import BoundingRectangle from "../Core/BoundingRectangle.js";
|
import BoundingSphere from "../Core/BoundingSphere.js";
|
import BoxGeometry from "../Core/BoxGeometry.js";
|
import Cartesian3 from "../Core/Cartesian3.js";
|
import Cartographic from "../Core/Cartographic.js";
|
import clone from "../Core/clone.js";
|
import Color from "../Core/Color.js";
|
import ColorGeometryInstanceAttribute from "../Core/ColorGeometryInstanceAttribute.js";
|
import createGuid from "../Core/createGuid.js";
|
import CullingVolume from "../Core/CullingVolume.js";
|
import defaultValue from "../Core/defaultValue.js";
|
import defined from "../Core/defined.js";
|
import destroyObject from "../Core/destroyObject.js";
|
import DeveloperError from "../Core/DeveloperError.js";
|
import EllipsoidGeometry from "../Core/EllipsoidGeometry.js";
|
import Event from "../Core/Event.js";
|
import GeographicProjection from "../Core/GeographicProjection.js";
|
import GeometryInstance from "../Core/GeometryInstance.js";
|
import GeometryPipeline from "../Core/GeometryPipeline.js";
|
import Intersect from "../Core/Intersect.js";
|
import JulianDate from "../Core/JulianDate.js";
|
import CesiumMath from "../Core/Math.js";
|
import Matrix4 from "../Core/Matrix4.js";
|
import mergeSort from "../Core/mergeSort.js";
|
import Occluder from "../Core/Occluder.js";
|
import OrthographicFrustum from "../Core/OrthographicFrustum.js";
|
import OrthographicOffCenterFrustum from "../Core/OrthographicOffCenterFrustum.js";
|
import PerspectiveFrustum from "../Core/PerspectiveFrustum.js";
|
import PerspectiveOffCenterFrustum from "../Core/PerspectiveOffCenterFrustum.js";
|
import RequestScheduler from "../Core/RequestScheduler.js";
|
import TaskProcessor from "../Core/TaskProcessor.js";
|
import Transforms from "../Core/Transforms.js";
|
import ClearCommand from "../Renderer/ClearCommand.js";
|
import ComputeEngine from "../Renderer/ComputeEngine.js";
|
import Context from "../Renderer/Context.js";
|
import ContextLimits from "../Renderer/ContextLimits.js";
|
import Pass from "../Renderer/Pass.js";
|
import RenderState from "../Renderer/RenderState.js";
|
import BrdfLutGenerator from "./BrdfLutGenerator.js";
|
import Camera from "./Camera.js";
|
import Cesium3DTilePass from "./Cesium3DTilePass.js";
|
import Cesium3DTilePassState from "./Cesium3DTilePassState.js";
|
import CreditDisplay from "./CreditDisplay.js";
|
import DebugCameraPrimitive from "./DebugCameraPrimitive.js";
|
import DepthPlane from "./DepthPlane.js";
|
import DerivedCommand from "./DerivedCommand.js";
|
import DeviceOrientationCameraController from "./DeviceOrientationCameraController.js";
|
import Fog from "./Fog.js";
|
import FrameState from "./FrameState.js";
|
import GlobeDepth from "./GlobeDepth.js";
|
import GlobeTranslucencyState from "./GlobeTranslucencyState.js";
|
import InvertClassification from "./InvertClassification.js";
|
import JobScheduler from "./JobScheduler.js";
|
import MapMode2D from "./MapMode2D.js";
|
import OctahedralProjectedCubeMap from "./OctahedralProjectedCubeMap.js";
|
import PerformanceDisplay from "./PerformanceDisplay.js";
|
import PerInstanceColorAppearance from "./PerInstanceColorAppearance.js";
|
import Picking from "./Picking.js";
|
import PostProcessStageCollection from "./PostProcessStageCollection.js";
|
import Primitive from "./Primitive.js";
|
import PrimitiveCollection from "./PrimitiveCollection.js";
|
import SceneMode from "./SceneMode.js";
|
import SceneTransforms from "./SceneTransforms.js";
|
import SceneTransitioner from "./SceneTransitioner.js";
|
import ScreenSpaceCameraController from "./ScreenSpaceCameraController.js";
|
import ShadowMap from "./ShadowMap.js";
|
import StencilConstants from "./StencilConstants.js";
|
import SunLight from "./SunLight.js";
|
import SunPostProcess from "./SunPostProcess.js";
|
import TweenCollection from "./TweenCollection.js";
|
import View from "./View.js";
|
import DebugInspector from "./DebugInspector.js";
|
|
var requestRenderAfterFrame = function (scene) {
|
return function () {
|
scene.frameState.afterRender.push(function () {
|
scene.requestRender();
|
});
|
};
|
};
|
|
/**
|
* The container for all 3D graphical objects and state in a Cesium virtual scene. Generally,
|
* a scene is not created directly; instead, it is implicitly created by {@link CesiumWidget}.
|
* <p>
|
* <em><code>contextOptions</code> parameter details:</em>
|
* </p>
|
* <p>
|
* The default values are:
|
* <code>
|
* {
|
* webgl : {
|
* alpha : false,
|
* depth : true,
|
* stencil : false,
|
* antialias : true,
|
* powerPreference: 'high-performance',
|
* premultipliedAlpha : true,
|
* preserveDrawingBuffer : false,
|
* failIfMajorPerformanceCaveat : false
|
* },
|
* allowTextureFilterAnisotropic : true
|
* }
|
* </code>
|
* </p>
|
* <p>
|
* The <code>webgl</code> property corresponds to the {@link http://www.khronos.org/registry/webgl/specs/latest/#5.2|WebGLContextAttributes}
|
* object used to create the WebGL context.
|
* </p>
|
* <p>
|
* <code>webgl.alpha</code> defaults to false, which can improve performance compared to the standard WebGL default
|
* of true. If an application needs to composite Cesium above other HTML elements using alpha-blending, set
|
* <code>webgl.alpha</code> to true.
|
* </p>
|
* <p>
|
* The other <code>webgl</code> properties match the WebGL defaults for {@link http://www.khronos.org/registry/webgl/specs/latest/#5.2|WebGLContextAttributes}.
|
* </p>
|
* <p>
|
* <code>allowTextureFilterAnisotropic</code> defaults to true, which enables anisotropic texture filtering when the
|
* WebGL extension is supported. Setting this to false will improve performance, but hurt visual quality, especially for horizon views.
|
* </p>
|
*
|
* @alias Scene
|
* @constructor
|
*
|
* @param {Object} options Object with the following properties:
|
* @param {HTMLCanvasElement} options.canvas The HTML canvas element to create the scene for.
|
* @param {Object} [options.contextOptions] Context and WebGL creation properties. See details above.
|
* @param {Element} [options.creditContainer] The HTML element in which the credits will be displayed.
|
* @param {Element} [options.creditViewport] The HTML element in which to display the credit popup. If not specified, the viewport will be a added as a sibling of the canvas.
|
* @param {MapProjection} [options.mapProjection=new GeographicProjection()] The map projection to use in 2D and Columbus View modes.
|
* @param {Boolean} [options.orderIndependentTranslucency=true] If true and the configuration supports it, use order independent translucency.
|
* @param {Boolean} [options.scene3DOnly=false] If true, optimizes memory use and performance for 3D mode but disables the ability to use 2D or Columbus View.
|
* @param {Boolean} [options.shadows=false] Determines if shadows are cast by light sources.
|
* @param {MapMode2D} [options.mapMode2D=MapMode2D.INFINITE_SCROLL] Determines if the 2D map is rotatable or can be scrolled infinitely in the horizontal direction.
|
* @param {Boolean} [options.requestRenderMode=false] If true, rendering a frame will only occur when needed as determined by changes within the scene. Enabling improves performance of the application, but requires using {@link Scene#requestRender} to render a new frame explicitly in this mode. This will be necessary in many cases after making changes to the scene in other parts of the API. See {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}.
|
* @param {Number} [options.maximumRenderTimeChange=0.0] If requestRenderMode is true, this value defines the maximum change in simulation time allowed before a render is requested. See {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}.
|
*
|
* @see CesiumWidget
|
* @see {@link http://www.khronos.org/registry/webgl/specs/latest/#5.2|WebGLContextAttributes}
|
*
|
* @exception {DeveloperError} options and options.canvas are required.
|
*
|
* @example
|
* // Create scene without anisotropic texture filtering
|
* var scene = new Cesium.Scene({
|
* canvas : canvas,
|
* contextOptions : {
|
* allowTextureFilterAnisotropic : false
|
* }
|
* });
|
*/
|
function Scene(options) {
|
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
|
var canvas = options.canvas;
|
var creditContainer = options.creditContainer;
|
var creditViewport = options.creditViewport;
|
|
var contextOptions = clone(options.contextOptions);
|
if (!defined(contextOptions)) {
|
contextOptions = {};
|
}
|
if (!defined(contextOptions.webgl)) {
|
contextOptions.webgl = {};
|
}
|
contextOptions.webgl.powerPreference = defaultValue(
|
contextOptions.webgl.powerPreference,
|
"high-performance"
|
);
|
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(canvas)) {
|
throw new DeveloperError("options and options.canvas are required.");
|
}
|
//>>includeEnd('debug');
|
var hasCreditContainer = defined(creditContainer);
|
var context = new Context(canvas, contextOptions);
|
if (!hasCreditContainer) {
|
creditContainer = document.createElement("div");
|
creditContainer.style.position = "absolute";
|
creditContainer.style.bottom = "0";
|
creditContainer.style["text-shadow"] = "0 0 2px #000000";
|
creditContainer.style.color = "#ffffff";
|
creditContainer.style["font-size"] = "10px";
|
creditContainer.style["padding-right"] = "5px";
|
canvas.parentNode.appendChild(creditContainer);
|
}
|
if (!defined(creditViewport)) {
|
creditViewport = canvas.parentNode;
|
}
|
|
this._id = createGuid();
|
this._jobScheduler = new JobScheduler();
|
this._frameState = new FrameState(
|
context,
|
new CreditDisplay(creditContainer, " • ", creditViewport),
|
this._jobScheduler
|
);
|
this._frameState.scene3DOnly = defaultValue(options.scene3DOnly, false);
|
this._removeCreditContainer = !hasCreditContainer;
|
this._creditContainer = creditContainer;
|
|
this._canvas = canvas;
|
this._context = context;
|
this._computeEngine = new ComputeEngine(context);
|
this._globe = undefined;
|
this._globeTranslucencyState = new GlobeTranslucencyState();
|
this._primitives = new PrimitiveCollection();
|
this._groundPrimitives = new PrimitiveCollection();
|
|
this._globeHeight = undefined;
|
this._cameraUnderground = false;
|
|
this._logDepthBuffer = context.fragmentDepth;
|
this._logDepthBufferDirty = true;
|
|
this._tweens = new TweenCollection();
|
|
this._shaderFrameCount = 0;
|
|
this._sunPostProcess = undefined;
|
|
this._computeCommandList = [];
|
this._overlayCommandList = [];
|
|
this._useOIT = defaultValue(options.orderIndependentTranslucency, true);
|
this._executeOITFunction = undefined;
|
|
this._depthPlane = new DepthPlane();
|
|
this._clearColorCommand = new ClearCommand({
|
color: new Color(),
|
stencil: 0,
|
owner: this,
|
});
|
this._depthClearCommand = new ClearCommand({
|
depth: 1.0,
|
owner: this,
|
});
|
this._stencilClearCommand = new ClearCommand({
|
stencil: 0,
|
});
|
this._classificationStencilClearCommand = new ClearCommand({
|
stencil: 0,
|
renderState: RenderState.fromCache({
|
stencilMask: StencilConstants.CLASSIFICATION_MASK,
|
}),
|
});
|
|
this._depthOnlyRenderStateCache = {};
|
|
this._transitioner = new SceneTransitioner(this);
|
|
this._preUpdate = new Event();
|
this._postUpdate = new Event();
|
|
this._renderError = new Event();
|
this._preRender = new Event();
|
this._postRender = new Event();
|
|
this._minimumDisableDepthTestDistance = 0.0;
|
this._debugInspector = new DebugInspector();
|
|
/**
|
* Exceptions occurring in <code>render</code> are always caught in order to raise the
|
* <code>renderError</code> event. If this property is true, the error is rethrown
|
* after the event is raised. If this property is false, the <code>render</code> function
|
* returns normally after raising the event.
|
*
|
* @type {Boolean}
|
* @default false
|
*/
|
this.rethrowRenderErrors = false;
|
|
/**
|
* Determines whether or not to instantly complete the
|
* scene transition animation on user input.
|
*
|
* @type {Boolean}
|
* @default true
|
*/
|
this.completeMorphOnUserInput = true;
|
|
/**
|
* The event fired at the beginning of a scene transition.
|
* @type {Event}
|
* @default Event()
|
*/
|
this.morphStart = new Event();
|
|
/**
|
* The event fired at the completion of a scene transition.
|
* @type {Event}
|
* @default Event()
|
*/
|
this.morphComplete = new Event();
|
|
/**
|
* The {@link SkyBox} used to draw the stars.
|
*
|
* @type {SkyBox}
|
* @default undefined
|
*
|
* @see Scene#backgroundColor
|
*/
|
this.skyBox = undefined;
|
|
/**
|
* The sky atmosphere drawn around the globe.
|
*
|
* @type {SkyAtmosphere}
|
* @default undefined
|
*/
|
this.skyAtmosphere = undefined;
|
|
/**
|
* The {@link Sun}.
|
*
|
* @type {Sun}
|
* @default undefined
|
*/
|
this.sun = undefined;
|
|
/**
|
* Uses a bloom filter on the sun when enabled.
|
*
|
* @type {Boolean}
|
* @default true
|
*/
|
this.sunBloom = true;
|
this._sunBloom = undefined;
|
|
/**
|
* The {@link Moon}
|
*
|
* @type Moon
|
* @default undefined
|
*/
|
this.moon = undefined;
|
|
/**
|
* The background color, which is only visible if there is no sky box, i.e., {@link Scene#skyBox} is undefined.
|
*
|
* @type {Color}
|
* @default {@link Color.BLACK}
|
*
|
* @see Scene#skyBox
|
*/
|
this.backgroundColor = Color.clone(Color.BLACK);
|
|
this._mode = SceneMode.SCENE3D;
|
|
this._mapProjection = defined(options.mapProjection)
|
? options.mapProjection
|
: new GeographicProjection();
|
|
/**
|
* The current morph transition time between 2D/Columbus View and 3D,
|
* with 0.0 being 2D or Columbus View and 1.0 being 3D.
|
*
|
* @type {Number}
|
* @default 1.0
|
*/
|
this.morphTime = 1.0;
|
|
/**
|
* The far-to-near ratio of the multi-frustum when using a normal depth buffer.
|
* <p>
|
* This value is used to create the near and far values for each frustum of the multi-frustum. It is only used
|
* when {@link Scene#logarithmicDepthBuffer} is <code>false</code>. When <code>logarithmicDepthBuffer</code> is
|
* <code>true</code>, use {@link Scene#logarithmicDepthFarToNearRatio}.
|
* </p>
|
*
|
* @type {Number}
|
* @default 1000.0
|
*/
|
this.farToNearRatio = 1000.0;
|
|
/**
|
* The far-to-near ratio of the multi-frustum when using a logarithmic depth buffer.
|
* <p>
|
* This value is used to create the near and far values for each frustum of the multi-frustum. It is only used
|
* when {@link Scene#logarithmicDepthBuffer} is <code>true</code>. When <code>logarithmicDepthBuffer</code> is
|
* <code>false</code>, use {@link Scene#farToNearRatio}.
|
* </p>
|
*
|
* @type {Number}
|
* @default 1e9
|
*/
|
this.logarithmicDepthFarToNearRatio = 1e9;
|
|
/**
|
* Determines the uniform depth size in meters of each frustum of the multifrustum in 2D. If a primitive or model close
|
* to the surface shows z-fighting, decreasing this will eliminate the artifact, but decrease performance. On the
|
* other hand, increasing this will increase performance but may cause z-fighting among primitives close to the surface.
|
*
|
* @type {Number}
|
* @default 1.75e6
|
*/
|
this.nearToFarDistance2D = 1.75e6;
|
|
/**
|
* This property is for debugging only; it is not for production use.
|
* <p>
|
* A function that determines what commands are executed. As shown in the examples below,
|
* the function receives the command's <code>owner</code> as an argument, and returns a boolean indicating if the
|
* command should be executed.
|
* </p>
|
* <p>
|
* The default is <code>undefined</code>, indicating that all commands are executed.
|
* </p>
|
*
|
* @type Function
|
*
|
* @default undefined
|
*
|
* @example
|
* // Do not execute any commands.
|
* scene.debugCommandFilter = function(command) {
|
* return false;
|
* };
|
*
|
* // Execute only the billboard's commands. That is, only draw the billboard.
|
* var billboards = new Cesium.BillboardCollection();
|
* scene.debugCommandFilter = function(command) {
|
* return command.owner === billboards;
|
* };
|
*/
|
this.debugCommandFilter = undefined;
|
|
/**
|
* This property is for debugging only; it is not for production use.
|
* <p>
|
* When <code>true</code>, commands are randomly shaded. This is useful
|
* for performance analysis to see what parts of a scene or model are
|
* command-dense and could benefit from batching.
|
* </p>
|
*
|
* @type Boolean
|
*
|
* @default false
|
*/
|
this.debugShowCommands = false;
|
|
/**
|
* This property is for debugging only; it is not for production use.
|
* <p>
|
* When <code>true</code>, commands are shaded based on the frustums they
|
* overlap. Commands in the closest frustum are tinted red, commands in
|
* the next closest are green, and commands in the farthest frustum are
|
* blue. If a command overlaps more than one frustum, the color components
|
* are combined, e.g., a command overlapping the first two frustums is tinted
|
* yellow.
|
* </p>
|
*
|
* @type Boolean
|
*
|
* @default false
|
*/
|
this.debugShowFrustums = false;
|
|
/**
|
* This property is for debugging only; it is not for production use.
|
* <p>
|
* Displays frames per second and time between frames.
|
* </p>
|
*
|
* @type Boolean
|
*
|
* @default false
|
*/
|
this.debugShowFramesPerSecond = false;
|
|
/**
|
* This property is for debugging only; it is not for production use.
|
* <p>
|
* Displays depth information for the indicated frustum.
|
* </p>
|
*
|
* @type Boolean
|
*
|
* @default false
|
*/
|
this.debugShowGlobeDepth = false;
|
|
/**
|
* This property is for debugging only; it is not for production use.
|
* <p>
|
* Indicates which frustum will have depth information displayed.
|
* </p>
|
*
|
* @type Number
|
*
|
* @default 1
|
*/
|
this.debugShowDepthFrustum = 1;
|
|
/**
|
* This property is for debugging only; it is not for production use.
|
* <p>
|
* When <code>true</code>, draws outlines to show the boundaries of the camera frustums
|
* </p>
|
*
|
* @type Boolean
|
*
|
* @default false
|
*/
|
this.debugShowFrustumPlanes = false;
|
this._debugShowFrustumPlanes = false;
|
this._debugFrustumPlanes = undefined;
|
|
/**
|
* When <code>true</code>, enables picking using the depth buffer.
|
*
|
* @type Boolean
|
* @default true
|
*/
|
this.useDepthPicking = true;
|
|
/**
|
* When <code>true</code>, enables picking translucent geometry using the depth buffer. Note that {@link Scene#useDepthPicking} must also be true for enabling this to work.
|
*
|
* <p>
|
* Render must be called between picks.
|
* <br>There is a decrease in performance when enabled. There are extra draw calls to write depth for
|
* translucent geometry.
|
* </p>
|
*
|
* @example
|
* // picking the position of a translucent primitive
|
* viewer.screenSpaceEventHandler.setInputAction(function onLeftClick(movement) {
|
* var pickedFeature = viewer.scene.pick(movement.position);
|
* if (!Cesium.defined(pickedFeature)) {
|
* // nothing picked
|
* return;
|
* }
|
* viewer.scene.render();
|
* var worldPosition = viewer.scene.pickPosition(movement.position);
|
* }, Cesium.ScreenSpaceEventType.LEFT_CLICK);
|
*
|
* @type {Boolean}
|
* @default false
|
*/
|
this.pickTranslucentDepth = false;
|
|
/**
|
* The time in milliseconds to wait before checking if the camera has not moved and fire the cameraMoveEnd event.
|
* @type {Number}
|
* @default 500.0
|
* @private
|
*/
|
this.cameraEventWaitTime = 500.0;
|
|
/**
|
* Blends the atmosphere to geometry far from the camera for horizon views. Allows for additional
|
* performance improvements by rendering less geometry and dispatching less terrain requests.
|
* @type {Fog}
|
*/
|
this.fog = new Fog();
|
|
this._shadowMapCamera = new Camera(this);
|
|
/**
|
* The shadow map for the scene's light source. When enabled, models, primitives, and the globe may cast and receive shadows.
|
* @type {ShadowMap}
|
*/
|
this.shadowMap = new ShadowMap({
|
context: context,
|
lightCamera: this._shadowMapCamera,
|
enabled: defaultValue(options.shadows, false),
|
});
|
|
/**
|
* When <code>false</code>, 3D Tiles will render normally. When <code>true</code>, classified 3D Tile geometry will render normally and
|
* unclassified 3D Tile geometry will render with the color multiplied by {@link Scene#invertClassificationColor}.
|
* @type {Boolean}
|
* @default false
|
*/
|
this.invertClassification = false;
|
|
/**
|
* The highlight color of unclassified 3D Tile geometry when {@link Scene#invertClassification} is <code>true</code>.
|
* <p>When the color's alpha is less than 1.0, the unclassified portions of the 3D Tiles will not blend correctly with the classified positions of the 3D Tiles.</p>
|
* <p>Also, when the color's alpha is less than 1.0, the WEBGL_depth_texture and EXT_frag_depth WebGL extensions must be supported.</p>
|
* @type {Color}
|
* @default Color.WHITE
|
*/
|
this.invertClassificationColor = Color.clone(Color.WHITE);
|
|
this._actualInvertClassificationColor = Color.clone(
|
this._invertClassificationColor
|
);
|
this._invertClassification = new InvertClassification();
|
|
/**
|
* The focal length for use when with cardboard or WebVR.
|
* @type {Number}
|
*/
|
this.focalLength = undefined;
|
|
/**
|
* The eye separation distance in meters for use with cardboard or WebVR.
|
* @type {Number}
|
*/
|
this.eyeSeparation = undefined;
|
|
/**
|
* Post processing effects applied to the final render.
|
* @type {PostProcessStageCollection}
|
*/
|
this.postProcessStages = new PostProcessStageCollection();
|
|
this._brdfLutGenerator = new BrdfLutGenerator();
|
|
this._performanceDisplay = undefined;
|
this._debugVolume = undefined;
|
|
this._screenSpaceCameraController = new ScreenSpaceCameraController(this);
|
this._cameraUnderground = false;
|
this._mapMode2D = defaultValue(options.mapMode2D, MapMode2D.INFINITE_SCROLL);
|
|
// Keeps track of the state of a frame. FrameState is the state across
|
// the primitives of the scene. This state is for internally keeping track
|
// of celestial and environment effects that need to be updated/rendered in
|
// a certain order as well as updating/tracking framebuffer usage.
|
this._environmentState = {
|
skyBoxCommand: undefined,
|
skyAtmosphereCommand: undefined,
|
sunDrawCommand: undefined,
|
sunComputeCommand: undefined,
|
moonCommand: undefined,
|
|
isSunVisible: false,
|
isMoonVisible: false,
|
isReadyForAtmosphere: false,
|
isSkyAtmosphereVisible: false,
|
|
clearGlobeDepth: false,
|
useDepthPlane: false,
|
renderTranslucentDepthForPick: false,
|
|
originalFramebuffer: undefined,
|
useGlobeDepthFramebuffer: false,
|
separatePrimitiveFramebuffer: false,
|
useOIT: false,
|
useInvertClassification: false,
|
usePostProcess: false,
|
usePostProcessSelected: false,
|
useWebVR: false,
|
};
|
|
this._useWebVR = false;
|
this._cameraVR = undefined;
|
this._aspectRatioVR = undefined;
|
|
/**
|
* When <code>true</code>, rendering a frame will only occur when needed as determined by changes within the scene.
|
* Enabling improves performance of the application, but requires using {@link Scene#requestRender}
|
* to render a new frame explicitly in this mode. This will be necessary in many cases after making changes
|
* to the scene in other parts of the API.
|
*
|
* @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
|
* @see Scene#maximumRenderTimeChange
|
* @see Scene#requestRender
|
*
|
* @type {Boolean}
|
* @default false
|
*/
|
this.requestRenderMode = defaultValue(options.requestRenderMode, false);
|
this._renderRequested = true;
|
|
/**
|
* If {@link Scene#requestRenderMode} is <code>true</code>, this value defines the maximum change in
|
* simulation time allowed before a render is requested. Lower values increase the number of frames rendered
|
* and higher values decrease the number of frames rendered. If <code>undefined</code>, changes to
|
* the simulation time will never request a render.
|
* This value impacts the rate of rendering for changes in the scene like lighting, entity property updates,
|
* and animations.
|
*
|
* @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
|
* @see Scene#requestRenderMode
|
*
|
* @type {Number}
|
* @default 0.0
|
*/
|
this.maximumRenderTimeChange = defaultValue(
|
options.maximumRenderTimeChange,
|
0.0
|
);
|
this._lastRenderTime = undefined;
|
this._frameRateMonitor = undefined;
|
|
this._removeRequestListenerCallback = RequestScheduler.requestCompletedEvent.addEventListener(
|
requestRenderAfterFrame(this)
|
);
|
this._removeTaskProcessorListenerCallback = TaskProcessor.taskCompletedEvent.addEventListener(
|
requestRenderAfterFrame(this)
|
);
|
this._removeGlobeCallbacks = [];
|
|
var viewport = new BoundingRectangle(
|
0,
|
0,
|
context.drawingBufferWidth,
|
context.drawingBufferHeight
|
);
|
var camera = new Camera(this);
|
|
if (this._logDepthBuffer) {
|
camera.frustum.near = 0.1;
|
camera.frustum.far = 10000000000.0;
|
}
|
|
/**
|
* The camera view for the scene camera flight destination. Used for preloading flight destination tiles.
|
* @type {Camera}
|
* @private
|
*/
|
this.preloadFlightCamera = new Camera(this);
|
|
/**
|
* The culling volume for the scene camera flight destination. Used for preloading flight destination tiles.
|
* @type {CullingVolume}
|
* @private
|
*/
|
this.preloadFlightCullingVolume = undefined;
|
|
this._picking = new Picking(this);
|
this._defaultView = new View(this, camera, viewport);
|
this._view = this._defaultView;
|
|
this._hdr = undefined;
|
this._hdrDirty = undefined;
|
this.highDynamicRange = false;
|
this.gamma = 2.2;
|
|
/**
|
* The spherical harmonic coefficients for image-based lighting of PBR models.
|
* @type {Cartesian3[]}
|
*/
|
this.sphericalHarmonicCoefficients = undefined;
|
|
/**
|
* The url to the KTX2 file containing the specular environment map and convoluted mipmaps for image-based lighting of PBR models.
|
* @type {String}
|
*/
|
this.specularEnvironmentMaps = undefined;
|
this._specularEnvironmentMapAtlas = undefined;
|
|
/**
|
* The light source for shading. Defaults to a directional light from the Sun.
|
* @type {Light}
|
*/
|
this.light = new SunLight();
|
|
// Give frameState, camera, and screen space camera controller initial state before rendering
|
updateFrameNumber(this, 0.0, JulianDate.now());
|
this.updateFrameState();
|
this.initializeFrame();
|
}
|
|
function updateGlobeListeners(scene, globe) {
|
for (var i = 0; i < scene._removeGlobeCallbacks.length; ++i) {
|
scene._removeGlobeCallbacks[i]();
|
}
|
scene._removeGlobeCallbacks.length = 0;
|
|
var removeGlobeCallbacks = [];
|
if (defined(globe)) {
|
removeGlobeCallbacks.push(
|
globe.imageryLayersUpdatedEvent.addEventListener(
|
requestRenderAfterFrame(scene)
|
)
|
);
|
removeGlobeCallbacks.push(
|
globe.terrainProviderChanged.addEventListener(
|
requestRenderAfterFrame(scene)
|
)
|
);
|
}
|
scene._removeGlobeCallbacks = removeGlobeCallbacks;
|
}
|
|
Object.defineProperties(Scene.prototype, {
|
/**
|
* Gets the canvas element to which this scene is bound.
|
* @memberof Scene.prototype
|
*
|
* @type {HTMLCanvasElement}
|
* @readonly
|
*/
|
canvas: {
|
get: function () {
|
return this._canvas;
|
},
|
},
|
|
/**
|
* The drawingBufferHeight of the underlying GL context.
|
* @memberof Scene.prototype
|
*
|
* @type {Number}
|
* @readonly
|
*
|
* @see {@link https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferHeight|drawingBufferHeight}
|
*/
|
drawingBufferHeight: {
|
get: function () {
|
return this._context.drawingBufferHeight;
|
},
|
},
|
|
/**
|
* The drawingBufferHeight of the underlying GL context.
|
* @memberof Scene.prototype
|
*
|
* @type {Number}
|
* @readonly
|
*
|
* @see {@link https://www.khronos.org/registry/webgl/specs/1.0/#DOM-WebGLRenderingContext-drawingBufferHeight|drawingBufferHeight}
|
*/
|
drawingBufferWidth: {
|
get: function () {
|
return this._context.drawingBufferWidth;
|
},
|
},
|
|
/**
|
* The maximum aliased line width, in pixels, supported by this WebGL implementation. It will be at least one.
|
* @memberof Scene.prototype
|
*
|
* @type {Number}
|
* @readonly
|
*
|
* @see {@link https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGet.xml|glGet} with <code>ALIASED_LINE_WIDTH_RANGE</code>.
|
*/
|
maximumAliasedLineWidth: {
|
get: function () {
|
return ContextLimits.maximumAliasedLineWidth;
|
},
|
},
|
|
/**
|
* The maximum length in pixels of one edge of a cube map, supported by this WebGL implementation. It will be at least 16.
|
* @memberof Scene.prototype
|
*
|
* @type {Number}
|
* @readonly
|
*
|
* @see {@link https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGet.xml|glGet} with <code>GL_MAX_CUBE_MAP_TEXTURE_SIZE</code>.
|
*/
|
maximumCubeMapSize: {
|
get: function () {
|
return ContextLimits.maximumCubeMapSize;
|
},
|
},
|
|
/**
|
* Returns <code>true</code> if the {@link Scene#pickPosition} function is supported.
|
* @memberof Scene.prototype
|
*
|
* @type {Boolean}
|
* @readonly
|
*
|
* @see Scene#pickPosition
|
*/
|
pickPositionSupported: {
|
get: function () {
|
return this._context.depthTexture;
|
},
|
},
|
|
/**
|
* Returns <code>true</code> if the {@link Scene#sampleHeight} and {@link Scene#sampleHeightMostDetailed} functions are supported.
|
* @memberof Scene.prototype
|
*
|
* @type {Boolean}
|
* @readonly
|
*
|
* @see Scene#sampleHeight
|
* @see Scene#sampleHeightMostDetailed
|
*/
|
sampleHeightSupported: {
|
get: function () {
|
return this._context.depthTexture;
|
},
|
},
|
|
/**
|
* Returns <code>true</code> if the {@link Scene#clampToHeight} and {@link Scene#clampToHeightMostDetailed} functions are supported.
|
* @memberof Scene.prototype
|
*
|
* @type {Boolean}
|
* @readonly
|
*
|
* @see Scene#clampToHeight
|
* @see Scene#clampToHeightMostDetailed
|
*/
|
clampToHeightSupported: {
|
get: function () {
|
return this._context.depthTexture;
|
},
|
},
|
|
/**
|
* Returns <code>true</code> if the {@link Scene#invertClassification} is supported.
|
* @memberof Scene.prototype
|
*
|
* @type {Boolean}
|
* @readonly
|
*
|
* @see Scene#invertClassification
|
*/
|
invertClassificationSupported: {
|
get: function () {
|
return this._context.depthTexture;
|
},
|
},
|
|
/**
|
* Returns <code>true</code> if specular environment maps are supported.
|
* @memberof Scene.prototype
|
*
|
* @type {Boolean}
|
* @readonly
|
*
|
* @see Scene#specularEnvironmentMaps
|
*/
|
specularEnvironmentMapsSupported: {
|
get: function () {
|
return OctahedralProjectedCubeMap.isSupported(this._context);
|
},
|
},
|
|
/**
|
* Gets or sets the depth-test ellipsoid.
|
* @memberof Scene.prototype
|
*
|
* @type {Globe}
|
*/
|
globe: {
|
get: function () {
|
return this._globe;
|
},
|
|
set: function (globe) {
|
this._globe = this._globe && this._globe.destroy();
|
this._globe = globe;
|
|
updateGlobeListeners(this, globe);
|
},
|
},
|
|
/**
|
* Gets the collection of primitives.
|
* @memberof Scene.prototype
|
*
|
* @type {PrimitiveCollection}
|
* @readonly
|
*/
|
primitives: {
|
get: function () {
|
return this._primitives;
|
},
|
},
|
|
/**
|
* Gets the collection of ground primitives.
|
* @memberof Scene.prototype
|
*
|
* @type {PrimitiveCollection}
|
* @readonly
|
*/
|
groundPrimitives: {
|
get: function () {
|
return this._groundPrimitives;
|
},
|
},
|
|
/**
|
* Gets or sets the camera.
|
* @memberof Scene.prototype
|
*
|
* @type {Camera}
|
* @readonly
|
*/
|
camera: {
|
get: function () {
|
return this._view.camera;
|
},
|
set: function (camera) {
|
// For internal use only. Documentation is still @readonly.
|
this._view.camera = camera;
|
},
|
},
|
|
/**
|
* Gets or sets the view.
|
* @memberof Scene.prototype
|
*
|
* @type {View}
|
* @readonly
|
*
|
* @private
|
*/
|
view: {
|
get: function () {
|
return this._view;
|
},
|
set: function (view) {
|
// For internal use only. Documentation is still @readonly.
|
this._view = view;
|
},
|
},
|
|
/**
|
* Gets the default view.
|
* @memberof Scene.prototype
|
*
|
* @type {View}
|
* @readonly
|
*
|
* @private
|
*/
|
defaultView: {
|
get: function () {
|
return this._defaultView;
|
},
|
},
|
|
/**
|
* Gets picking functions and state
|
* @memberof Scene.prototype
|
*
|
* @type {Picking}
|
* @readonly
|
*
|
* @private
|
*/
|
picking: {
|
get: function () {
|
return this._picking;
|
},
|
},
|
|
/**
|
* Gets the controller for camera input handling.
|
* @memberof Scene.prototype
|
*
|
* @type {ScreenSpaceCameraController}
|
* @readonly
|
*/
|
screenSpaceCameraController: {
|
get: function () {
|
return this._screenSpaceCameraController;
|
},
|
},
|
|
/**
|
* Get the map projection to use in 2D and Columbus View modes.
|
* @memberof Scene.prototype
|
*
|
* @type {MapProjection}
|
* @readonly
|
*
|
* @default new GeographicProjection()
|
*/
|
mapProjection: {
|
get: function () {
|
return this._mapProjection;
|
},
|
},
|
|
/**
|
* Gets the job scheduler
|
* @memberof Scene.prototype
|
* @type {JobScheduler}
|
* @readonly
|
*
|
* @private
|
*/
|
jobScheduler: {
|
get: function () {
|
return this._jobScheduler;
|
},
|
},
|
|
/**
|
* Gets state information about the current scene. If called outside of a primitive's <code>update</code>
|
* function, the previous frame's state is returned.
|
* @memberof Scene.prototype
|
*
|
* @type {FrameState}
|
* @readonly
|
*
|
* @private
|
*/
|
frameState: {
|
get: function () {
|
return this._frameState;
|
},
|
},
|
|
/**
|
* Gets the environment state.
|
* @memberof Scene.prototype
|
*
|
* @type {EnvironmentState}
|
* @readonly
|
*
|
* @private
|
*/
|
environmentState: {
|
get: function () {
|
return this._environmentState;
|
},
|
},
|
|
/**
|
* Gets the collection of tweens taking place in the scene.
|
* @memberof Scene.prototype
|
*
|
* @type {TweenCollection}
|
* @readonly
|
*
|
* @private
|
*/
|
tweens: {
|
get: function () {
|
return this._tweens;
|
},
|
},
|
|
/**
|
* Gets the collection of image layers that will be rendered on the globe.
|
* @memberof Scene.prototype
|
*
|
* @type {ImageryLayerCollection}
|
* @readonly
|
*/
|
imageryLayers: {
|
get: function () {
|
if (!defined(this.globe)) {
|
return undefined;
|
}
|
|
return this.globe.imageryLayers;
|
},
|
},
|
|
/**
|
* The terrain provider providing surface geometry for the globe.
|
* @memberof Scene.prototype
|
*
|
* @type {TerrainProvider}
|
*/
|
terrainProvider: {
|
get: function () {
|
if (!defined(this.globe)) {
|
return undefined;
|
}
|
|
return this.globe.terrainProvider;
|
},
|
set: function (terrainProvider) {
|
if (defined(this.globe)) {
|
this.globe.terrainProvider = terrainProvider;
|
}
|
},
|
},
|
|
/**
|
* Gets an event that's raised when the terrain provider is changed
|
* @memberof Scene.prototype
|
*
|
* @type {Event}
|
* @readonly
|
*/
|
terrainProviderChanged: {
|
get: function () {
|
if (!defined(this.globe)) {
|
return undefined;
|
}
|
|
return this.globe.terrainProviderChanged;
|
},
|
},
|
|
/**
|
* Gets the event that will be raised before the scene is updated or rendered. Subscribers to the event
|
* receive the Scene instance as the first parameter and the current time as the second parameter.
|
* @memberof Scene.prototype
|
*
|
* @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
|
* @see Scene#postUpdate
|
* @see Scene#preRender
|
* @see Scene#postRender
|
*
|
* @type {Event}
|
* @readonly
|
*/
|
preUpdate: {
|
get: function () {
|
return this._preUpdate;
|
},
|
},
|
|
/**
|
* Gets the event that will be raised immediately after the scene is updated and before the scene is rendered.
|
* Subscribers to the event receive the Scene instance as the first parameter and the current time as the second
|
* parameter.
|
* @memberof Scene.prototype
|
*
|
* @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
|
* @see Scene#preUpdate
|
* @see Scene#preRender
|
* @see Scene#postRender
|
*
|
* @type {Event}
|
* @readonly
|
*/
|
postUpdate: {
|
get: function () {
|
return this._postUpdate;
|
},
|
},
|
|
/**
|
* Gets the event that will be raised when an error is thrown inside the <code>render</code> function.
|
* The Scene instance and the thrown error are the only two parameters passed to the event handler.
|
* By default, errors are not rethrown after this event is raised, but that can be changed by setting
|
* the <code>rethrowRenderErrors</code> property.
|
* @memberof Scene.prototype
|
*
|
* @type {Event}
|
* @readonly
|
*/
|
renderError: {
|
get: function () {
|
return this._renderError;
|
},
|
},
|
|
/**
|
* Gets the event that will be raised after the scene is updated and immediately before the scene is rendered.
|
* Subscribers to the event receive the Scene instance as the first parameter and the current time as the second
|
* parameter.
|
* @memberof Scene.prototype
|
*
|
* @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
|
* @see Scene#preUpdate
|
* @see Scene#postUpdate
|
* @see Scene#postRender
|
*
|
* @type {Event}
|
* @readonly
|
*/
|
preRender: {
|
get: function () {
|
return this._preRender;
|
},
|
},
|
|
/**
|
* Gets the event that will be raised immediately after the scene is rendered. Subscribers to the event
|
* receive the Scene instance as the first parameter and the current time as the second parameter.
|
* @memberof Scene.prototype
|
*
|
* @see {@link https://cesium.com/blog/2018/01/24/cesium-scene-rendering-performance/|Improving Performance with Explicit Rendering}
|
* @see Scene#preUpdate
|
* @see Scene#postUpdate
|
* @see Scene#postRender
|
*
|
* @type {Event}
|
* @readonly
|
*/
|
postRender: {
|
get: function () {
|
return this._postRender;
|
},
|
},
|
|
/**
|
* Gets the simulation time when the scene was last rendered. Returns undefined if the scene has not yet been
|
* rendered.
|
* @memberof Scene.prototype
|
*
|
* @type {JulianDate}
|
* @readonly
|
*/
|
lastRenderTime: {
|
get: function () {
|
return this._lastRenderTime;
|
},
|
},
|
|
/**
|
* @memberof Scene.prototype
|
* @private
|
* @readonly
|
*/
|
context: {
|
get: function () {
|
return this._context;
|
},
|
},
|
|
/**
|
* This property is for debugging only; it is not for production use.
|
* <p>
|
* When {@link Scene.debugShowFrustums} is <code>true</code>, this contains
|
* properties with statistics about the number of command execute per frustum.
|
* <code>totalCommands</code> is the total number of commands executed, ignoring
|
* overlap. <code>commandsInFrustums</code> is an array with the number of times
|
* commands are executed redundantly, e.g., how many commands overlap two or
|
* three frustums.
|
* </p>
|
*
|
* @memberof Scene.prototype
|
*
|
* @type {Object}
|
* @readonly
|
*
|
* @default undefined
|
*/
|
debugFrustumStatistics: {
|
get: function () {
|
return this._view.debugFrustumStatistics;
|
},
|
},
|
|
/**
|
* Gets whether or not the scene is optimized for 3D only viewing.
|
* @memberof Scene.prototype
|
* @type {Boolean}
|
* @readonly
|
*/
|
scene3DOnly: {
|
get: function () {
|
return this._frameState.scene3DOnly;
|
},
|
},
|
|
/**
|
* Gets whether or not the scene has order independent translucency enabled.
|
* Note that this only reflects the original construction option, and there are
|
* other factors that could prevent OIT from functioning on a given system configuration.
|
* @memberof Scene.prototype
|
* @type {Boolean}
|
* @readonly
|
*/
|
orderIndependentTranslucency: {
|
get: function () {
|
return this._useOIT;
|
},
|
},
|
|
/**
|
* Gets the unique identifier for this scene.
|
* @memberof Scene.prototype
|
* @type {String}
|
* @readonly
|
*/
|
id: {
|
get: function () {
|
return this._id;
|
},
|
},
|
|
/**
|
* Gets or sets the current mode of the scene.
|
* @memberof Scene.prototype
|
* @type {SceneMode}
|
* @default {@link SceneMode.SCENE3D}
|
*/
|
mode: {
|
get: function () {
|
return this._mode;
|
},
|
set: function (value) {
|
//>>includeStart('debug', pragmas.debug);
|
if (this.scene3DOnly && value !== SceneMode.SCENE3D) {
|
throw new DeveloperError(
|
"Only SceneMode.SCENE3D is valid when scene3DOnly is true."
|
);
|
}
|
//>>includeEnd('debug');
|
if (value === SceneMode.SCENE2D) {
|
this.morphTo2D(0);
|
} else if (value === SceneMode.SCENE3D) {
|
this.morphTo3D(0);
|
} else if (value === SceneMode.COLUMBUS_VIEW) {
|
this.morphToColumbusView(0);
|
//>>includeStart('debug', pragmas.debug);
|
} else {
|
throw new DeveloperError(
|
"value must be a valid SceneMode enumeration."
|
);
|
//>>includeEnd('debug');
|
}
|
this._mode = value;
|
},
|
},
|
|
/**
|
* Gets the number of frustums used in the last frame.
|
* @memberof Scene.prototype
|
* @type {FrustumCommands[]}
|
*
|
* @private
|
*/
|
frustumCommandsList: {
|
get: function () {
|
return this._view.frustumCommandsList;
|
},
|
},
|
|
/**
|
* Gets the number of frustums used in the last frame.
|
* @memberof Scene.prototype
|
* @type {Number}
|
*
|
* @private
|
*/
|
numberOfFrustums: {
|
get: function () {
|
return this._view.frustumCommandsList.length;
|
},
|
},
|
|
/**
|
* When <code>true</code>, splits the scene into two viewports with steroscopic views for the left and right eyes.
|
* Used for cardboard and WebVR.
|
* @memberof Scene.prototype
|
* @type {Boolean}
|
* @default false
|
*/
|
useWebVR: {
|
get: function () {
|
return this._useWebVR;
|
},
|
set: function (value) {
|
//>>includeStart('debug', pragmas.debug);
|
if (this.camera.frustum instanceof OrthographicFrustum) {
|
throw new DeveloperError(
|
"VR is unsupported with an orthographic projection."
|
);
|
}
|
//>>includeEnd('debug');
|
this._useWebVR = value;
|
if (this._useWebVR) {
|
this._frameState.creditDisplay.container.style.visibility = "hidden";
|
this._cameraVR = new Camera(this);
|
if (!defined(this._deviceOrientationCameraController)) {
|
this._deviceOrientationCameraController = new DeviceOrientationCameraController(
|
this
|
);
|
}
|
|
this._aspectRatioVR = this.camera.frustum.aspectRatio;
|
} else {
|
this._frameState.creditDisplay.container.style.visibility = "visible";
|
this._cameraVR = undefined;
|
this._deviceOrientationCameraController =
|
this._deviceOrientationCameraController &&
|
!this._deviceOrientationCameraController.isDestroyed() &&
|
this._deviceOrientationCameraController.destroy();
|
|
this.camera.frustum.aspectRatio = this._aspectRatioVR;
|
this.camera.frustum.xOffset = 0.0;
|
}
|
},
|
},
|
|
/**
|
* Determines if the 2D map is rotatable or can be scrolled infinitely in the horizontal direction.
|
* @memberof Scene.prototype
|
* @type {MapMode2D}
|
* @readonly
|
*/
|
mapMode2D: {
|
get: function () {
|
return this._mapMode2D;
|
},
|
},
|
|
/**
|
* Gets or sets the position of the Imagery splitter within the viewport. Valid values are between 0.0 and 1.0.
|
* @memberof Scene.prototype
|
*
|
* @type {Number}
|
*/
|
imagerySplitPosition: {
|
get: function () {
|
return this._frameState.imagerySplitPosition;
|
},
|
set: function (value) {
|
this._frameState.imagerySplitPosition = value;
|
},
|
},
|
|
/**
|
* The distance from the camera at which to disable the depth test of billboards, labels and points
|
* to, for example, prevent clipping against terrain. When set to zero, the depth test should always
|
* be applied. When less than zero, the depth test should never be applied. Setting the disableDepthTestDistance
|
* property of a billboard, label or point will override this value.
|
* @memberof Scene.prototype
|
* @type {Number}
|
* @default 0.0
|
*/
|
minimumDisableDepthTestDistance: {
|
get: function () {
|
return this._minimumDisableDepthTestDistance;
|
},
|
set: function (value) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(value) || value < 0.0) {
|
throw new DeveloperError(
|
"minimumDisableDepthTestDistance must be greater than or equal to 0.0."
|
);
|
}
|
//>>includeEnd('debug');
|
this._minimumDisableDepthTestDistance = value;
|
},
|
},
|
|
/**
|
* Whether or not to use a logarithmic depth buffer. Enabling this option will allow for less frustums in the multi-frustum,
|
* increasing performance. This property relies on fragmentDepth being supported.
|
* @memberof Scene.prototype
|
* @type {Boolean}
|
*/
|
logarithmicDepthBuffer: {
|
get: function () {
|
return this._logDepthBuffer;
|
},
|
set: function (value) {
|
value = this._context.fragmentDepth && value;
|
if (this._logDepthBuffer !== value) {
|
this._logDepthBuffer = value;
|
this._logDepthBufferDirty = true;
|
}
|
},
|
},
|
|
/**
|
* The value used for gamma correction. This is only used when rendering with high dynamic range.
|
* @memberof Scene.prototype
|
* @type {Number}
|
* @default 2.2
|
*/
|
gamma: {
|
get: function () {
|
return this._context.uniformState.gamma;
|
},
|
set: function (value) {
|
this._context.uniformState.gamma = value;
|
},
|
},
|
|
/**
|
* Whether or not to use high dynamic range rendering.
|
* @memberof Scene.prototype
|
* @type {Boolean}
|
* @default true
|
*/
|
highDynamicRange: {
|
get: function () {
|
return this._hdr;
|
},
|
set: function (value) {
|
var context = this._context;
|
var hdr =
|
value &&
|
context.depthTexture &&
|
(context.colorBufferFloat || context.colorBufferHalfFloat);
|
this._hdrDirty = hdr !== this._hdr;
|
this._hdr = hdr;
|
},
|
},
|
|
/**
|
* Whether or not high dynamic range rendering is supported.
|
* @memberof Scene.prototype
|
* @type {Boolean}
|
* @readonly
|
* @default true
|
*/
|
highDynamicRangeSupported: {
|
get: function () {
|
var context = this._context;
|
return (
|
context.depthTexture &&
|
(context.colorBufferFloat || context.colorBufferHalfFloat)
|
);
|
},
|
},
|
|
/**
|
* Whether or not the camera is underneath the globe.
|
* @memberof Scene.prototype
|
* @type {Boolean}
|
* @readonly
|
* @default false
|
*/
|
cameraUnderground: {
|
get: function () {
|
return this._cameraUnderground;
|
},
|
},
|
|
/**
|
* Ratio between a pixel and a density-independent pixel. Provides a standard unit of
|
* measure for real pixel measurements appropriate to a particular device.
|
*
|
* @memberof Scene.prototype
|
* @type {Number}
|
* @default 1.0
|
* @private
|
*/
|
pixelRatio: {
|
get: function () {
|
return this._frameState.pixelRatio;
|
},
|
set: function (value) {
|
this._frameState.pixelRatio = value;
|
},
|
},
|
|
/**
|
* @private
|
*/
|
opaqueFrustumNearOffset: {
|
get: function () {
|
return 0.9999;
|
},
|
},
|
|
/**
|
* @private
|
*/
|
globeHeight: {
|
get: function () {
|
return this._globeHeight;
|
},
|
},
|
});
|
|
/**
|
* Determines if a compressed texture format is supported.
|
* @param {String} format The texture format. May be the name of the format or the WebGL extension name, e.g. s3tc or WEBGL_compressed_texture_s3tc.
|
* @return {boolean} Whether or not the format is supported.
|
*/
|
Scene.prototype.getCompressedTextureFormatSupported = function (format) {
|
var context = this.context;
|
return (
|
((format === "WEBGL_compressed_texture_s3tc" || format === "s3tc") &&
|
context.s3tc) ||
|
((format === "WEBGL_compressed_texture_pvrtc" || format === "pvrtc") &&
|
context.pvrtc) ||
|
((format === "WEBGL_compressed_texture_etc" || format === "etc") &&
|
context.etc) ||
|
((format === "WEBGL_compressed_texture_etc1" || format === "etc1") &&
|
context.etc1) ||
|
((format === "WEBGL_compressed_texture_astc" || format === "astc") &&
|
context.astc) ||
|
((format === "EXT_texture_compression_bptc" || format === "bc7") &&
|
context.bc7)
|
);
|
};
|
|
function updateDerivedCommands(scene, command, shadowsDirty) {
|
var frameState = scene._frameState;
|
var context = scene._context;
|
var oit = scene._view.oit;
|
var lightShadowMaps = frameState.shadowState.lightShadowMaps;
|
var lightShadowsEnabled = frameState.shadowState.lightShadowsEnabled;
|
|
var derivedCommands = command.derivedCommands;
|
|
if (defined(command.pickId)) {
|
derivedCommands.picking = DerivedCommand.createPickDerivedCommand(
|
scene,
|
command,
|
context,
|
derivedCommands.picking
|
);
|
}
|
|
if (!command.pickOnly) {
|
derivedCommands.depth = DerivedCommand.createDepthOnlyDerivedCommand(
|
scene,
|
command,
|
context,
|
derivedCommands.depth
|
);
|
}
|
|
derivedCommands.originalCommand = command;
|
|
if (scene._hdr) {
|
derivedCommands.hdr = DerivedCommand.createHdrCommand(
|
command,
|
context,
|
derivedCommands.hdr
|
);
|
command = derivedCommands.hdr.command;
|
derivedCommands = command.derivedCommands;
|
}
|
|
if (lightShadowsEnabled && command.receiveShadows) {
|
derivedCommands.shadows = ShadowMap.createReceiveDerivedCommand(
|
lightShadowMaps,
|
command,
|
shadowsDirty,
|
context,
|
derivedCommands.shadows
|
);
|
}
|
|
if (command.pass === Pass.TRANSLUCENT && defined(oit) && oit.isSupported()) {
|
if (lightShadowsEnabled && command.receiveShadows) {
|
derivedCommands.oit = defined(derivedCommands.oit)
|
? derivedCommands.oit
|
: {};
|
derivedCommands.oit.shadows = oit.createDerivedCommands(
|
derivedCommands.shadows.receiveCommand,
|
context,
|
derivedCommands.oit.shadows
|
);
|
} else {
|
derivedCommands.oit = oit.createDerivedCommands(
|
command,
|
context,
|
derivedCommands.oit
|
);
|
}
|
}
|
}
|
|
/**
|
* @private
|
*/
|
Scene.prototype.updateDerivedCommands = function (command) {
|
if (!defined(command.derivedCommands)) {
|
// Is not a DrawCommand
|
return;
|
}
|
|
var frameState = this._frameState;
|
var context = this._context;
|
|
// Update derived commands when any shadow maps become dirty
|
var shadowsDirty = false;
|
var lastDirtyTime = frameState.shadowState.lastDirtyTime;
|
if (command.lastDirtyTime !== lastDirtyTime) {
|
command.lastDirtyTime = lastDirtyTime;
|
command.dirty = true;
|
shadowsDirty = true;
|
}
|
|
var useLogDepth = frameState.useLogDepth;
|
var useHdr = this._hdr;
|
var derivedCommands = command.derivedCommands;
|
var hasLogDepthDerivedCommands = defined(derivedCommands.logDepth);
|
var hasHdrCommands = defined(derivedCommands.hdr);
|
var hasDerivedCommands = defined(derivedCommands.originalCommand);
|
var needsLogDepthDerivedCommands = useLogDepth && !hasLogDepthDerivedCommands;
|
var needsHdrCommands = useHdr && !hasHdrCommands;
|
var needsDerivedCommands = (!useLogDepth || !useHdr) && !hasDerivedCommands;
|
command.dirty =
|
command.dirty ||
|
needsLogDepthDerivedCommands ||
|
needsHdrCommands ||
|
needsDerivedCommands;
|
|
if (command.dirty) {
|
command.dirty = false;
|
|
var shadowMaps = frameState.shadowState.shadowMaps;
|
var shadowsEnabled = frameState.shadowState.shadowsEnabled;
|
if (shadowsEnabled && command.castShadows) {
|
derivedCommands.shadows = ShadowMap.createCastDerivedCommand(
|
shadowMaps,
|
command,
|
shadowsDirty,
|
context,
|
derivedCommands.shadows
|
);
|
}
|
|
if (hasLogDepthDerivedCommands || needsLogDepthDerivedCommands) {
|
derivedCommands.logDepth = DerivedCommand.createLogDepthCommand(
|
command,
|
context,
|
derivedCommands.logDepth
|
);
|
updateDerivedCommands(
|
this,
|
derivedCommands.logDepth.command,
|
shadowsDirty
|
);
|
}
|
if (hasDerivedCommands || needsDerivedCommands) {
|
updateDerivedCommands(this, command, shadowsDirty);
|
}
|
}
|
};
|
|
var renderTilesetPassState = new Cesium3DTilePassState({
|
pass: Cesium3DTilePass.RENDER,
|
});
|
|
var preloadTilesetPassState = new Cesium3DTilePassState({
|
pass: Cesium3DTilePass.PRELOAD,
|
});
|
|
var preloadFlightTilesetPassState = new Cesium3DTilePassState({
|
pass: Cesium3DTilePass.PRELOAD_FLIGHT,
|
});
|
|
var requestRenderModeDeferCheckPassState = new Cesium3DTilePassState({
|
pass: Cesium3DTilePass.REQUEST_RENDER_MODE_DEFER_CHECK,
|
});
|
|
var scratchOccluderBoundingSphere = new BoundingSphere();
|
var scratchOccluder;
|
|
function getOccluder(scene) {
|
// TODO: The occluder is the top-level globe. When we add
|
// support for multiple central bodies, this should be the closest one.
|
var globe = scene.globe;
|
if (
|
scene._mode === SceneMode.SCENE3D &&
|
defined(globe) &&
|
globe.show &&
|
!scene._cameraUnderground &&
|
!scene._globeTranslucencyState.translucent
|
) {
|
var ellipsoid = globe.ellipsoid;
|
var minimumTerrainHeight = scene.frameState.minimumTerrainHeight;
|
scratchOccluderBoundingSphere.radius =
|
ellipsoid.minimumRadius + minimumTerrainHeight;
|
scratchOccluder = Occluder.fromBoundingSphere(
|
scratchOccluderBoundingSphere,
|
scene.camera.positionWC,
|
scratchOccluder
|
);
|
return scratchOccluder;
|
}
|
|
return undefined;
|
}
|
|
/**
|
* @private
|
*/
|
Scene.prototype.clearPasses = function (passes) {
|
passes.render = false;
|
passes.pick = false;
|
passes.depth = false;
|
passes.postProcess = false;
|
passes.offscreen = false;
|
};
|
|
function updateFrameNumber(scene, frameNumber, time) {
|
var frameState = scene._frameState;
|
frameState.frameNumber = frameNumber;
|
frameState.time = JulianDate.clone(time, frameState.time);
|
}
|
|
/**
|
* @private
|
*/
|
Scene.prototype.updateFrameState = function () {
|
var camera = this.camera;
|
|
var frameState = this._frameState;
|
frameState.commandList.length = 0;
|
frameState.shadowMaps.length = 0;
|
frameState.brdfLutGenerator = this._brdfLutGenerator;
|
frameState.environmentMap = this.skyBox && this.skyBox._cubeMap;
|
frameState.mode = this._mode;
|
frameState.morphTime = this.morphTime;
|
frameState.mapProjection = this.mapProjection;
|
frameState.camera = camera;
|
frameState.cullingVolume = camera.frustum.computeCullingVolume(
|
camera.positionWC,
|
camera.directionWC,
|
camera.upWC
|
);
|
frameState.occluder = getOccluder(this);
|
frameState.minimumTerrainHeight = 0.0;
|
frameState.minimumDisableDepthTestDistance = this._minimumDisableDepthTestDistance;
|
frameState.invertClassification = this.invertClassification;
|
frameState.useLogDepth =
|
this._logDepthBuffer &&
|
!(
|
this.camera.frustum instanceof OrthographicFrustum ||
|
this.camera.frustum instanceof OrthographicOffCenterFrustum
|
);
|
frameState.light = this.light;
|
frameState.cameraUnderground = this._cameraUnderground;
|
frameState.globeTranslucencyState = this._globeTranslucencyState;
|
|
if (defined(this.globe)) {
|
frameState.terrainExaggeration = this.globe.terrainExaggeration;
|
frameState.terrainExaggerationRelativeHeight = this.globe.terrainExaggerationRelativeHeight;
|
}
|
|
if (
|
defined(this._specularEnvironmentMapAtlas) &&
|
this._specularEnvironmentMapAtlas.ready
|
) {
|
frameState.specularEnvironmentMaps = this._specularEnvironmentMapAtlas.texture;
|
frameState.specularEnvironmentMapsMaximumLOD = this._specularEnvironmentMapAtlas.maximumMipmapLevel;
|
} else {
|
frameState.specularEnvironmentMaps = undefined;
|
frameState.specularEnvironmentMapsMaximumLOD = undefined;
|
}
|
|
frameState.sphericalHarmonicCoefficients = this.sphericalHarmonicCoefficients;
|
|
this._actualInvertClassificationColor = Color.clone(
|
this.invertClassificationColor,
|
this._actualInvertClassificationColor
|
);
|
if (!InvertClassification.isTranslucencySupported(this._context)) {
|
this._actualInvertClassificationColor.alpha = 1.0;
|
}
|
|
frameState.invertClassificationColor = this._actualInvertClassificationColor;
|
|
if (defined(this.globe)) {
|
frameState.maximumScreenSpaceError = this.globe.maximumScreenSpaceError;
|
} else {
|
frameState.maximumScreenSpaceError = 2;
|
}
|
|
this.clearPasses(frameState.passes);
|
|
frameState.tilesetPassState = undefined;
|
};
|
|
/**
|
* @private
|
*/
|
Scene.prototype.isVisible = function (command, cullingVolume, occluder) {
|
return (
|
defined(command) &&
|
(!defined(command.boundingVolume) ||
|
!command.cull ||
|
(cullingVolume.computeVisibility(command.boundingVolume) !==
|
Intersect.OUTSIDE &&
|
(!defined(occluder) ||
|
!command.occlude ||
|
!command.boundingVolume.isOccluded(occluder))))
|
);
|
};
|
|
var transformFrom2D = new Matrix4(
|
0.0,
|
0.0,
|
1.0,
|
0.0,
|
1.0,
|
0.0,
|
0.0,
|
0.0,
|
0.0,
|
1.0,
|
0.0,
|
0.0,
|
0.0,
|
0.0,
|
0.0,
|
1.0
|
);
|
transformFrom2D = Matrix4.inverseTransformation(
|
transformFrom2D,
|
transformFrom2D
|
);
|
|
function debugShowBoundingVolume(command, scene, passState, debugFramebuffer) {
|
// Debug code to draw bounding volume for command. Not optimized!
|
// Assumes bounding volume is a bounding sphere or box
|
var frameState = scene._frameState;
|
var context = frameState.context;
|
var boundingVolume = command.boundingVolume;
|
|
if (defined(scene._debugVolume)) {
|
scene._debugVolume.destroy();
|
}
|
|
var geometry;
|
|
var center = Cartesian3.clone(boundingVolume.center);
|
if (frameState.mode !== SceneMode.SCENE3D) {
|
center = Matrix4.multiplyByPoint(transformFrom2D, center, center);
|
var projection = frameState.mapProjection;
|
var centerCartographic = projection.unproject(center);
|
center = projection.ellipsoid.cartographicToCartesian(centerCartographic);
|
}
|
|
if (defined(boundingVolume.radius)) {
|
var radius = boundingVolume.radius;
|
|
geometry = GeometryPipeline.toWireframe(
|
EllipsoidGeometry.createGeometry(
|
new EllipsoidGeometry({
|
radii: new Cartesian3(radius, radius, radius),
|
vertexFormat: PerInstanceColorAppearance.FLAT_VERTEX_FORMAT,
|
})
|
)
|
);
|
|
scene._debugVolume = new Primitive({
|
geometryInstances: new GeometryInstance({
|
geometry: geometry,
|
modelMatrix: Matrix4.fromTranslation(center),
|
attributes: {
|
color: new ColorGeometryInstanceAttribute(1.0, 0.0, 0.0, 1.0),
|
},
|
}),
|
appearance: new PerInstanceColorAppearance({
|
flat: true,
|
translucent: false,
|
}),
|
asynchronous: false,
|
});
|
} else {
|
var halfAxes = boundingVolume.halfAxes;
|
|
geometry = GeometryPipeline.toWireframe(
|
BoxGeometry.createGeometry(
|
BoxGeometry.fromDimensions({
|
dimensions: new Cartesian3(2.0, 2.0, 2.0),
|
vertexFormat: PerInstanceColorAppearance.FLAT_VERTEX_FORMAT,
|
})
|
)
|
);
|
|
scene._debugVolume = new Primitive({
|
geometryInstances: new GeometryInstance({
|
geometry: geometry,
|
modelMatrix: Matrix4.fromRotationTranslation(
|
halfAxes,
|
center,
|
new Matrix4()
|
),
|
attributes: {
|
color: new ColorGeometryInstanceAttribute(1.0, 0.0, 0.0, 1.0),
|
},
|
}),
|
appearance: new PerInstanceColorAppearance({
|
flat: true,
|
translucent: false,
|
}),
|
asynchronous: false,
|
});
|
}
|
|
var savedCommandList = frameState.commandList;
|
var commandList = (frameState.commandList = []);
|
scene._debugVolume.update(frameState);
|
|
command = commandList[0];
|
|
if (frameState.useLogDepth) {
|
var logDepth = DerivedCommand.createLogDepthCommand(command, context);
|
command = logDepth.command;
|
}
|
|
var framebuffer;
|
if (defined(debugFramebuffer)) {
|
framebuffer = passState.framebuffer;
|
passState.framebuffer = debugFramebuffer;
|
}
|
|
command.execute(context, passState);
|
|
if (defined(framebuffer)) {
|
passState.framebuffer = framebuffer;
|
}
|
|
frameState.commandList = savedCommandList;
|
}
|
|
function executeCommand(command, scene, context, passState, debugFramebuffer) {
|
var frameState = scene._frameState;
|
|
if (defined(scene.debugCommandFilter) && !scene.debugCommandFilter(command)) {
|
return;
|
}
|
|
if (command instanceof ClearCommand) {
|
command.execute(context, passState);
|
return;
|
}
|
|
if (command.debugShowBoundingVolume && defined(command.boundingVolume)) {
|
debugShowBoundingVolume(command, scene, passState, debugFramebuffer);
|
}
|
|
if (frameState.useLogDepth && defined(command.derivedCommands.logDepth)) {
|
command = command.derivedCommands.logDepth.command;
|
}
|
|
var passes = frameState.passes;
|
if (
|
!passes.pick &&
|
!passes.depth &&
|
scene._hdr &&
|
defined(command.derivedCommands) &&
|
defined(command.derivedCommands.hdr)
|
) {
|
command = command.derivedCommands.hdr.command;
|
}
|
|
if (passes.pick || passes.depth) {
|
if (
|
passes.pick &&
|
!passes.depth &&
|
defined(command.derivedCommands.picking)
|
) {
|
command = command.derivedCommands.picking.pickCommand;
|
command.execute(context, passState);
|
return;
|
} else if (defined(command.derivedCommands.depth)) {
|
command = command.derivedCommands.depth.depthOnlyCommand;
|
command.execute(context, passState);
|
return;
|
}
|
}
|
|
if (scene.debugShowCommands || scene.debugShowFrustums) {
|
scene._debugInspector.executeDebugShowFrustumsCommand(
|
scene,
|
command,
|
passState
|
);
|
return;
|
}
|
|
if (
|
frameState.shadowState.lightShadowsEnabled &&
|
command.receiveShadows &&
|
defined(command.derivedCommands.shadows)
|
) {
|
// If the command receives shadows, execute the derived shadows command.
|
// Some commands, such as OIT derived commands, do not have derived shadow commands themselves
|
// and instead shadowing is built-in. In this case execute the command regularly below.
|
command.derivedCommands.shadows.receiveCommand.execute(context, passState);
|
} else {
|
command.execute(context, passState);
|
}
|
}
|
|
function executeIdCommand(command, scene, context, passState) {
|
var frameState = scene._frameState;
|
var derivedCommands = command.derivedCommands;
|
if (!defined(derivedCommands)) {
|
return;
|
}
|
|
if (frameState.useLogDepth && defined(derivedCommands.logDepth)) {
|
command = derivedCommands.logDepth.command;
|
}
|
|
derivedCommands = command.derivedCommands;
|
if (defined(derivedCommands.picking)) {
|
command = derivedCommands.picking.pickCommand;
|
command.execute(context, passState);
|
} else if (defined(derivedCommands.depth)) {
|
command = derivedCommands.depth.depthOnlyCommand;
|
command.execute(context, passState);
|
}
|
}
|
|
function backToFront(a, b, position) {
|
return (
|
b.boundingVolume.distanceSquaredTo(position) -
|
a.boundingVolume.distanceSquaredTo(position)
|
);
|
}
|
|
function frontToBack(a, b, position) {
|
// When distances are equal equal favor sorting b before a. This gives render priority to commands later in the list.
|
return (
|
a.boundingVolume.distanceSquaredTo(position) -
|
b.boundingVolume.distanceSquaredTo(position) +
|
CesiumMath.EPSILON12
|
);
|
}
|
|
function executeTranslucentCommandsBackToFront(
|
scene,
|
executeFunction,
|
passState,
|
commands,
|
invertClassification
|
) {
|
var context = scene.context;
|
|
mergeSort(commands, backToFront, scene.camera.positionWC);
|
|
if (defined(invertClassification)) {
|
executeFunction(
|
invertClassification.unclassifiedCommand,
|
scene,
|
context,
|
passState
|
);
|
}
|
|
var length = commands.length;
|
for (var i = 0; i < length; ++i) {
|
executeFunction(commands[i], scene, context, passState);
|
}
|
}
|
|
function executeTranslucentCommandsFrontToBack(
|
scene,
|
executeFunction,
|
passState,
|
commands,
|
invertClassification
|
) {
|
var context = scene.context;
|
|
mergeSort(commands, frontToBack, scene.camera.positionWC);
|
|
if (defined(invertClassification)) {
|
executeFunction(
|
invertClassification.unclassifiedCommand,
|
scene,
|
context,
|
passState
|
);
|
}
|
|
var length = commands.length;
|
for (var i = 0; i < length; ++i) {
|
executeFunction(commands[i], scene, context, passState);
|
}
|
}
|
|
function getDebugGlobeDepth(scene, index) {
|
var globeDepths = scene._view.debugGlobeDepths;
|
var globeDepth = globeDepths[index];
|
if (!defined(globeDepth) && scene.context.depthTexture) {
|
globeDepth = new GlobeDepth();
|
globeDepths[index] = globeDepth;
|
}
|
return globeDepth;
|
}
|
|
var scratchPerspectiveFrustum = new PerspectiveFrustum();
|
var scratchPerspectiveOffCenterFrustum = new PerspectiveOffCenterFrustum();
|
var scratchOrthographicFrustum = new OrthographicFrustum();
|
var scratchOrthographicOffCenterFrustum = new OrthographicOffCenterFrustum();
|
|
function executeCommands(scene, passState) {
|
var camera = scene.camera;
|
var context = scene.context;
|
var frameState = scene.frameState;
|
var us = context.uniformState;
|
|
us.updateCamera(camera);
|
|
// Create a working frustum from the original camera frustum.
|
var frustum;
|
if (defined(camera.frustum.fov)) {
|
frustum = camera.frustum.clone(scratchPerspectiveFrustum);
|
} else if (defined(camera.frustum.infiniteProjectionMatrix)) {
|
frustum = camera.frustum.clone(scratchPerspectiveOffCenterFrustum);
|
} else if (defined(camera.frustum.width)) {
|
frustum = camera.frustum.clone(scratchOrthographicFrustum);
|
} else {
|
frustum = camera.frustum.clone(scratchOrthographicOffCenterFrustum);
|
}
|
|
// Ideally, we would render the sky box and atmosphere last for
|
// early-z, but we would have to draw it in each frustum
|
frustum.near = camera.frustum.near;
|
frustum.far = camera.frustum.far;
|
us.updateFrustum(frustum);
|
us.updatePass(Pass.ENVIRONMENT);
|
|
var passes = frameState.passes;
|
var picking = passes.pick;
|
var environmentState = scene._environmentState;
|
var view = scene._view;
|
var renderTranslucentDepthForPick =
|
environmentState.renderTranslucentDepthForPick;
|
var useWebVR = environmentState.useWebVR;
|
|
// Do not render environment primitives during a pick pass since they do not generate picking commands.
|
if (!picking) {
|
var skyBoxCommand = environmentState.skyBoxCommand;
|
if (defined(skyBoxCommand)) {
|
executeCommand(skyBoxCommand, scene, context, passState);
|
}
|
|
if (environmentState.isSkyAtmosphereVisible) {
|
executeCommand(
|
environmentState.skyAtmosphereCommand,
|
scene,
|
context,
|
passState
|
);
|
}
|
|
if (environmentState.isSunVisible) {
|
environmentState.sunDrawCommand.execute(context, passState);
|
if (scene.sunBloom && !useWebVR) {
|
var framebuffer;
|
if (environmentState.useGlobeDepthFramebuffer) {
|
framebuffer = view.globeDepth.framebuffer;
|
} else if (environmentState.usePostProcess) {
|
framebuffer = view.sceneFramebuffer.getFramebuffer();
|
} else {
|
framebuffer = environmentState.originalFramebuffer;
|
}
|
scene._sunPostProcess.execute(context);
|
scene._sunPostProcess.copy(context, framebuffer);
|
passState.framebuffer = framebuffer;
|
}
|
}
|
|
// Moon can be seen through the atmosphere, since the sun is rendered after the atmosphere.
|
if (environmentState.isMoonVisible) {
|
environmentState.moonCommand.execute(context, passState);
|
}
|
}
|
|
// Determine how translucent surfaces will be handled.
|
var executeTranslucentCommands;
|
if (environmentState.useOIT) {
|
if (!defined(scene._executeOITFunction)) {
|
scene._executeOITFunction = function (
|
scene,
|
executeFunction,
|
passState,
|
commands,
|
invertClassification
|
) {
|
view.oit.executeCommands(
|
scene,
|
executeFunction,
|
passState,
|
commands,
|
invertClassification
|
);
|
};
|
}
|
executeTranslucentCommands = scene._executeOITFunction;
|
} else if (passes.render) {
|
executeTranslucentCommands = executeTranslucentCommandsBackToFront;
|
} else {
|
executeTranslucentCommands = executeTranslucentCommandsFrontToBack;
|
}
|
|
var frustumCommandsList = view.frustumCommandsList;
|
var numFrustums = frustumCommandsList.length;
|
|
var clearGlobeDepth = environmentState.clearGlobeDepth;
|
var useDepthPlane = environmentState.useDepthPlane;
|
var globeTranslucencyState = scene._globeTranslucencyState;
|
var globeTranslucent = globeTranslucencyState.translucent;
|
var globeTranslucencyFramebuffer = scene._view.globeTranslucencyFramebuffer;
|
var separatePrimitiveFramebuffer = (environmentState.separatePrimitiveFramebuffer = false);
|
var clearDepth = scene._depthClearCommand;
|
var clearStencil = scene._stencilClearCommand;
|
var clearClassificationStencil = scene._classificationStencilClearCommand;
|
var depthPlane = scene._depthPlane;
|
var usePostProcessSelected = environmentState.usePostProcessSelected;
|
|
var height2D = camera.position.z;
|
|
// Execute commands in each frustum in back to front order
|
var j;
|
for (var i = 0; i < numFrustums; ++i) {
|
var index = numFrustums - i - 1;
|
var frustumCommands = frustumCommandsList[index];
|
|
if (scene.mode === SceneMode.SCENE2D) {
|
// To avoid z-fighting in 2D, move the camera to just before the frustum
|
// and scale the frustum depth to be in [1.0, nearToFarDistance2D].
|
camera.position.z = height2D - frustumCommands.near + 1.0;
|
frustum.far = Math.max(1.0, frustumCommands.far - frustumCommands.near);
|
frustum.near = 1.0;
|
us.update(frameState);
|
us.updateFrustum(frustum);
|
} else {
|
// Avoid tearing artifacts between adjacent frustums in the opaque passes
|
frustum.near =
|
index !== 0
|
? frustumCommands.near * scene.opaqueFrustumNearOffset
|
: frustumCommands.near;
|
frustum.far = frustumCommands.far;
|
us.updateFrustum(frustum);
|
}
|
|
var globeDepth = scene.debugShowGlobeDepth
|
? getDebugGlobeDepth(scene, index)
|
: view.globeDepth;
|
|
if (separatePrimitiveFramebuffer) {
|
// Render to globe framebuffer in GLOBE pass
|
passState.framebuffer = globeDepth.framebuffer;
|
}
|
|
var fb;
|
if (
|
scene.debugShowGlobeDepth &&
|
defined(globeDepth) &&
|
environmentState.useGlobeDepthFramebuffer
|
) {
|
globeDepth.update(
|
context,
|
passState,
|
view.viewport,
|
scene._hdr,
|
clearGlobeDepth
|
);
|
globeDepth.clear(context, passState, scene._clearColorCommand.color);
|
fb = passState.framebuffer;
|
passState.framebuffer = globeDepth.framebuffer;
|
}
|
|
clearDepth.execute(context, passState);
|
|
if (context.stencilBuffer) {
|
clearStencil.execute(context, passState);
|
}
|
|
us.updatePass(Pass.GLOBE);
|
var commands = frustumCommands.commands[Pass.GLOBE];
|
var length = frustumCommands.indices[Pass.GLOBE];
|
|
if (globeTranslucent) {
|
globeTranslucencyState.executeGlobeCommands(
|
frustumCommands,
|
executeCommand,
|
globeTranslucencyFramebuffer,
|
scene,
|
passState
|
);
|
} else {
|
for (j = 0; j < length; ++j) {
|
executeCommand(commands[j], scene, context, passState);
|
}
|
}
|
|
if (defined(globeDepth) && environmentState.useGlobeDepthFramebuffer) {
|
globeDepth.executeCopyDepth(context, passState);
|
}
|
|
if (
|
scene.debugShowGlobeDepth &&
|
defined(globeDepth) &&
|
environmentState.useGlobeDepthFramebuffer
|
) {
|
passState.framebuffer = fb;
|
}
|
|
// Draw terrain classification
|
if (!environmentState.renderTranslucentDepthForPick) {
|
us.updatePass(Pass.TERRAIN_CLASSIFICATION);
|
commands = frustumCommands.commands[Pass.TERRAIN_CLASSIFICATION];
|
length = frustumCommands.indices[Pass.TERRAIN_CLASSIFICATION];
|
|
if (globeTranslucent) {
|
globeTranslucencyState.executeGlobeClassificationCommands(
|
frustumCommands,
|
executeCommand,
|
globeTranslucencyFramebuffer,
|
scene,
|
passState
|
);
|
} else {
|
for (j = 0; j < length; ++j) {
|
executeCommand(commands[j], scene, context, passState);
|
}
|
}
|
}
|
|
if (clearGlobeDepth) {
|
clearDepth.execute(context, passState);
|
if (useDepthPlane) {
|
depthPlane.execute(context, passState);
|
}
|
}
|
|
if (separatePrimitiveFramebuffer) {
|
// Render to primitive framebuffer in all other passes
|
passState.framebuffer = globeDepth.primitiveFramebuffer;
|
}
|
|
if (
|
!environmentState.useInvertClassification ||
|
picking ||
|
environmentState.renderTranslucentDepthForPick
|
) {
|
// Common/fastest path. Draw 3D Tiles and classification normally.
|
|
// Draw 3D Tiles
|
us.updatePass(Pass.CESIUM_3D_TILE);
|
commands = frustumCommands.commands[Pass.CESIUM_3D_TILE];
|
length = frustumCommands.indices[Pass.CESIUM_3D_TILE];
|
for (j = 0; j < length; ++j) {
|
executeCommand(commands[j], scene, context, passState);
|
}
|
|
if (length > 0) {
|
if (defined(globeDepth) && environmentState.useGlobeDepthFramebuffer) {
|
globeDepth.executeUpdateDepth(context, passState, clearGlobeDepth);
|
}
|
|
// Draw classifications. Modifies 3D Tiles color.
|
if (!environmentState.renderTranslucentDepthForPick) {
|
us.updatePass(Pass.CESIUM_3D_TILE_CLASSIFICATION);
|
commands =
|
frustumCommands.commands[Pass.CESIUM_3D_TILE_CLASSIFICATION];
|
length = frustumCommands.indices[Pass.CESIUM_3D_TILE_CLASSIFICATION];
|
for (j = 0; j < length; ++j) {
|
executeCommand(commands[j], scene, context, passState);
|
}
|
}
|
}
|
} else {
|
// When the invert classification color is opaque:
|
// Main FBO (FBO1): Main_Color + Main_DepthStencil
|
// Invert classification FBO (FBO2) : Invert_Color + Main_DepthStencil
|
//
|
// 1. Clear FBO2 color to vec4(0.0) for each frustum
|
// 2. Draw 3D Tiles to FBO2
|
// 3. Draw classification to FBO2
|
// 4. Fullscreen pass to FBO1, draw Invert_Color when:
|
// * Main_DepthStencil has the stencil bit set > 0 (classified)
|
// 5. Fullscreen pass to FBO1, draw Invert_Color * czm_invertClassificationColor when:
|
// * Main_DepthStencil has stencil bit set to 0 (unclassified) and
|
// * Invert_Color !== vec4(0.0)
|
//
|
// When the invert classification color is translucent:
|
// Main FBO (FBO1): Main_Color + Main_DepthStencil
|
// Invert classification FBO (FBO2): Invert_Color + Invert_DepthStencil
|
// IsClassified FBO (FBO3): IsClassified_Color + Invert_DepthStencil
|
//
|
// 1. Clear FBO2 and FBO3 color to vec4(0.0), stencil to 0, and depth to 1.0
|
// 2. Draw 3D Tiles to FBO2
|
// 3. Draw classification to FBO2
|
// 4. Fullscreen pass to FBO3, draw any color when
|
// * Invert_DepthStencil has the stencil bit set > 0 (classified)
|
// 5. Fullscreen pass to FBO1, draw Invert_Color when:
|
// * Invert_Color !== vec4(0.0) and
|
// * IsClassified_Color !== vec4(0.0)
|
// 6. Fullscreen pass to FBO1, draw Invert_Color * czm_invertClassificationColor when:
|
// * Invert_Color !== vec4(0.0) and
|
// * IsClassified_Color === vec4(0.0)
|
//
|
// NOTE: Step six when translucent invert color occurs after the TRANSLUCENT pass
|
//
|
scene._invertClassification.clear(context, passState);
|
|
var opaqueClassificationFramebuffer = passState.framebuffer;
|
passState.framebuffer = scene._invertClassification._fbo;
|
|
// Draw normally
|
us.updatePass(Pass.CESIUM_3D_TILE);
|
commands = frustumCommands.commands[Pass.CESIUM_3D_TILE];
|
length = frustumCommands.indices[Pass.CESIUM_3D_TILE];
|
for (j = 0; j < length; ++j) {
|
executeCommand(commands[j], scene, context, passState);
|
}
|
|
if (defined(globeDepth) && environmentState.useGlobeDepthFramebuffer) {
|
globeDepth.executeUpdateDepth(context, passState, clearGlobeDepth);
|
}
|
|
// Set stencil
|
us.updatePass(Pass.CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW);
|
commands =
|
frustumCommands.commands[
|
Pass.CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW
|
];
|
length =
|
frustumCommands.indices[Pass.CESIUM_3D_TILE_CLASSIFICATION_IGNORE_SHOW];
|
for (j = 0; j < length; ++j) {
|
executeCommand(commands[j], scene, context, passState);
|
}
|
|
passState.framebuffer = opaqueClassificationFramebuffer;
|
|
// Fullscreen pass to copy classified fragments
|
scene._invertClassification.executeClassified(context, passState);
|
if (frameState.invertClassificationColor.alpha === 1.0) {
|
// Fullscreen pass to copy unclassified fragments when alpha == 1.0
|
scene._invertClassification.executeUnclassified(context, passState);
|
}
|
|
// Clear stencil set by the classification for the next classification pass
|
if (length > 0 && context.stencilBuffer) {
|
clearClassificationStencil.execute(context, passState);
|
}
|
|
// Draw style over classification.
|
us.updatePass(Pass.CESIUM_3D_TILE_CLASSIFICATION);
|
commands = frustumCommands.commands[Pass.CESIUM_3D_TILE_CLASSIFICATION];
|
length = frustumCommands.indices[Pass.CESIUM_3D_TILE_CLASSIFICATION];
|
for (j = 0; j < length; ++j) {
|
executeCommand(commands[j], scene, context, passState);
|
}
|
}
|
|
if (length > 0 && context.stencilBuffer) {
|
clearStencil.execute(context, passState);
|
}
|
|
us.updatePass(Pass.OPAQUE);
|
commands = frustumCommands.commands[Pass.OPAQUE];
|
length = frustumCommands.indices[Pass.OPAQUE];
|
for (j = 0; j < length; ++j) {
|
executeCommand(commands[j], scene, context, passState);
|
}
|
|
if (index !== 0 && scene.mode !== SceneMode.SCENE2D) {
|
// Do not overlap frustums in the translucent pass to avoid blending artifacts
|
frustum.near = frustumCommands.near;
|
us.updateFrustum(frustum);
|
}
|
|
var invertClassification;
|
if (
|
!picking &&
|
environmentState.useInvertClassification &&
|
frameState.invertClassificationColor.alpha < 1.0
|
) {
|
// Fullscreen pass to copy unclassified fragments when alpha < 1.0.
|
// Not executed when undefined.
|
invertClassification = scene._invertClassification;
|
}
|
|
us.updatePass(Pass.TRANSLUCENT);
|
commands = frustumCommands.commands[Pass.TRANSLUCENT];
|
commands.length = frustumCommands.indices[Pass.TRANSLUCENT];
|
executeTranslucentCommands(
|
scene,
|
executeCommand,
|
passState,
|
commands,
|
invertClassification
|
);
|
|
// Classification for translucent 3D Tiles
|
var has3DTilesClassificationCommands =
|
frustumCommands.indices[Pass.CESIUM_3D_TILE_CLASSIFICATION] > 0;
|
if (
|
has3DTilesClassificationCommands &&
|
view.translucentTileClassification.isSupported()
|
) {
|
view.translucentTileClassification.executeTranslucentCommands(
|
scene,
|
executeCommand,
|
passState,
|
commands,
|
globeDepth.framebuffer
|
);
|
view.translucentTileClassification.executeClassificationCommands(
|
scene,
|
executeCommand,
|
passState,
|
frustumCommands
|
);
|
}
|
|
if (
|
context.depthTexture &&
|
scene.useDepthPicking &&
|
(environmentState.useGlobeDepthFramebuffer ||
|
renderTranslucentDepthForPick)
|
) {
|
// PERFORMANCE_IDEA: Use MRT to avoid the extra copy.
|
var depthStencilTexture = renderTranslucentDepthForPick
|
? passState.framebuffer.depthStencilTexture
|
: globeDepth.framebuffer.depthStencilTexture;
|
var pickDepth = scene._picking.getPickDepth(scene, index);
|
pickDepth.update(context, depthStencilTexture);
|
pickDepth.executeCopyDepth(context, passState);
|
}
|
|
if (separatePrimitiveFramebuffer) {
|
// Reset framebuffer
|
passState.framebuffer = globeDepth.framebuffer;
|
}
|
|
if (picking || !usePostProcessSelected) {
|
continue;
|
}
|
|
var originalFramebuffer = passState.framebuffer;
|
passState.framebuffer = view.sceneFramebuffer.getIdFramebuffer();
|
|
// reset frustum
|
frustum.near =
|
index !== 0
|
? frustumCommands.near * scene.opaqueFrustumNearOffset
|
: frustumCommands.near;
|
frustum.far = frustumCommands.far;
|
us.updateFrustum(frustum);
|
|
us.updatePass(Pass.GLOBE);
|
commands = frustumCommands.commands[Pass.GLOBE];
|
length = frustumCommands.indices[Pass.GLOBE];
|
|
if (globeTranslucent) {
|
globeTranslucencyState.executeGlobeCommands(
|
frustumCommands,
|
executeIdCommand,
|
globeTranslucencyFramebuffer,
|
scene,
|
passState
|
);
|
} else {
|
for (j = 0; j < length; ++j) {
|
executeIdCommand(commands[j], scene, context, passState);
|
}
|
}
|
|
if (clearGlobeDepth) {
|
clearDepth.framebuffer = passState.framebuffer;
|
clearDepth.execute(context, passState);
|
clearDepth.framebuffer = undefined;
|
}
|
|
if (clearGlobeDepth && useDepthPlane) {
|
depthPlane.execute(context, passState);
|
}
|
|
us.updatePass(Pass.CESIUM_3D_TILE);
|
commands = frustumCommands.commands[Pass.CESIUM_3D_TILE];
|
length = frustumCommands.indices[Pass.CESIUM_3D_TILE];
|
for (j = 0; j < length; ++j) {
|
executeIdCommand(commands[j], scene, context, passState);
|
}
|
|
us.updatePass(Pass.OPAQUE);
|
commands = frustumCommands.commands[Pass.OPAQUE];
|
length = frustumCommands.indices[Pass.OPAQUE];
|
for (j = 0; j < length; ++j) {
|
executeIdCommand(commands[j], scene, context, passState);
|
}
|
|
us.updatePass(Pass.TRANSLUCENT);
|
commands = frustumCommands.commands[Pass.TRANSLUCENT];
|
length = frustumCommands.indices[Pass.TRANSLUCENT];
|
for (j = 0; j < length; ++j) {
|
executeIdCommand(commands[j], scene, context, passState);
|
}
|
|
passState.framebuffer = originalFramebuffer;
|
}
|
}
|
|
function executeComputeCommands(scene) {
|
var us = scene.context.uniformState;
|
us.updatePass(Pass.COMPUTE);
|
|
var sunComputeCommand = scene._environmentState.sunComputeCommand;
|
if (defined(sunComputeCommand)) {
|
sunComputeCommand.execute(scene._computeEngine);
|
}
|
|
var commandList = scene._computeCommandList;
|
var length = commandList.length;
|
for (var i = 0; i < length; ++i) {
|
commandList[i].execute(scene._computeEngine);
|
}
|
}
|
|
function executeOverlayCommands(scene, passState) {
|
var us = scene.context.uniformState;
|
us.updatePass(Pass.OVERLAY);
|
|
var context = scene.context;
|
var commandList = scene._overlayCommandList;
|
var length = commandList.length;
|
for (var i = 0; i < length; ++i) {
|
commandList[i].execute(context, passState);
|
}
|
}
|
|
function insertShadowCastCommands(scene, commandList, shadowMap) {
|
var shadowVolume = shadowMap.shadowMapCullingVolume;
|
var isPointLight = shadowMap.isPointLight;
|
var passes = shadowMap.passes;
|
var numberOfPasses = passes.length;
|
|
var length = commandList.length;
|
for (var i = 0; i < length; ++i) {
|
var command = commandList[i];
|
scene.updateDerivedCommands(command);
|
|
if (
|
command.castShadows &&
|
(command.pass === Pass.GLOBE ||
|
command.pass === Pass.CESIUM_3D_TILE ||
|
command.pass === Pass.OPAQUE ||
|
command.pass === Pass.TRANSLUCENT)
|
) {
|
if (scene.isVisible(command, shadowVolume)) {
|
if (isPointLight) {
|
for (var k = 0; k < numberOfPasses; ++k) {
|
passes[k].commandList.push(command);
|
}
|
} else if (numberOfPasses === 1) {
|
passes[0].commandList.push(command);
|
} else {
|
var wasVisible = false;
|
// Loop over cascades from largest to smallest
|
for (var j = numberOfPasses - 1; j >= 0; --j) {
|
var cascadeVolume = passes[j].cullingVolume;
|
if (scene.isVisible(command, cascadeVolume)) {
|
passes[j].commandList.push(command);
|
wasVisible = true;
|
} else if (wasVisible) {
|
// If it was visible in the previous cascade but now isn't
|
// then there is no need to check any more cascades
|
break;
|
}
|
}
|
}
|
}
|
}
|
}
|
}
|
|
function executeShadowMapCastCommands(scene) {
|
var frameState = scene.frameState;
|
var shadowMaps = frameState.shadowState.shadowMaps;
|
var shadowMapLength = shadowMaps.length;
|
|
if (!frameState.shadowState.shadowsEnabled) {
|
return;
|
}
|
|
var context = scene.context;
|
var uniformState = context.uniformState;
|
|
for (var i = 0; i < shadowMapLength; ++i) {
|
var shadowMap = shadowMaps[i];
|
if (shadowMap.outOfView) {
|
continue;
|
}
|
|
// Reset the command lists
|
var j;
|
var passes = shadowMap.passes;
|
var numberOfPasses = passes.length;
|
for (j = 0; j < numberOfPasses; ++j) {
|
passes[j].commandList.length = 0;
|
}
|
|
// Insert the primitive/model commands into the command lists
|
var sceneCommands = scene.frameState.commandList;
|
insertShadowCastCommands(scene, sceneCommands, shadowMap);
|
|
for (j = 0; j < numberOfPasses; ++j) {
|
var pass = shadowMap.passes[j];
|
uniformState.updateCamera(pass.camera);
|
shadowMap.updatePass(context, j);
|
var numberOfCommands = pass.commandList.length;
|
for (var k = 0; k < numberOfCommands; ++k) {
|
var command = pass.commandList[k];
|
// Set the correct pass before rendering into the shadow map because some shaders
|
// conditionally render based on whether the pass is translucent or opaque.
|
uniformState.updatePass(command.pass);
|
executeCommand(
|
command.derivedCommands.shadows.castCommands[i],
|
scene,
|
context,
|
pass.passState
|
);
|
}
|
}
|
}
|
}
|
|
var scratchEyeTranslation = new Cartesian3();
|
|
/**
|
* @private
|
*/
|
Scene.prototype.updateAndExecuteCommands = function (
|
passState,
|
backgroundColor
|
) {
|
var frameState = this._frameState;
|
var mode = frameState.mode;
|
var useWebVR = this._environmentState.useWebVR;
|
|
if (useWebVR) {
|
executeWebVRCommands(this, passState, backgroundColor);
|
} else if (
|
mode !== SceneMode.SCENE2D ||
|
this._mapMode2D === MapMode2D.ROTATE
|
) {
|
executeCommandsInViewport(true, this, passState, backgroundColor);
|
} else {
|
updateAndClearFramebuffers(this, passState, backgroundColor);
|
execute2DViewportCommands(this, passState);
|
}
|
};
|
|
function executeWebVRCommands(scene, passState, backgroundColor) {
|
var view = scene._view;
|
var camera = view.camera;
|
var environmentState = scene._environmentState;
|
var renderTranslucentDepthForPick =
|
environmentState.renderTranslucentDepthForPick;
|
|
updateAndClearFramebuffers(scene, passState, backgroundColor);
|
|
if (!renderTranslucentDepthForPick) {
|
updateAndRenderPrimitives(scene);
|
}
|
|
view.createPotentiallyVisibleSet(scene);
|
|
if (!renderTranslucentDepthForPick) {
|
executeComputeCommands(scene);
|
executeShadowMapCastCommands(scene);
|
}
|
|
// Based on Calculating Stereo pairs by Paul Bourke
|
// http://paulbourke.net/stereographics/stereorender/
|
var viewport = passState.viewport;
|
viewport.x = 0;
|
viewport.y = 0;
|
viewport.width = viewport.width * 0.5;
|
|
var savedCamera = Camera.clone(camera, scene._cameraVR);
|
savedCamera.frustum = camera.frustum;
|
|
var near = camera.frustum.near;
|
var fo = near * defaultValue(scene.focalLength, 5.0);
|
var eyeSeparation = defaultValue(scene.eyeSeparation, fo / 30.0);
|
var eyeTranslation = Cartesian3.multiplyByScalar(
|
savedCamera.right,
|
eyeSeparation * 0.5,
|
scratchEyeTranslation
|
);
|
|
camera.frustum.aspectRatio = viewport.width / viewport.height;
|
|
var offset = (0.5 * eyeSeparation * near) / fo;
|
|
Cartesian3.add(savedCamera.position, eyeTranslation, camera.position);
|
camera.frustum.xOffset = offset;
|
|
executeCommands(scene, passState);
|
|
viewport.x = viewport.width;
|
|
Cartesian3.subtract(savedCamera.position, eyeTranslation, camera.position);
|
camera.frustum.xOffset = -offset;
|
|
executeCommands(scene, passState);
|
|
Camera.clone(savedCamera, camera);
|
}
|
|
var scratch2DViewportCartographic = new Cartographic(
|
Math.PI,
|
CesiumMath.PI_OVER_TWO
|
);
|
var scratch2DViewportMaxCoord = new Cartesian3();
|
var scratch2DViewportSavedPosition = new Cartesian3();
|
var scratch2DViewportTransform = new Matrix4();
|
var scratch2DViewportCameraTransform = new Matrix4();
|
var scratch2DViewportEyePoint = new Cartesian3();
|
var scratch2DViewportWindowCoords = new Cartesian3();
|
var scratch2DViewport = new BoundingRectangle();
|
|
function execute2DViewportCommands(scene, passState) {
|
var context = scene.context;
|
var frameState = scene.frameState;
|
var camera = scene.camera;
|
|
var originalViewport = passState.viewport;
|
var viewport = BoundingRectangle.clone(originalViewport, scratch2DViewport);
|
passState.viewport = viewport;
|
|
var maxCartographic = scratch2DViewportCartographic;
|
var maxCoord = scratch2DViewportMaxCoord;
|
|
var projection = scene.mapProjection;
|
projection.project(maxCartographic, maxCoord);
|
|
var position = Cartesian3.clone(
|
camera.position,
|
scratch2DViewportSavedPosition
|
);
|
var transform = Matrix4.clone(
|
camera.transform,
|
scratch2DViewportCameraTransform
|
);
|
var frustum = camera.frustum.clone();
|
|
camera._setTransform(Matrix4.IDENTITY);
|
|
var viewportTransformation = Matrix4.computeViewportTransformation(
|
viewport,
|
0.0,
|
1.0,
|
scratch2DViewportTransform
|
);
|
var projectionMatrix = camera.frustum.projectionMatrix;
|
|
var x = camera.positionWC.y;
|
var eyePoint = Cartesian3.fromElements(
|
CesiumMath.sign(x) * maxCoord.x - x,
|
0.0,
|
-camera.positionWC.x,
|
scratch2DViewportEyePoint
|
);
|
var windowCoordinates = Transforms.pointToGLWindowCoordinates(
|
projectionMatrix,
|
viewportTransformation,
|
eyePoint,
|
scratch2DViewportWindowCoords
|
);
|
|
windowCoordinates.x = Math.floor(windowCoordinates.x);
|
|
var viewportX = viewport.x;
|
var viewportWidth = viewport.width;
|
|
if (
|
x === 0.0 ||
|
windowCoordinates.x <= viewportX ||
|
windowCoordinates.x >= viewportX + viewportWidth
|
) {
|
executeCommandsInViewport(true, scene, passState);
|
} else if (
|
Math.abs(viewportX + viewportWidth * 0.5 - windowCoordinates.x) < 1.0
|
) {
|
viewport.width = windowCoordinates.x - viewport.x;
|
|
camera.position.x *= CesiumMath.sign(camera.position.x);
|
|
camera.frustum.right = 0.0;
|
|
frameState.cullingVolume = camera.frustum.computeCullingVolume(
|
camera.positionWC,
|
camera.directionWC,
|
camera.upWC
|
);
|
context.uniformState.update(frameState);
|
|
executeCommandsInViewport(true, scene, passState);
|
|
viewport.x = windowCoordinates.x;
|
|
camera.position.x = -camera.position.x;
|
|
camera.frustum.right = -camera.frustum.left;
|
camera.frustum.left = 0.0;
|
|
frameState.cullingVolume = camera.frustum.computeCullingVolume(
|
camera.positionWC,
|
camera.directionWC,
|
camera.upWC
|
);
|
context.uniformState.update(frameState);
|
|
executeCommandsInViewport(false, scene, passState);
|
} else if (windowCoordinates.x > viewportX + viewportWidth * 0.5) {
|
viewport.width = windowCoordinates.x - viewportX;
|
|
var right = camera.frustum.right;
|
camera.frustum.right = maxCoord.x - x;
|
|
frameState.cullingVolume = camera.frustum.computeCullingVolume(
|
camera.positionWC,
|
camera.directionWC,
|
camera.upWC
|
);
|
context.uniformState.update(frameState);
|
|
executeCommandsInViewport(true, scene, passState);
|
|
viewport.x = windowCoordinates.x;
|
viewport.width = viewportX + viewportWidth - windowCoordinates.x;
|
|
camera.position.x = -camera.position.x;
|
|
camera.frustum.left = -camera.frustum.right;
|
camera.frustum.right = right - camera.frustum.right * 2.0;
|
|
frameState.cullingVolume = camera.frustum.computeCullingVolume(
|
camera.positionWC,
|
camera.directionWC,
|
camera.upWC
|
);
|
context.uniformState.update(frameState);
|
|
executeCommandsInViewport(false, scene, passState);
|
} else {
|
viewport.x = windowCoordinates.x;
|
viewport.width = viewportX + viewportWidth - windowCoordinates.x;
|
|
var left = camera.frustum.left;
|
camera.frustum.left = -maxCoord.x - x;
|
|
frameState.cullingVolume = camera.frustum.computeCullingVolume(
|
camera.positionWC,
|
camera.directionWC,
|
camera.upWC
|
);
|
context.uniformState.update(frameState);
|
|
executeCommandsInViewport(true, scene, passState);
|
|
viewport.x = viewportX;
|
viewport.width = windowCoordinates.x - viewportX;
|
|
camera.position.x = -camera.position.x;
|
|
camera.frustum.right = -camera.frustum.left;
|
camera.frustum.left = left - camera.frustum.left * 2.0;
|
|
frameState.cullingVolume = camera.frustum.computeCullingVolume(
|
camera.positionWC,
|
camera.directionWC,
|
camera.upWC
|
);
|
context.uniformState.update(frameState);
|
|
executeCommandsInViewport(false, scene, passState);
|
}
|
|
camera._setTransform(transform);
|
Cartesian3.clone(position, camera.position);
|
camera.frustum = frustum.clone();
|
passState.viewport = originalViewport;
|
}
|
|
function executeCommandsInViewport(
|
firstViewport,
|
scene,
|
passState,
|
backgroundColor
|
) {
|
var environmentState = scene._environmentState;
|
var view = scene._view;
|
var renderTranslucentDepthForPick =
|
environmentState.renderTranslucentDepthForPick;
|
|
if (!firstViewport && !renderTranslucentDepthForPick) {
|
scene.frameState.commandList.length = 0;
|
}
|
|
if (!renderTranslucentDepthForPick) {
|
updateAndRenderPrimitives(scene);
|
}
|
|
view.createPotentiallyVisibleSet(scene);
|
|
if (firstViewport) {
|
if (defined(backgroundColor)) {
|
updateAndClearFramebuffers(scene, passState, backgroundColor);
|
}
|
if (!renderTranslucentDepthForPick) {
|
executeComputeCommands(scene);
|
executeShadowMapCastCommands(scene);
|
}
|
}
|
|
executeCommands(scene, passState);
|
}
|
|
var scratchCullingVolume = new CullingVolume();
|
|
/**
|
* @private
|
*/
|
Scene.prototype.updateEnvironment = function () {
|
var frameState = this._frameState;
|
var view = this._view;
|
|
// Update celestial and terrestrial environment effects.
|
var environmentState = this._environmentState;
|
var renderPass = frameState.passes.render;
|
var offscreenPass = frameState.passes.offscreen;
|
var skyAtmosphere = this.skyAtmosphere;
|
var globe = this.globe;
|
var globeTranslucencyState = this._globeTranslucencyState;
|
|
if (
|
!renderPass ||
|
(this._mode !== SceneMode.SCENE2D &&
|
view.camera.frustum instanceof OrthographicFrustum) ||
|
!globeTranslucencyState.environmentVisible
|
) {
|
environmentState.skyAtmosphereCommand = undefined;
|
environmentState.skyBoxCommand = undefined;
|
environmentState.sunDrawCommand = undefined;
|
environmentState.sunComputeCommand = undefined;
|
environmentState.moonCommand = undefined;
|
} else {
|
if (defined(skyAtmosphere)) {
|
if (defined(globe)) {
|
skyAtmosphere.setDynamicAtmosphereColor(
|
globe.enableLighting && globe.dynamicAtmosphereLighting,
|
globe.dynamicAtmosphereLightingFromSun
|
);
|
environmentState.isReadyForAtmosphere =
|
environmentState.isReadyForAtmosphere ||
|
globe._surface._tilesToRender.length > 0;
|
}
|
environmentState.skyAtmosphereCommand = skyAtmosphere.update(
|
frameState,
|
globe
|
);
|
if (defined(environmentState.skyAtmosphereCommand)) {
|
this.updateDerivedCommands(environmentState.skyAtmosphereCommand);
|
}
|
} else {
|
environmentState.skyAtmosphereCommand = undefined;
|
}
|
|
environmentState.skyBoxCommand = defined(this.skyBox)
|
? this.skyBox.update(frameState, this._hdr)
|
: undefined;
|
var sunCommands = defined(this.sun)
|
? this.sun.update(frameState, view.passState, this._hdr)
|
: undefined;
|
environmentState.sunDrawCommand = defined(sunCommands)
|
? sunCommands.drawCommand
|
: undefined;
|
environmentState.sunComputeCommand = defined(sunCommands)
|
? sunCommands.computeCommand
|
: undefined;
|
environmentState.moonCommand = defined(this.moon)
|
? this.moon.update(frameState)
|
: undefined;
|
}
|
|
var clearGlobeDepth = (environmentState.clearGlobeDepth =
|
defined(globe) &&
|
globe.show &&
|
(!globe.depthTestAgainstTerrain || this.mode === SceneMode.SCENE2D));
|
var useDepthPlane = (environmentState.useDepthPlane =
|
clearGlobeDepth &&
|
this.mode === SceneMode.SCENE3D &&
|
globeTranslucencyState.useDepthPlane);
|
if (useDepthPlane) {
|
// Update the depth plane that is rendered in 3D when the primitives are
|
// not depth tested against terrain so primitives on the backface
|
// of the globe are not picked.
|
this._depthPlane.update(frameState);
|
}
|
|
environmentState.renderTranslucentDepthForPick = false;
|
environmentState.useWebVR =
|
this._useWebVR && this.mode !== SceneMode.SCENE2D && !offscreenPass;
|
|
var occluder =
|
frameState.mode === SceneMode.SCENE3D &&
|
!globeTranslucencyState.sunVisibleThroughGlobe
|
? frameState.occluder
|
: undefined;
|
var cullingVolume = frameState.cullingVolume;
|
|
// get user culling volume minus the far plane.
|
var planes = scratchCullingVolume.planes;
|
for (var k = 0; k < 5; ++k) {
|
planes[k] = cullingVolume.planes[k];
|
}
|
cullingVolume = scratchCullingVolume;
|
|
// Determine visibility of celestial and terrestrial environment effects.
|
environmentState.isSkyAtmosphereVisible =
|
defined(environmentState.skyAtmosphereCommand) &&
|
environmentState.isReadyForAtmosphere;
|
environmentState.isSunVisible = this.isVisible(
|
environmentState.sunDrawCommand,
|
cullingVolume,
|
occluder
|
);
|
environmentState.isMoonVisible = this.isVisible(
|
environmentState.moonCommand,
|
cullingVolume,
|
occluder
|
);
|
|
var envMaps = this.specularEnvironmentMaps;
|
var envMapAtlas = this._specularEnvironmentMapAtlas;
|
if (
|
defined(envMaps) &&
|
(!defined(envMapAtlas) || envMapAtlas.url !== envMaps)
|
) {
|
envMapAtlas = envMapAtlas && envMapAtlas.destroy();
|
this._specularEnvironmentMapAtlas = new OctahedralProjectedCubeMap(envMaps);
|
} else if (!defined(envMaps) && defined(envMapAtlas)) {
|
envMapAtlas.destroy();
|
this._specularEnvironmentMapAtlas = undefined;
|
}
|
|
if (defined(this._specularEnvironmentMapAtlas)) {
|
this._specularEnvironmentMapAtlas.update(frameState);
|
}
|
};
|
|
function updateDebugFrustumPlanes(scene) {
|
var frameState = scene._frameState;
|
if (scene.debugShowFrustumPlanes !== scene._debugShowFrustumPlanes) {
|
if (scene.debugShowFrustumPlanes) {
|
scene._debugFrustumPlanes = new DebugCameraPrimitive({
|
camera: scene.camera,
|
updateOnChange: false,
|
frustumSplits: frameState.frustumSplits,
|
});
|
} else {
|
scene._debugFrustumPlanes =
|
scene._debugFrustumPlanes && scene._debugFrustumPlanes.destroy();
|
}
|
scene._debugShowFrustumPlanes = scene.debugShowFrustumPlanes;
|
}
|
|
if (defined(scene._debugFrustumPlanes)) {
|
scene._debugFrustumPlanes.update(frameState);
|
}
|
}
|
|
function updateShadowMaps(scene) {
|
var frameState = scene._frameState;
|
var shadowMaps = frameState.shadowMaps;
|
var length = shadowMaps.length;
|
|
var shadowsEnabled =
|
length > 0 && !frameState.passes.pick && scene.mode === SceneMode.SCENE3D;
|
if (shadowsEnabled !== frameState.shadowState.shadowsEnabled) {
|
// Update derived commands when shadowsEnabled changes
|
++frameState.shadowState.lastDirtyTime;
|
frameState.shadowState.shadowsEnabled = shadowsEnabled;
|
}
|
|
frameState.shadowState.lightShadowsEnabled = false;
|
|
if (!shadowsEnabled) {
|
return;
|
}
|
|
// Check if the shadow maps are different than the shadow maps last frame.
|
// If so, the derived commands need to be updated.
|
for (var j = 0; j < length; ++j) {
|
if (shadowMaps[j] !== frameState.shadowState.shadowMaps[j]) {
|
++frameState.shadowState.lastDirtyTime;
|
break;
|
}
|
}
|
|
frameState.shadowState.shadowMaps.length = 0;
|
frameState.shadowState.lightShadowMaps.length = 0;
|
|
for (var i = 0; i < length; ++i) {
|
var shadowMap = shadowMaps[i];
|
shadowMap.update(frameState);
|
|
frameState.shadowState.shadowMaps.push(shadowMap);
|
|
if (shadowMap.fromLightSource) {
|
frameState.shadowState.lightShadowMaps.push(shadowMap);
|
frameState.shadowState.lightShadowsEnabled = true;
|
}
|
|
if (shadowMap.dirty) {
|
++frameState.shadowState.lastDirtyTime;
|
shadowMap.dirty = false;
|
}
|
}
|
}
|
|
function updateAndRenderPrimitives(scene) {
|
var frameState = scene._frameState;
|
|
scene._groundPrimitives.update(frameState);
|
scene._primitives.update(frameState);
|
|
updateDebugFrustumPlanes(scene);
|
updateShadowMaps(scene);
|
|
if (scene._globe) {
|
scene._globe.render(frameState);
|
}
|
}
|
|
function updateAndClearFramebuffers(scene, passState, clearColor) {
|
var context = scene._context;
|
var frameState = scene._frameState;
|
var environmentState = scene._environmentState;
|
var view = scene._view;
|
|
var passes = scene._frameState.passes;
|
var picking = passes.pick;
|
var useWebVR = environmentState.useWebVR;
|
|
// Preserve the reference to the original framebuffer.
|
environmentState.originalFramebuffer = passState.framebuffer;
|
|
// Manage sun bloom post-processing effect.
|
if (defined(scene.sun) && scene.sunBloom !== scene._sunBloom) {
|
if (scene.sunBloom && !useWebVR) {
|
scene._sunPostProcess = new SunPostProcess();
|
} else if (defined(scene._sunPostProcess)) {
|
scene._sunPostProcess = scene._sunPostProcess.destroy();
|
}
|
|
scene._sunBloom = scene.sunBloom;
|
} else if (!defined(scene.sun) && defined(scene._sunPostProcess)) {
|
scene._sunPostProcess = scene._sunPostProcess.destroy();
|
scene._sunBloom = false;
|
}
|
|
// Clear the pass state framebuffer.
|
var clear = scene._clearColorCommand;
|
Color.clone(clearColor, clear.color);
|
clear.execute(context, passState);
|
|
// Update globe depth rendering based on the current context and clear the globe depth framebuffer.
|
// Globe depth is copied for the pick pass to support picking batched geometries in GroundPrimitives.
|
var useGlobeDepthFramebuffer = (environmentState.useGlobeDepthFramebuffer = defined(
|
view.globeDepth
|
));
|
if (useGlobeDepthFramebuffer) {
|
view.globeDepth.update(
|
context,
|
passState,
|
view.viewport,
|
scene._hdr,
|
environmentState.clearGlobeDepth
|
);
|
view.globeDepth.clear(context, passState, clearColor);
|
}
|
|
// If supported, configure OIT to use the globe depth framebuffer and clear the OIT framebuffer.
|
var oit = view.oit;
|
var useOIT = (environmentState.useOIT =
|
!picking && defined(oit) && oit.isSupported());
|
if (useOIT) {
|
oit.update(context, passState, view.globeDepth.framebuffer, scene._hdr);
|
oit.clear(context, passState, clearColor);
|
environmentState.useOIT = oit.isSupported();
|
}
|
|
var postProcess = scene.postProcessStages;
|
var usePostProcess = (environmentState.usePostProcess =
|
!picking &&
|
(scene._hdr ||
|
postProcess.length > 0 ||
|
postProcess.ambientOcclusion.enabled ||
|
postProcess.fxaa.enabled ||
|
postProcess.bloom.enabled));
|
environmentState.usePostProcessSelected = false;
|
if (usePostProcess) {
|
view.sceneFramebuffer.update(context, view.viewport, scene._hdr);
|
view.sceneFramebuffer.clear(context, passState, clearColor);
|
|
postProcess.update(context, frameState.useLogDepth, scene._hdr);
|
postProcess.clear(context);
|
|
usePostProcess = environmentState.usePostProcess = postProcess.ready;
|
environmentState.usePostProcessSelected =
|
usePostProcess && postProcess.hasSelected;
|
}
|
|
if (environmentState.isSunVisible && scene.sunBloom && !useWebVR) {
|
passState.framebuffer = scene._sunPostProcess.update(passState);
|
scene._sunPostProcess.clear(context, passState, clearColor);
|
} else if (useGlobeDepthFramebuffer) {
|
passState.framebuffer = view.globeDepth.framebuffer;
|
} else if (usePostProcess) {
|
passState.framebuffer = view.sceneFramebuffer.getFramebuffer();
|
}
|
|
if (defined(passState.framebuffer)) {
|
clear.execute(context, passState);
|
}
|
|
var useInvertClassification = (environmentState.useInvertClassification =
|
!picking && defined(passState.framebuffer) && scene.invertClassification);
|
if (useInvertClassification) {
|
var depthFramebuffer;
|
if (scene.frameState.invertClassificationColor.alpha === 1.0) {
|
if (environmentState.useGlobeDepthFramebuffer) {
|
depthFramebuffer = view.globeDepth.framebuffer;
|
}
|
}
|
|
if (defined(depthFramebuffer) || context.depthTexture) {
|
scene._invertClassification.previousFramebuffer = depthFramebuffer;
|
scene._invertClassification.update(context);
|
scene._invertClassification.clear(context, passState);
|
|
if (scene.frameState.invertClassificationColor.alpha < 1.0 && useOIT) {
|
var command = scene._invertClassification.unclassifiedCommand;
|
var derivedCommands = command.derivedCommands;
|
derivedCommands.oit = oit.createDerivedCommands(
|
command,
|
context,
|
derivedCommands.oit
|
);
|
}
|
} else {
|
environmentState.useInvertClassification = false;
|
}
|
}
|
|
if (scene._globeTranslucencyState.translucent) {
|
view.globeTranslucencyFramebuffer.updateAndClear(
|
scene._hdr,
|
view.viewport,
|
context,
|
passState
|
);
|
}
|
}
|
|
/**
|
* @private
|
*/
|
Scene.prototype.resolveFramebuffers = function (passState) {
|
var context = this._context;
|
var frameState = this._frameState;
|
var environmentState = this._environmentState;
|
var view = this._view;
|
var globeDepth = view.globeDepth;
|
|
var useOIT = environmentState.useOIT;
|
var useGlobeDepthFramebuffer = environmentState.useGlobeDepthFramebuffer;
|
var usePostProcess = environmentState.usePostProcess;
|
|
var defaultFramebuffer = environmentState.originalFramebuffer;
|
var globeFramebuffer = useGlobeDepthFramebuffer
|
? globeDepth.framebuffer
|
: undefined;
|
var sceneFramebuffer = view.sceneFramebuffer.getFramebuffer();
|
var idFramebuffer = view.sceneFramebuffer.getIdFramebuffer();
|
|
if (environmentState.separatePrimitiveFramebuffer) {
|
// Merge primitive framebuffer into globe framebuffer
|
globeDepth.executeMergeColor(context, passState);
|
}
|
|
if (useOIT) {
|
passState.framebuffer = usePostProcess
|
? sceneFramebuffer
|
: defaultFramebuffer;
|
view.oit.execute(context, passState);
|
}
|
|
var translucentTileClassification = view.translucentTileClassification;
|
if (
|
translucentTileClassification.hasTranslucentDepth &&
|
translucentTileClassification.isSupported()
|
) {
|
translucentTileClassification.execute(this, passState);
|
}
|
|
if (usePostProcess) {
|
var inputFramebuffer = sceneFramebuffer;
|
if (useGlobeDepthFramebuffer && !useOIT) {
|
inputFramebuffer = globeFramebuffer;
|
}
|
|
var postProcess = this.postProcessStages;
|
var colorTexture = inputFramebuffer.getColorTexture(0);
|
var idTexture = idFramebuffer.getColorTexture(0);
|
var depthTexture = defaultValue(globeFramebuffer, sceneFramebuffer)
|
.depthStencilTexture;
|
postProcess.execute(context, colorTexture, depthTexture, idTexture);
|
postProcess.copy(context, defaultFramebuffer);
|
}
|
|
if (!useOIT && !usePostProcess && useGlobeDepthFramebuffer) {
|
passState.framebuffer = defaultFramebuffer;
|
globeDepth.executeCopyColor(context, passState);
|
}
|
|
var useLogDepth = frameState.useLogDepth;
|
|
if (this.debugShowGlobeDepth && useGlobeDepthFramebuffer) {
|
var gd = getDebugGlobeDepth(this, this.debugShowDepthFrustum - 1);
|
gd.executeDebugGlobeDepth(context, passState, useLogDepth);
|
}
|
|
if (this.debugShowPickDepth && useGlobeDepthFramebuffer) {
|
var pd = this._picking.getPickDepth(this, this.debugShowDepthFrustum - 1);
|
pd.executeDebugPickDepth(context, passState, useLogDepth);
|
}
|
};
|
|
function callAfterRenderFunctions(scene) {
|
// Functions are queued up during primitive update and executed here in case
|
// the function modifies scene state that should remain constant over the frame.
|
var functions = scene._frameState.afterRender;
|
for (var i = 0, length = functions.length; i < length; ++i) {
|
functions[i]();
|
scene.requestRender();
|
}
|
|
functions.length = 0;
|
}
|
|
function getGlobeHeight(scene) {
|
var globe = scene._globe;
|
var camera = scene.camera;
|
var cartographic = camera.positionCartographic;
|
if (defined(globe) && globe.show && defined(cartographic)) {
|
return globe.getHeight(cartographic);
|
}
|
return undefined;
|
}
|
|
function isCameraUnderground(scene) {
|
var camera = scene.camera;
|
var mode = scene._mode;
|
var globe = scene.globe;
|
var cameraController = scene._screenSpaceCameraController;
|
var cartographic = camera.positionCartographic;
|
|
if (!defined(cartographic)) {
|
return false;
|
}
|
|
if (!cameraController.onMap() && cartographic.height < 0.0) {
|
// The camera can go off the map while in Columbus View.
|
// Make a best guess as to whether it's underground by checking if its height is less than zero.
|
return true;
|
}
|
|
if (
|
!defined(globe) ||
|
!globe.show ||
|
mode === SceneMode.SCENE2D ||
|
mode === SceneMode.MORPHING
|
) {
|
return false;
|
}
|
|
var globeHeight = scene._globeHeight;
|
return defined(globeHeight) && cartographic.height < globeHeight;
|
}
|
|
/**
|
* @private
|
*/
|
Scene.prototype.initializeFrame = function () {
|
// Destroy released shaders and textures once every 120 frames to avoid thrashing the cache
|
if (this._shaderFrameCount++ === 120) {
|
this._shaderFrameCount = 0;
|
this._context.shaderCache.destroyReleasedShaderPrograms();
|
this._context.textureCache.destroyReleasedTextures();
|
}
|
|
this._tweens.update();
|
|
this._globeHeight = getGlobeHeight(this);
|
this._cameraUnderground = isCameraUnderground(this);
|
this._globeTranslucencyState.update(this);
|
|
this._screenSpaceCameraController.update();
|
if (defined(this._deviceOrientationCameraController)) {
|
this._deviceOrientationCameraController.update();
|
}
|
|
this.camera.update(this._mode);
|
this.camera._updateCameraChanged();
|
};
|
|
function updateDebugShowFramesPerSecond(scene, renderedThisFrame) {
|
if (scene.debugShowFramesPerSecond) {
|
if (!defined(scene._performanceDisplay)) {
|
var performanceContainer = document.createElement("div");
|
performanceContainer.className =
|
"cesium-performanceDisplay-defaultContainer";
|
var container = scene._canvas.parentNode;
|
container.appendChild(performanceContainer);
|
var performanceDisplay = new PerformanceDisplay({
|
container: performanceContainer,
|
});
|
scene._performanceDisplay = performanceDisplay;
|
scene._performanceContainer = performanceContainer;
|
}
|
|
scene._performanceDisplay.throttled = scene.requestRenderMode;
|
scene._performanceDisplay.update(renderedThisFrame);
|
} else if (defined(scene._performanceDisplay)) {
|
scene._performanceDisplay =
|
scene._performanceDisplay && scene._performanceDisplay.destroy();
|
scene._performanceContainer.parentNode.removeChild(
|
scene._performanceContainer
|
);
|
}
|
}
|
|
function prePassesUpdate(scene) {
|
scene._jobScheduler.resetBudgets();
|
|
var frameState = scene._frameState;
|
var primitives = scene.primitives;
|
primitives.prePassesUpdate(frameState);
|
|
if (defined(scene.globe)) {
|
scene.globe.update(frameState);
|
}
|
|
scene._picking.update();
|
frameState.creditDisplay.update();
|
}
|
|
function postPassesUpdate(scene) {
|
var frameState = scene._frameState;
|
var primitives = scene.primitives;
|
primitives.postPassesUpdate(frameState);
|
|
RequestScheduler.update();
|
}
|
|
var scratchBackgroundColor = new Color();
|
|
function render(scene) {
|
var frameState = scene._frameState;
|
|
var context = scene.context;
|
var us = context.uniformState;
|
|
var view = scene._defaultView;
|
scene._view = view;
|
|
scene.updateFrameState();
|
frameState.passes.render = true;
|
frameState.passes.postProcess = scene.postProcessStages.hasSelected;
|
frameState.tilesetPassState = renderTilesetPassState;
|
|
var backgroundColor = defaultValue(scene.backgroundColor, Color.BLACK);
|
if (scene._hdr) {
|
backgroundColor = Color.clone(backgroundColor, scratchBackgroundColor);
|
backgroundColor.red = Math.pow(backgroundColor.red, scene.gamma);
|
backgroundColor.green = Math.pow(backgroundColor.green, scene.gamma);
|
backgroundColor.blue = Math.pow(backgroundColor.blue, scene.gamma);
|
}
|
frameState.backgroundColor = backgroundColor;
|
|
scene.fog.update(frameState);
|
|
us.update(frameState);
|
|
var shadowMap = scene.shadowMap;
|
if (defined(shadowMap) && shadowMap.enabled) {
|
if (!defined(scene.light) || scene.light instanceof SunLight) {
|
// Negate the sun direction so that it is from the Sun, not to the Sun
|
Cartesian3.negate(us.sunDirectionWC, scene._shadowMapCamera.direction);
|
} else {
|
Cartesian3.clone(scene.light.direction, scene._shadowMapCamera.direction);
|
}
|
frameState.shadowMaps.push(shadowMap);
|
}
|
|
scene._computeCommandList.length = 0;
|
scene._overlayCommandList.length = 0;
|
|
var viewport = view.viewport;
|
viewport.x = 0;
|
viewport.y = 0;
|
viewport.width = context.drawingBufferWidth;
|
viewport.height = context.drawingBufferHeight;
|
|
var passState = view.passState;
|
passState.framebuffer = undefined;
|
passState.blendingEnabled = undefined;
|
passState.scissorTest = undefined;
|
passState.viewport = BoundingRectangle.clone(viewport, passState.viewport);
|
|
if (defined(scene.globe)) {
|
scene.globe.beginFrame(frameState);
|
}
|
|
scene.updateEnvironment();
|
scene.updateAndExecuteCommands(passState, backgroundColor);
|
scene.resolveFramebuffers(passState);
|
|
passState.framebuffer = undefined;
|
executeOverlayCommands(scene, passState);
|
|
if (defined(scene.globe)) {
|
scene.globe.endFrame(frameState);
|
|
if (!scene.globe.tilesLoaded) {
|
scene._renderRequested = true;
|
}
|
}
|
|
context.endFrame();
|
}
|
|
function tryAndCatchError(scene, functionToExecute) {
|
try {
|
functionToExecute(scene);
|
} catch (error) {
|
scene._renderError.raiseEvent(scene, error);
|
|
if (scene.rethrowRenderErrors) {
|
throw error;
|
}
|
}
|
}
|
|
function updateMostDetailedRayPicks(scene) {
|
return scene._picking.updateMostDetailedRayPicks(scene);
|
}
|
|
/**
|
* Update and render the scene. It is usually not necessary to call this function
|
* directly because {@link CesiumWidget} or {@link Viewer} do it automatically.
|
* @param {JulianDate} [time] The simulation time at which to render.
|
*/
|
Scene.prototype.render = function (time) {
|
/**
|
*
|
* Pre passes update. Execute any pass invariant code that should run before the passes here.
|
*
|
*/
|
this._preUpdate.raiseEvent(this, time);
|
|
var frameState = this._frameState;
|
frameState.newFrame = false;
|
|
if (!defined(time)) {
|
time = JulianDate.now();
|
}
|
|
// Determine if shouldRender
|
var cameraChanged = this._view.checkForCameraUpdates(this);
|
var shouldRender =
|
!this.requestRenderMode ||
|
this._renderRequested ||
|
cameraChanged ||
|
this._logDepthBufferDirty ||
|
this._hdrDirty ||
|
this.mode === SceneMode.MORPHING;
|
if (
|
!shouldRender &&
|
defined(this.maximumRenderTimeChange) &&
|
defined(this._lastRenderTime)
|
) {
|
var difference = Math.abs(
|
JulianDate.secondsDifference(this._lastRenderTime, time)
|
);
|
shouldRender = shouldRender || difference > this.maximumRenderTimeChange;
|
}
|
|
if (shouldRender) {
|
this._lastRenderTime = JulianDate.clone(time, this._lastRenderTime);
|
this._renderRequested = false;
|
this._logDepthBufferDirty = false;
|
this._hdrDirty = false;
|
|
var frameNumber = CesiumMath.incrementWrap(
|
frameState.frameNumber,
|
15000000.0,
|
1.0
|
);
|
updateFrameNumber(this, frameNumber, time);
|
frameState.newFrame = true;
|
}
|
|
tryAndCatchError(this, prePassesUpdate);
|
|
/**
|
*
|
* Passes update. Add any passes here
|
*
|
*/
|
if (this.primitives.show) {
|
tryAndCatchError(this, updateMostDetailedRayPicks);
|
tryAndCatchError(this, updatePreloadPass);
|
tryAndCatchError(this, updatePreloadFlightPass);
|
if (!shouldRender) {
|
tryAndCatchError(this, updateRequestRenderModeDeferCheckPass);
|
}
|
}
|
|
this._postUpdate.raiseEvent(this, time);
|
|
if (shouldRender) {
|
this._preRender.raiseEvent(this, time);
|
frameState.creditDisplay.beginFrame();
|
tryAndCatchError(this, render);
|
}
|
|
/**
|
*
|
* Post passes update. Execute any pass invariant code that should run after the passes here.
|
*
|
*/
|
updateDebugShowFramesPerSecond(this, shouldRender);
|
tryAndCatchError(this, postPassesUpdate);
|
|
// Often used to trigger events (so don't want in trycatch) that the user might be subscribed to. Things like the tile load events, ready promises, etc.
|
// We don't want those events to resolve during the render loop because the events might add new primitives
|
callAfterRenderFunctions(this);
|
|
if (shouldRender) {
|
this._postRender.raiseEvent(this, time);
|
frameState.creditDisplay.endFrame();
|
}
|
};
|
|
/**
|
* Update and render the scene. Always forces a new render frame regardless of whether a render was
|
* previously requested.
|
* @param {JulianDate} [time] The simulation time at which to render.
|
*
|
* @private
|
*/
|
Scene.prototype.forceRender = function (time) {
|
this._renderRequested = true;
|
this.render(time);
|
};
|
|
/**
|
* Requests a new rendered frame when {@link Scene#requestRenderMode} is set to <code>true</code>.
|
* The render rate will not exceed the {@link CesiumWidget#targetFrameRate}.
|
*
|
* @see Scene#requestRenderMode
|
*/
|
Scene.prototype.requestRender = function () {
|
this._renderRequested = true;
|
};
|
|
/**
|
* @private
|
*/
|
Scene.prototype.clampLineWidth = function (width) {
|
return Math.max(
|
ContextLimits.minimumAliasedLineWidth,
|
Math.min(width, ContextLimits.maximumAliasedLineWidth)
|
);
|
};
|
|
/**
|
* Returns an object with a `primitive` property that contains the first (top) primitive in the scene
|
* at a particular window coordinate or undefined if nothing is at the location. Other properties may
|
* potentially be set depending on the type of primitive and may be used to further identify the picked object.
|
* <p>
|
* When a feature of a 3D Tiles tileset is picked, <code>pick</code> returns a {@link Cesium3DTileFeature} object.
|
* </p>
|
*
|
* @example
|
* // On mouse over, color the feature yellow.
|
* handler.setInputAction(function(movement) {
|
* var feature = scene.pick(movement.endPosition);
|
* if (feature instanceof Cesium.Cesium3DTileFeature) {
|
* feature.color = Cesium.Color.YELLOW;
|
* }
|
* }, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
|
*
|
* @param {Cartesian2} windowPosition Window coordinates to perform picking on.
|
* @param {Number} [width=3] Width of the pick rectangle.
|
* @param {Number} [height=3] Height of the pick rectangle.
|
* @returns {Object} Object containing the picked primitive.
|
*/
|
Scene.prototype.pick = function (windowPosition, width, height) {
|
return this._picking.pick(this, windowPosition, width, height);
|
};
|
|
/**
|
* Returns the cartesian position reconstructed from the depth buffer and window position.
|
* The returned position is in world coordinates. Used internally by camera functions to
|
* prevent conversion to projected 2D coordinates and then back.
|
* <p>
|
* Set {@link Scene#pickTranslucentDepth} to <code>true</code> to include the depth of
|
* translucent primitives; otherwise, this essentially picks through translucent primitives.
|
* </p>
|
*
|
* @private
|
*
|
* @param {Cartesian2} windowPosition Window coordinates to perform picking on.
|
* @param {Cartesian3} [result] The object on which to restore the result.
|
* @returns {Cartesian3} The cartesian position in world coordinates.
|
*
|
* @exception {DeveloperError} Picking from the depth buffer is not supported. Check pickPositionSupported.
|
*/
|
Scene.prototype.pickPositionWorldCoordinates = function (
|
windowPosition,
|
result
|
) {
|
return this._picking.pickPositionWorldCoordinates(
|
this,
|
windowPosition,
|
result
|
);
|
};
|
|
/**
|
* Returns the cartesian position reconstructed from the depth buffer and window position.
|
* <p>
|
* The position reconstructed from the depth buffer in 2D may be slightly different from those
|
* reconstructed in 3D and Columbus view. This is caused by the difference in the distribution
|
* of depth values of perspective and orthographic projection.
|
* </p>
|
* <p>
|
* Set {@link Scene#pickTranslucentDepth} to <code>true</code> to include the depth of
|
* translucent primitives; otherwise, this essentially picks through translucent primitives.
|
* </p>
|
*
|
* @param {Cartesian2} windowPosition Window coordinates to perform picking on.
|
* @param {Cartesian3} [result] The object on which to restore the result.
|
* @returns {Cartesian3} The cartesian position.
|
*
|
* @exception {DeveloperError} Picking from the depth buffer is not supported. Check pickPositionSupported.
|
*/
|
Scene.prototype.pickPosition = function (windowPosition, result) {
|
return this._picking.pickPosition(this, windowPosition, result);
|
};
|
|
/**
|
* Returns a list of objects, each containing a `primitive` property, for all primitives at
|
* a particular window coordinate position. Other properties may also be set depending on the
|
* type of primitive and may be used to further identify the picked object. The primitives in
|
* the list are ordered by their visual order in the scene (front to back).
|
*
|
* @param {Cartesian2} windowPosition Window coordinates to perform picking on.
|
* @param {Number} [limit] If supplied, stop drilling after collecting this many picks.
|
* @param {Number} [width=3] Width of the pick rectangle.
|
* @param {Number} [height=3] Height of the pick rectangle.
|
* @returns {Array.<*>} Array of objects, each containing 1 picked primitives.
|
*
|
* @exception {DeveloperError} windowPosition is undefined.
|
*
|
* @example
|
* var pickedObjects = scene.drillPick(new Cesium.Cartesian2(100.0, 200.0));
|
*
|
* @see Scene#pick
|
*/
|
Scene.prototype.drillPick = function (windowPosition, limit, width, height) {
|
return this._picking.drillPick(this, windowPosition, limit, width, height);
|
};
|
|
function updatePreloadPass(scene) {
|
var frameState = scene._frameState;
|
preloadTilesetPassState.camera = frameState.camera;
|
preloadTilesetPassState.cullingVolume = frameState.cullingVolume;
|
|
var primitives = scene.primitives;
|
primitives.updateForPass(frameState, preloadTilesetPassState);
|
}
|
|
function updatePreloadFlightPass(scene) {
|
var frameState = scene._frameState;
|
var camera = frameState.camera;
|
if (!camera.canPreloadFlight()) {
|
return;
|
}
|
|
preloadFlightTilesetPassState.camera = scene.preloadFlightCamera;
|
preloadFlightTilesetPassState.cullingVolume =
|
scene.preloadFlightCullingVolume;
|
|
var primitives = scene.primitives;
|
primitives.updateForPass(frameState, preloadFlightTilesetPassState);
|
}
|
|
function updateRequestRenderModeDeferCheckPass(scene) {
|
// Check if any ignored requests are ready to go (to wake rendering up again)
|
scene.primitives.updateForPass(
|
scene._frameState,
|
requestRenderModeDeferCheckPassState
|
);
|
}
|
|
/**
|
* Returns an object containing the first object intersected by the ray and the position of intersection,
|
* or <code>undefined</code> if there were no intersections. The intersected object has a <code>primitive</code>
|
* property that contains the intersected primitive. Other properties may be set depending on the type of primitive
|
* and may be used to further identify the picked object. The ray must be given in world coordinates.
|
* <p>
|
* This function only picks globe tiles and 3D Tiles that are rendered in the current view. Picks all other
|
* primitives regardless of their visibility.
|
* </p>
|
*
|
* @private
|
*
|
* @param {Ray} ray The ray.
|
* @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to exclude from the ray intersection.
|
* @param {Number} [width=0.1] Width of the intersection volume in meters.
|
* @returns {Object} An object containing the object and position of the first intersection.
|
*
|
* @exception {DeveloperError} Ray intersections are only supported in 3D mode.
|
*/
|
Scene.prototype.pickFromRay = function (ray, objectsToExclude, width) {
|
return this._picking.pickFromRay(this, ray, objectsToExclude, width);
|
};
|
|
/**
|
* Returns a list of objects, each containing the object intersected by the ray and the position of intersection.
|
* The intersected object has a <code>primitive</code> property that contains the intersected primitive. Other
|
* properties may also be set depending on the type of primitive and may be used to further identify the picked object.
|
* The primitives in the list are ordered by first intersection to last intersection. The ray must be given in
|
* world coordinates.
|
* <p>
|
* This function only picks globe tiles and 3D Tiles that are rendered in the current view. Picks all other
|
* primitives regardless of their visibility.
|
* </p>
|
*
|
* @private
|
*
|
* @param {Ray} ray The ray.
|
* @param {Number} [limit=Number.MAX_VALUE] If supplied, stop finding intersections after this many intersections.
|
* @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to exclude from the ray intersection.
|
* @param {Number} [width=0.1] Width of the intersection volume in meters.
|
* @returns {Object[]} List of objects containing the object and position of each intersection.
|
*
|
* @exception {DeveloperError} Ray intersections are only supported in 3D mode.
|
*/
|
Scene.prototype.drillPickFromRay = function (
|
ray,
|
limit,
|
objectsToExclude,
|
width
|
) {
|
return this._picking.drillPickFromRay(
|
this,
|
ray,
|
limit,
|
objectsToExclude,
|
width
|
);
|
};
|
|
/**
|
* Initiates an asynchronous {@link Scene#pickFromRay} request using the maximum level of detail for 3D Tilesets
|
* regardless of visibility.
|
*
|
* @private
|
*
|
* @param {Ray} ray The ray.
|
* @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to exclude from the ray intersection.
|
* @param {Number} [width=0.1] Width of the intersection volume in meters.
|
* @returns {Promise.<Object>} A promise that resolves to an object containing the object and position of the first intersection.
|
*
|
* @exception {DeveloperError} Ray intersections are only supported in 3D mode.
|
*/
|
Scene.prototype.pickFromRayMostDetailed = function (
|
ray,
|
objectsToExclude,
|
width
|
) {
|
return this._picking.pickFromRayMostDetailed(
|
this,
|
ray,
|
objectsToExclude,
|
width
|
);
|
};
|
|
/**
|
* Initiates an asynchronous {@link Scene#drillPickFromRay} request using the maximum level of detail for 3D Tilesets
|
* regardless of visibility.
|
*
|
* @private
|
*
|
* @param {Ray} ray The ray.
|
* @param {Number} [limit=Number.MAX_VALUE] If supplied, stop finding intersections after this many intersections.
|
* @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to exclude from the ray intersection.
|
* @param {Number} [width=0.1] Width of the intersection volume in meters.
|
* @returns {Promise.<Object[]>} A promise that resolves to a list of objects containing the object and position of each intersection.
|
*
|
* @exception {DeveloperError} Ray intersections are only supported in 3D mode.
|
*/
|
Scene.prototype.drillPickFromRayMostDetailed = function (
|
ray,
|
limit,
|
objectsToExclude,
|
width
|
) {
|
return this._picking.drillPickFromRayMostDetailed(
|
this,
|
ray,
|
limit,
|
objectsToExclude,
|
width
|
);
|
};
|
|
/**
|
* Returns the height of scene geometry at the given cartographic position or <code>undefined</code> if there was no
|
* scene geometry to sample height from. The height of the input position is ignored. May be used to clamp objects to
|
* the globe, 3D Tiles, or primitives in the scene.
|
* <p>
|
* This function only samples height from globe tiles and 3D Tiles that are rendered in the current view. Samples height
|
* from all other primitives regardless of their visibility.
|
* </p>
|
*
|
* @param {Cartographic} position The cartographic position to sample height from.
|
* @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to not sample height from.
|
* @param {Number} [width=0.1] Width of the intersection volume in meters.
|
* @returns {Number} The height. This may be <code>undefined</code> if there was no scene geometry to sample height from.
|
*
|
* @example
|
* var position = new Cesium.Cartographic(-1.31968, 0.698874);
|
* var height = viewer.scene.sampleHeight(position);
|
* console.log(height);
|
*
|
* @see Scene#clampToHeight
|
* @see Scene#clampToHeightMostDetailed
|
* @see Scene#sampleHeightMostDetailed
|
*
|
* @exception {DeveloperError} sampleHeight is only supported in 3D mode.
|
* @exception {DeveloperError} sampleHeight requires depth texture support. Check sampleHeightSupported.
|
*/
|
Scene.prototype.sampleHeight = function (position, objectsToExclude, width) {
|
return this._picking.sampleHeight(this, position, objectsToExclude, width);
|
};
|
|
/**
|
* Clamps the given cartesian position to the scene geometry along the geodetic surface normal. Returns the
|
* clamped position or <code>undefined</code> if there was no scene geometry to clamp to. May be used to clamp
|
* objects to the globe, 3D Tiles, or primitives in the scene.
|
* <p>
|
* This function only clamps to globe tiles and 3D Tiles that are rendered in the current view. Clamps to
|
* all other primitives regardless of their visibility.
|
* </p>
|
*
|
* @param {Cartesian3} cartesian The cartesian position.
|
* @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to not clamp to.
|
* @param {Number} [width=0.1] Width of the intersection volume in meters.
|
* @param {Cartesian3} [result] An optional object to return the clamped position.
|
* @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided. This may be <code>undefined</code> if there was no scene geometry to clamp to.
|
*
|
* @example
|
* // Clamp an entity to the underlying scene geometry
|
* var position = entity.position.getValue(Cesium.JulianDate.now());
|
* entity.position = viewer.scene.clampToHeight(position);
|
*
|
* @see Scene#sampleHeight
|
* @see Scene#sampleHeightMostDetailed
|
* @see Scene#clampToHeightMostDetailed
|
*
|
* @exception {DeveloperError} clampToHeight is only supported in 3D mode.
|
* @exception {DeveloperError} clampToHeight requires depth texture support. Check clampToHeightSupported.
|
*/
|
Scene.prototype.clampToHeight = function (
|
cartesian,
|
objectsToExclude,
|
width,
|
result
|
) {
|
return this._picking.clampToHeight(
|
this,
|
cartesian,
|
objectsToExclude,
|
width,
|
result
|
);
|
};
|
|
/**
|
* Initiates an asynchronous {@link Scene#sampleHeight} query for an array of {@link Cartographic} positions
|
* using the maximum level of detail for 3D Tilesets in the scene. The height of the input positions is ignored.
|
* Returns a promise that is resolved when the query completes. Each point height is modified in place.
|
* If a height cannot be determined because no geometry can be sampled at that location, or another error occurs,
|
* the height is set to undefined.
|
*
|
* @param {Cartographic[]} positions The cartographic positions to update with sampled heights.
|
* @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to not sample height from.
|
* @param {Number} [width=0.1] Width of the intersection volume in meters.
|
* @returns {Promise.<Cartographic[]>} A promise that resolves to the provided list of positions when the query has completed.
|
*
|
* @example
|
* var positions = [
|
* new Cesium.Cartographic(-1.31968, 0.69887),
|
* new Cesium.Cartographic(-1.10489, 0.83923)
|
* ];
|
* var promise = viewer.scene.sampleHeightMostDetailed(positions);
|
* promise.then(function(updatedPosition) {
|
* // positions[0].height and positions[1].height have been updated.
|
* // updatedPositions is just a reference to positions.
|
* }
|
*
|
* @see Scene#sampleHeight
|
*
|
* @exception {DeveloperError} sampleHeightMostDetailed is only supported in 3D mode.
|
* @exception {DeveloperError} sampleHeightMostDetailed requires depth texture support. Check sampleHeightSupported.
|
*/
|
Scene.prototype.sampleHeightMostDetailed = function (
|
positions,
|
objectsToExclude,
|
width
|
) {
|
return this._picking.sampleHeightMostDetailed(
|
this,
|
positions,
|
objectsToExclude,
|
width
|
);
|
};
|
|
/**
|
* Initiates an asynchronous {@link Scene#clampToHeight} query for an array of {@link Cartesian3} positions
|
* using the maximum level of detail for 3D Tilesets in the scene. Returns a promise that is resolved when
|
* the query completes. Each position is modified in place. If a position cannot be clamped because no geometry
|
* can be sampled at that location, or another error occurs, the element in the array is set to undefined.
|
*
|
* @param {Cartesian3[]} cartesians The cartesian positions to update with clamped positions.
|
* @param {Object[]} [objectsToExclude] A list of primitives, entities, or 3D Tiles features to not clamp to.
|
* @param {Number} [width=0.1] Width of the intersection volume in meters.
|
* @returns {Promise.<Cartesian3[]>} A promise that resolves to the provided list of positions when the query has completed.
|
*
|
* @example
|
* var cartesians = [
|
* entities[0].position.getValue(Cesium.JulianDate.now()),
|
* entities[1].position.getValue(Cesium.JulianDate.now())
|
* ];
|
* var promise = viewer.scene.clampToHeightMostDetailed(cartesians);
|
* promise.then(function(updatedCartesians) {
|
* entities[0].position = updatedCartesians[0];
|
* entities[1].position = updatedCartesians[1];
|
* }
|
*
|
* @see Scene#clampToHeight
|
*
|
* @exception {DeveloperError} clampToHeightMostDetailed is only supported in 3D mode.
|
* @exception {DeveloperError} clampToHeightMostDetailed requires depth texture support. Check clampToHeightSupported.
|
*/
|
Scene.prototype.clampToHeightMostDetailed = function (
|
cartesians,
|
objectsToExclude,
|
width
|
) {
|
return this._picking.clampToHeightMostDetailed(
|
this,
|
cartesians,
|
objectsToExclude,
|
width
|
);
|
};
|
|
/**
|
* Transforms a position in cartesian coordinates to canvas coordinates. This is commonly used to place an
|
* HTML element at the same screen position as an object in the scene.
|
*
|
* @param {Cartesian3} position The position in cartesian coordinates.
|
* @param {Cartesian2} [result] An optional object to return the input position transformed to canvas coordinates.
|
* @returns {Cartesian2} The modified result parameter or a new Cartesian2 instance if one was not provided. This may be <code>undefined</code> if the input position is near the center of the ellipsoid.
|
*
|
* @example
|
* // Output the canvas position of longitude/latitude (0, 0) every time the mouse moves.
|
* var scene = widget.scene;
|
* var ellipsoid = scene.globe.ellipsoid;
|
* var position = Cesium.Cartesian3.fromDegrees(0.0, 0.0);
|
* var handler = new Cesium.ScreenSpaceEventHandler(scene.canvas);
|
* handler.setInputAction(function(movement) {
|
* console.log(scene.cartesianToCanvasCoordinates(position));
|
* }, Cesium.ScreenSpaceEventType.MOUSE_MOVE);
|
*/
|
Scene.prototype.cartesianToCanvasCoordinates = function (position, result) {
|
return SceneTransforms.wgs84ToWindowCoordinates(this, position, result);
|
};
|
|
/**
|
* Instantly completes an active transition.
|
*/
|
Scene.prototype.completeMorph = function () {
|
this._transitioner.completeMorph();
|
};
|
|
/**
|
* Asynchronously transitions the scene to 2D.
|
* @param {Number} [duration=2.0] The amount of time, in seconds, for transition animations to complete.
|
*/
|
Scene.prototype.morphTo2D = function (duration) {
|
var ellipsoid;
|
var globe = this.globe;
|
if (defined(globe)) {
|
ellipsoid = globe.ellipsoid;
|
} else {
|
ellipsoid = this.mapProjection.ellipsoid;
|
}
|
duration = defaultValue(duration, 2.0);
|
this._transitioner.morphTo2D(duration, ellipsoid);
|
};
|
|
/**
|
* Asynchronously transitions the scene to Columbus View.
|
* @param {Number} [duration=2.0] The amount of time, in seconds, for transition animations to complete.
|
*/
|
Scene.prototype.morphToColumbusView = function (duration) {
|
var ellipsoid;
|
var globe = this.globe;
|
if (defined(globe)) {
|
ellipsoid = globe.ellipsoid;
|
} else {
|
ellipsoid = this.mapProjection.ellipsoid;
|
}
|
duration = defaultValue(duration, 2.0);
|
this._transitioner.morphToColumbusView(duration, ellipsoid);
|
};
|
|
/**
|
* Asynchronously transitions the scene to 3D.
|
* @param {Number} [duration=2.0] The amount of time, in seconds, for transition animations to complete.
|
*/
|
Scene.prototype.morphTo3D = function (duration) {
|
var ellipsoid;
|
var globe = this.globe;
|
if (defined(globe)) {
|
ellipsoid = globe.ellipsoid;
|
} else {
|
ellipsoid = this.mapProjection.ellipsoid;
|
}
|
duration = defaultValue(duration, 2.0);
|
this._transitioner.morphTo3D(duration, ellipsoid);
|
};
|
|
/**
|
* Returns true if this object was destroyed; otherwise, false.
|
* <br /><br />
|
* If this object was destroyed, it should not be used; calling any function other than
|
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
|
*
|
* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
|
*
|
* @see Scene#destroy
|
*/
|
Scene.prototype.isDestroyed = function () {
|
return false;
|
};
|
|
/**
|
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
|
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
|
* <br /><br />
|
* Once an object is destroyed, it should not be used; calling any function other than
|
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
|
* assign the return value (<code>undefined</code>) to the object as done in the example.
|
*
|
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
|
*
|
*
|
* @example
|
* scene = scene && scene.destroy();
|
*
|
* @see Scene#isDestroyed
|
*/
|
Scene.prototype.destroy = function () {
|
this._tweens.removeAll();
|
this._computeEngine = this._computeEngine && this._computeEngine.destroy();
|
this._screenSpaceCameraController =
|
this._screenSpaceCameraController &&
|
this._screenSpaceCameraController.destroy();
|
this._deviceOrientationCameraController =
|
this._deviceOrientationCameraController &&
|
!this._deviceOrientationCameraController.isDestroyed() &&
|
this._deviceOrientationCameraController.destroy();
|
this._primitives = this._primitives && this._primitives.destroy();
|
this._groundPrimitives =
|
this._groundPrimitives && this._groundPrimitives.destroy();
|
this._globe = this._globe && this._globe.destroy();
|
this.skyBox = this.skyBox && this.skyBox.destroy();
|
this.skyAtmosphere = this.skyAtmosphere && this.skyAtmosphere.destroy();
|
this._debugSphere = this._debugSphere && this._debugSphere.destroy();
|
this.sun = this.sun && this.sun.destroy();
|
this._sunPostProcess = this._sunPostProcess && this._sunPostProcess.destroy();
|
this._depthPlane = this._depthPlane && this._depthPlane.destroy();
|
this._transitioner = this._transitioner && this._transitioner.destroy();
|
this._debugFrustumPlanes =
|
this._debugFrustumPlanes && this._debugFrustumPlanes.destroy();
|
this._brdfLutGenerator =
|
this._brdfLutGenerator && this._brdfLutGenerator.destroy();
|
this._picking = this._picking && this._picking.destroy();
|
|
this._defaultView = this._defaultView && this._defaultView.destroy();
|
this._view = undefined;
|
|
if (this._removeCreditContainer) {
|
this._canvas.parentNode.removeChild(this._creditContainer);
|
}
|
|
this.postProcessStages =
|
this.postProcessStages && this.postProcessStages.destroy();
|
|
this._context = this._context && this._context.destroy();
|
this._frameState.creditDisplay =
|
this._frameState.creditDisplay && this._frameState.creditDisplay.destroy();
|
|
if (defined(this._performanceDisplay)) {
|
this._performanceDisplay =
|
this._performanceDisplay && this._performanceDisplay.destroy();
|
this._performanceContainer.parentNode.removeChild(
|
this._performanceContainer
|
);
|
}
|
|
this._removeRequestListenerCallback();
|
this._removeTaskProcessorListenerCallback();
|
for (var i = 0; i < this._removeGlobeCallbacks.length; ++i) {
|
this._removeGlobeCallbacks[i]();
|
}
|
this._removeGlobeCallbacks.length = 0;
|
|
return destroyObject(this);
|
};
|
export default Scene;
|