import buildDrawCommands from "./buildDrawCommands.js";
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import BoundingSphere from "../../Core/BoundingSphere.js";
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import Check from "../../Core/Check.js";
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import defaultValue from "../../Core/defaultValue.js";
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import defined from "../../Core/defined.js";
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import Matrix4 from "../../Core/Matrix4.js";
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import CustomShaderPipelineStage from "./CustomShaderPipelineStage.js";
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import LightingPipelineStage from "./LightingPipelineStage.js";
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import ModelColorPipelineStage from "./ModelColorPipelineStage.js";
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import ModelExperimentalPrimitive from "./ModelExperimentalPrimitive.js";
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import ModelExperimentalNode from "./ModelExperimentalNode.js";
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import ModelExperimentalUtility from "./ModelExperimentalUtility.js";
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import ModelRenderResources from "./ModelRenderResources.js";
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import NodeRenderResources from "./NodeRenderResources.js";
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import PrimitiveRenderResources from "./PrimitiveRenderResources.js";
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/**
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* An in memory representation of the scene graph for a {@link ModelExperimental}
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*
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* @param {Object} options An object containing the following options
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* @param {ModelExperimental} options.model The model this scene graph belongs to
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* @param {ModelComponents} options.modelComponents The model components describing the model
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*
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* @alias ModelExperimentalSceneGraph
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* @constructor
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*
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* @private
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*/
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export default function ModelExperimentalSceneGraph(options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object("options.model", options.model);
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Check.typeOf.object("options.modelComponents", options.modelComponents);
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//>>includeEnd('debug');
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/**
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* A reference to the {@link ModelExperimental} that owns this scene graph.
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*
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* @type {ModelExperimental}
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* @readonly
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*
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* @private
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*/
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this._model = options.model;
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/**
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* The model components that represent the contents of the 3D model file.
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*
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* @type {ModelComponents}
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* @readonly
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*
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* @private
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*/
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this._modelComponents = options.modelComponents;
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/**
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* Pipeline stages to apply across the model.
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*
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* @type {Object[]}
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* @readonly
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*
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* @private
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*/
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this._pipelineStages = [];
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/**
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* The runtime nodes that make up the scene graph
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*
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* @type {ModelExperimentalNode[]}
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* @readonly
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*
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* @private
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*/
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this._runtimeNodes = [];
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/**
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* Once computed, the {@link DrawCommand}s that are used to render this
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* scene graph are stored here.
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*
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* @type {DrawCommand[]}
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* @readonly
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*
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* @private
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*/
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this._drawCommands = [];
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/**
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* The bounding sphere containing all the primitives in the scene graph.
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*
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* @type {BoundingSphere}
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* @readonly
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*
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* @private
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*/
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this._boundingSphere = undefined;
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/**
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* The array of bounding spheres of all the primitives in the scene graph.
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*
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* @type {BoundingSphere[]}
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* @readonly
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*
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* @private
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*/
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this._boundingSpheres = [];
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initialize(this);
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}
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function initialize(sceneGraph) {
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var modelMatrix = Matrix4.clone(sceneGraph._model.modelMatrix);
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var scene = sceneGraph._modelComponents.scene;
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ModelExperimentalUtility.correctModelMatrix(
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modelMatrix,
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scene.upAxis,
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scene.forwardAxis
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);
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var rootNodes = sceneGraph._modelComponents.scene.nodes;
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for (var i = 0; i < rootNodes.length; i++) {
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var rootNode = sceneGraph._modelComponents.scene.nodes[i];
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var rootNodeModelMatrix = Matrix4.multiply(
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modelMatrix,
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ModelExperimentalUtility.getNodeTransform(rootNode),
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new Matrix4()
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);
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traverseSceneGraph(sceneGraph, rootNode, rootNodeModelMatrix);
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}
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}
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/**
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* Recursively traverse through the nodes in the scene graph, using depth-first
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* post-order traversal.
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*
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* @param {ModelSceneGraph} sceneGraph The scene graph
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* @param {ModelComponents.Node} node The current node
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* @param {Matrix4} modelMatrix The current computed model matrix for this node.
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*
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* @private
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*/
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function traverseSceneGraph(sceneGraph, node, modelMatrix) {
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// No processing needs to happen if node has no children and no mesh primitives.
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if (!defined(node.children) && !defined(node.primitives)) {
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return;
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}
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// Traverse through scene graph.
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var i;
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if (defined(node.children)) {
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for (i = 0; i < node.children.length; i++) {
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var childNode = node.children[i];
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var childNodeModelMatrix = Matrix4.multiply(
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modelMatrix,
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ModelExperimentalUtility.getNodeTransform(childNode),
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new Matrix4()
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);
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traverseSceneGraph(sceneGraph, childNode, childNodeModelMatrix);
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}
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}
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// Process node and mesh primitives.
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var runtimeNode = new ModelExperimentalNode({
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node: node,
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modelMatrix: modelMatrix,
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});
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if (defined(node.primitives)) {
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for (i = 0; i < node.primitives.length; i++) {
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runtimeNode.runtimePrimitives.push(
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new ModelExperimentalPrimitive({
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primitive: node.primitives[i],
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node: node,
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model: sceneGraph._model,
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})
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);
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}
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}
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sceneGraph._runtimeNodes.push(runtimeNode);
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}
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/**
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* Generates the draw commands for each primitive in the model.
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*
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* @param {FrameState} frameState The current frame state. This is needed to
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* allocate GPU resources as needed.
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*
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* @private
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*/
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ModelExperimentalSceneGraph.prototype.buildDrawCommands = function (
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frameState
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) {
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var modelRenderResources = new ModelRenderResources(this._model);
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var modelPipelineStages = [];
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var model = this._model;
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if (defined(model.color)) {
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modelPipelineStages.push(ModelColorPipelineStage);
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}
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var i, j, k;
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for (i = 0; i < modelPipelineStages.length; i++) {
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var modelPipelineStage = modelPipelineStages[i];
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modelPipelineStage.process(modelRenderResources, model, frameState);
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}
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for (i = 0; i < this._runtimeNodes.length; i++) {
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var runtimeNode = this._runtimeNodes[i];
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var nodeRenderResources = new NodeRenderResources(
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modelRenderResources,
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runtimeNode
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);
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for (j = 0; j < runtimeNode.pipelineStages.length; j++) {
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var nodePipelineStage = runtimeNode.pipelineStages[j];
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nodePipelineStage.process(
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nodeRenderResources,
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runtimeNode.node,
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frameState
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);
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}
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for (j = 0; j < runtimeNode.runtimePrimitives.length; j++) {
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var runtimePrimitive = runtimeNode.runtimePrimitives[j];
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// The pipeline stage array is copied because we don't want dynamic stages to be added to the primitive's default stages.
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var primitivePipelineStages = runtimePrimitive.pipelineStages.slice();
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if (defined(model.customShader)) {
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// The custom shader stage needs to go before the lighting stage.
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var lightingStageIndex = primitivePipelineStages.indexOf(
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LightingPipelineStage
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);
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primitivePipelineStages.splice(
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lightingStageIndex,
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0,
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CustomShaderPipelineStage
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);
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}
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var primitiveRenderResources = new PrimitiveRenderResources(
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nodeRenderResources,
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runtimePrimitive
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);
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for (k = 0; k < primitivePipelineStages.length; k++) {
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var primitivePipelineStage = primitivePipelineStages[k];
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primitivePipelineStage.process(
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primitiveRenderResources,
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runtimePrimitive.primitive,
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frameState
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);
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}
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this._boundingSpheres.push(primitiveRenderResources.boundingSphere);
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var drawCommands = buildDrawCommands(
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primitiveRenderResources,
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frameState
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);
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this._drawCommands.push.apply(this._drawCommands, drawCommands);
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}
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}
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this._boundingSphere = BoundingSphere.fromBoundingSpheres(
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this._boundingSpheres
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);
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};
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