+ if (defined(result)) {
1698
+ castShader = result.shaderProgram;
1699
+ castRenderState = result.renderState;
1700
+ castUniformMap = result.uniformMap;
1701
+ }
1702
+
1703
+ result = DrawCommand.shallowClone(command, result);
1704
+ result.castShadows = true;
1705
+ result.receiveShadows = false;
1706
+
1707
+ if (
1708
+ !defined(castShader) ||
1709
+ oldShaderId !== command.shaderProgram.id ||
1710
+ shadowsDirty
1711
+ ) {
1712
+ const shaderProgram = command.shaderProgram;
1713
+
1714
+ const isTerrain = command.pass === Pass.GLOBE;
1715
+ const isOpaque = command.pass !== Pass.TRANSLUCENT;
1716
+ const isPointLight = shadowMap._isPointLight;
1717
+ const usesDepthTexture = shadowMap._usesDepthTexture;
1718
+
1719
+ const keyword = ShadowMapShader.getShadowCastShaderKeyword(
1720
+ isPointLight,
1721
+ isTerrain,
1722
+ usesDepthTexture,
1723
+ isOpaque
1724
+ );
1725
+ castShader = context.shaderCache.getDerivedShaderProgram(
1726
+ shaderProgram,
1727
+ keyword
1728
+ );
1729
+ if (!defined(castShader)) {
1730
+ const vertexShaderSource = shaderProgram.vertexShaderSource;
1731
+ const fragmentShaderSource = shaderProgram.fragmentShaderSource;
1732
+
1733
+ const castVS = ShadowMapShader.createShadowCastVertexShader(
1734
+ vertexShaderSource,
1735
+ isPointLight,
1736
+ isTerrain
1737
+ );
1738
+ const castFS = ShadowMapShader.createShadowCastFragmentShader(
1739
+ fragmentShaderSource,
1740
+ isPointLight,
1741
+ usesDepthTexture,
1742
+ isOpaque
1743
+ );
1744
+
1745
+ castShader = context.shaderCache.createDerivedShaderProgram(
1746
+ shaderProgram,
1747
+ keyword,
1748
+ {
1749
+ vertexShaderSource: castVS,
1750
+ fragmentShaderSource: castFS,
1751
+ attributeLocations: shaderProgram._attributeLocations,
1752
+ }
1753
+ );
1754
+ }
1755
+
1756
+ castRenderState = shadowMap._primitiveRenderState;
1757
+ if (isPointLight) {
1758
+ castRenderState = shadowMap._pointRenderState;
1759
+ } else if (isTerrain) {
1760
+ castRenderState = shadowMap._terrainRenderState;
1761
+ }
1762
+
1763
+ // Modify the render state for commands that do not use back-face culling, e.g. flat textured walls
1764
+ const cullEnabled = command.renderState.cull.enabled;
1765
+ if (!cullEnabled) {
1766
+ castRenderState = clone(castRenderState, false);
1767
+ castRenderState.cull = clone(castRenderState.cull, false);
1768
+ castRenderState.cull.enabled = false;
1769
+ castRenderState = RenderState.fromCache(castRenderState);
1770
+ }
1771
+
1772
+ castUniformMap = combineUniforms(shadowMap, command.uniformMap, isTerrain);
1773
+ }
1774
+
1775
+ result.shaderProgram = castShader;
1776
+ result.renderState = castRenderState;
1777
+ result.uniformMap = castUniformMap;
1778
+
1779
+ return result;
1780
+ }
1781
+
1782
+ ViewshedShadowMap.createReceiveDerivedCommand = function (
1783
+ lightShadowMaps,
1784
+ command,
1785
+ shadowsDirty,
1786
+ context,
1787
+ result
1788
+ ) {
1789
+ if (!defined(result)) {
1790
+ result = {};
1791
+ }
1792
+
1793
+ const lightShadowMapsEnabled = lightShadowMaps.length > 0;
1794
+ const shaderProgram = command.shaderProgram;
1795
+ const vertexShaderSource = shaderProgram.vertexShaderSource;
1796
+ const fragmentShaderSource = shaderProgram.fragmentShaderSource;
1797
+ const isTerrain = command.pass === Pass.GLOBE;
1798
+
1799
+ let hasTerrainNormal = false;
1800
+ if (isTerrain) {
1801
+ hasTerrainNormal =
1802
+ command.owner.data.renderedMesh.encoding.hasVertexNormals;
1803
+ }
1804
+
1805
+ if (command.receiveShadows && lightShadowMapsEnabled) {
1806
+ // Only generate a receiveCommand if there is a shadow map originating from a light source.
1807
+ let receiveShader;
1808
+ let receiveUniformMap;
1809
+ if (defined(result.receiveCommand)) {
1810
+ receiveShader = result.receiveCommand.shaderProgram;
1811
+ receiveUniformMap = result.receiveCommand.uniformMap;
1812
+ }
1813
+
1814
+ result.receiveCommand = DrawCommand.shallowClone(
1815
+ command,
1816
+ result.receiveCommand
1817
+ );
1818
+ result.castShadows = false;
1819
+ result.receiveShadows = true;
1820
+
1821
+ // If castShadows changed, recompile the receive shadows shader. The normal shading technique simulates
1822
+ // self-shadowing so it should be turned off if castShadows is false.
1823
+ const castShadowsDirty =
1824
+ result.receiveShaderCastShadows !== command.castShadows;
1825
+ const shaderDirty =
1826
+ result.receiveShaderProgramId !== command.shaderProgram.id;
1827
+
1828
+ if (
1829
+ !defined(receiveShader) ||
1830
+ shaderDirty ||
1831
+ shadowsDirty ||
1832
+ castShadowsDirty
1833
+ ) {
1834
+ const keyword = ShadowMapShader.getShadowReceiveShaderKeyword(
1835
+ lightShadowMaps[0],
1836
+ command.castShadows,
1837
+ isTerrain,
1838
+ hasTerrainNormal
1839
+ );
1840
+ receiveShader = context.shaderCache.getDerivedShaderProgram(
1841
+ shaderProgram,
1842
+ keyword
1843
+ );
1844
+ if (!defined(receiveShader)) {
1845
+ const receiveVS = ShadowMapShader.createShadowReceiveVertexShader(
1846
+ vertexShaderSource,
1847
+ isTerrain,
1848
+ hasTerrainNormal
1849
+ );
1850
+ const receiveFS = ShadowMapShader.createShadowReceiveFragmentShader(
1851
+ fragmentShaderSource,
1852
+ lightShadowMaps[0],
1853
+ command.castShadows,
1854
+ isTerrain,
1855
+ hasTerrainNormal
1856
+ );
1857
+
1858
+ receiveShader = context.shaderCache.createDerivedShaderProgram(
1859
+ shaderProgram,
1860
+ keyword,
1861
+ {
1862
+ vertexShaderSource: receiveVS,
1863
+ fragmentShaderSource: receiveFS,
1864
+ attributeLocations: shaderProgram._attributeLocations,
1865
+ }
1866
+ );
1867
+ }
1868
+
1869
+ receiveUniformMap = combineUniforms(
1870
+ lightShadowMaps[0],
1871
+ command.uniformMap,
1872
+ isTerrain
1873
+ );
1874
+ }
1875
+
1876
+ result.receiveCommand.shaderProgram = receiveShader;
1877
+ result.receiveCommand.uniformMap = receiveUniformMap;
1878
+ result.receiveShaderProgramId = command.shaderProgram.id;
1879
+ result.receiveShaderCastShadows = command.castShadows;
1880
+ }
1881
+
1882
+ return result;
1883
+ };
1884
+
1885
+ ViewshedShadowMap.createCastDerivedCommand = function (
1886
+ shadowMaps,
1887
+ command,
1888
+ shadowsDirty,
1889
+ context,
1890
+ result
1891
+ ) {
1892
+ if (!defined(result)) {
1893
+ result = {};
1894
+ }
1895
+
1896
+ if (command.castShadows) {
1897
+ let castCommands = result.castCommands;
1898
+ if (!defined(castCommands)) {
1899
+ castCommands = result.castCommands = [];
1900
+ }
1901
+
1902
+ const oldShaderId = result.castShaderProgramId;
1903
+
1904
+ const shadowMapLength = shadowMaps.length;
1905
+ castCommands.length = shadowMapLength;
1906
+
1907
+ for (let i = 0; i < shadowMapLength; ++i) {
1908
+ castCommands[i] = createCastDerivedCommand(
1909
+ shadowMaps[i],
1910
+ shadowsDirty,
1911
+ command,
1912
+ context,
1913
+ oldShaderId,
1914
+ castCommands[i]
1915
+ );
1916
+ }
1917
+
1918
+ result.castShaderProgramId = command.shaderProgram.id;
1919
+ }
1920
+
1921
+ return result;
1922
+ };
1923
+
1924
+ /**
1925
+ * @private
1926
+ */
1927
+ ViewshedShadowMap.prototype.isDestroyed = function () {
1928
+ return false;
1929
+ };
1930
+
1931
+ /**
1932
+ * @private
1933
+ */
1934
+ ViewshedShadowMap.prototype.destroy = function () {
1935
+ destroyFramebuffer(this);
1936
+
1937
+ this._debugLightFrustum =
1938
+ this._debugLightFrustum && this._debugLightFrustum.destroy();
1939
+ this._debugCameraFrustum =
1940
+ this._debugCameraFrustum && this._debugCameraFrustum.destroy();
1941
+ this._debugShadowViewCommand =
1942
+ this._debugShadowViewCommand &&
1943
+ this._debugShadowViewCommand.shaderProgram &&
1944
+ this._debugShadowViewCommand.shaderProgram.destroy();
1945
+
1946
+ for (let i = 0; i < this._numberOfCascades; ++i) {
1947
+ this._debugCascadeFrustums[i] =
1948
+ this._debugCascadeFrustums[i] && this._debugCascadeFrustums[i].destroy();
1949
+ }
1950
+
1951
+ return destroyObject(this);
1952
+ };
1953
+ export default ViewshedShadowMap;