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PointCloudEyeDomeLighting.js
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PointCloudEyeDomeLighting.js
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import Cartesian2 from "../Core/Cartesian2.js";
import Color from "../Core/Color.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import PrimitiveType from "../Core/PrimitiveType.js";
import ClearCommand from "../Renderer/ClearCommand.js";
import DrawCommand from "../Renderer/DrawCommand.js";
import FramebufferManager from "../Renderer/FramebufferManager.js";
import Pass from "../Renderer/Pass.js";
import RenderState from "../Renderer/RenderState.js";
import ShaderSource from "../Renderer/ShaderSource.js";
import BlendingState from "../Scene/BlendingState.js";
import StencilConstants from "../Scene/StencilConstants.js";
import PointCloudEyeDomeLightingShader from "../Shaders/PostProcessStages/PointCloudEyeDomeLighting.js";
/**
* Eye dome lighting. Does not support points with per-point translucency, but does allow translucent styling against the globe.
* Requires support for EXT_frag_depth and WEBGL_draw_buffers extensions in WebGL 1.0.
*
* @private
*/
function PointCloudEyeDomeLighting() {
this._framebuffer = new FramebufferManager({
colorAttachmentsLength: 2,
depth: true,
supportsDepthTexture: true,
});
this._drawCommand = undefined;
this._clearCommand = undefined;
this._strength = 1.0;
this._radius = 1.0;
}
Object.defineProperties(PointCloudEyeDomeLighting.prototype, {
framebuffer: {
get: function () {
return this._framebuffer.framebuffer;
},
},
colorGBuffer: {
get: function () {
return this._framebuffer.getColorTexture(0);
},
},
depthGBuffer: {
get: function () {
return this._framebuffer.getColorTexture(1);
},
},
});
function destroyFramebuffer(processor) {
processor._framebuffer.destroy();
processor._drawCommand = undefined;
processor._clearCommand = undefined;
}
const distanceAndEdlStrengthScratch = new Cartesian2();
function createCommands(processor, context) {
const blendFS = new ShaderSource({
defines: ["LOG_DEPTH_WRITE"],
sources: [PointCloudEyeDomeLightingShader],
});
const blendUniformMap = {
u_pointCloud_colorGBuffer: function () {
return processor.colorGBuffer;
},
u_pointCloud_depthGBuffer: function () {
return processor.depthGBuffer;
},
u_distanceAndEdlStrength: function () {
distanceAndEdlStrengthScratch.x = processor._radius;
distanceAndEdlStrengthScratch.y = processor._strength;
return distanceAndEdlStrengthScratch;
},
};
const blendRenderState = RenderState.fromCache({
blending: BlendingState.ALPHA_BLEND,
depthMask: true,
depthTest: {
enabled: true,
},
stencilTest: StencilConstants.setCesium3DTileBit(),
stencilMask: StencilConstants.CESIUM_3D_TILE_MASK,
});
processor._drawCommand = context.createViewportQuadCommand(blendFS, {
uniformMap: blendUniformMap,
renderState: blendRenderState,
pass: Pass.CESIUM_3D_TILE,
owner: processor,
});
processor._clearCommand = new ClearCommand({
framebuffer: processor.framebuffer,
color: new Color(0.0, 0.0, 0.0, 0.0),
depth: 1.0,
renderState: RenderState.fromCache(),
pass: Pass.CESIUM_3D_TILE,
owner: processor,
});
}
function createResources(processor, context) {
const width = context.drawingBufferWidth;
const height = context.drawingBufferHeight;
processor._framebuffer.update(context, width, height);
createCommands(processor, context);
}
function isSupported(context) {
return context.drawBuffers && context.fragmentDepth;
}
PointCloudEyeDomeLighting.isSupported = isSupported;
function getECShaderProgram(context, shaderProgram) {
let shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, "EC");
if (!defined(shader)) {
const attributeLocations = shaderProgram._attributeLocations;
const fs = shaderProgram.fragmentShaderSource.clone();
fs.sources = fs.sources.map(function (source) {
source = ShaderSource.replaceMain(
source,
"czm_point_cloud_post_process_main"
);
source = source.replace(/gl_FragColor/g, "gl_FragData[0]");
return source;
});
fs.sources.unshift("#extension GL_EXT_draw_buffers : enable \n");
fs.sources.push(
"void main() \n" +
"{ \n" +
" czm_point_cloud_post_process_main(); \n" +
"#ifdef LOG_DEPTH\n" +
" czm_writeLogDepth();\n" +
" gl_FragData[1] = czm_packDepth(gl_FragDepthEXT); \n" +
"#else\n" +
" gl_FragData[1] = czm_packDepth(gl_FragCoord.z);\n" +
"#endif\n" +
"}"
);
shader = context.shaderCache.createDerivedShaderProgram(
shaderProgram,
"EC",
{
vertexShaderSource: shaderProgram.vertexShaderSource,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
}
);
}
return shader;
}
PointCloudEyeDomeLighting.prototype.update = function (
frameState,
commandStart,
pointCloudShading,
boundingVolume
) {
if (!isSupported(frameState.context)) {
return;
}
this._strength = pointCloudShading.eyeDomeLightingStrength;
this._radius =
pointCloudShading.eyeDomeLightingRadius * frameState.pixelRatio;
createResources(this, frameState.context);
// Hijack existing point commands to render into an offscreen FBO.
let i;
const commandList = frameState.commandList;
const commandEnd = commandList.length;
for (i = commandStart; i < commandEnd; ++i) {
const command = commandList[i];
if (
command.primitiveType !== PrimitiveType.POINTS ||
command.pass === Pass.TRANSLUCENT
) {
continue;
}
let derivedCommand;
let originalShaderProgram;
let derivedCommandObject = command.derivedCommands.pointCloudProcessor;
if (defined(derivedCommandObject)) {
derivedCommand = derivedCommandObject.command;
originalShaderProgram = derivedCommandObject.originalShaderProgram;
}
if (
!defined(derivedCommand) ||
command.dirty ||
originalShaderProgram !== command.shaderProgram ||
derivedCommand.framebuffer !== this.framebuffer
) {
// Prevent crash when tiles out-of-view come in-view during context size change or
// when the underlying shader changes while EDL is disabled
derivedCommand = DrawCommand.shallowClone(command, derivedCommand);
derivedCommand.framebuffer = this.framebuffer;
derivedCommand.shaderProgram = getECShaderProgram(
frameState.context,
command.shaderProgram
);
derivedCommand.castShadows = false;
derivedCommand.receiveShadows = false;
if (!defined(derivedCommandObject)) {
derivedCommandObject = {
command: derivedCommand,
originalShaderProgram: command.shaderProgram,
};
command.derivedCommands.pointCloudProcessor = derivedCommandObject;
}
derivedCommandObject.originalShaderProgram = command.shaderProgram;
}
commandList[i] = derivedCommand;
}
const clearCommand = this._clearCommand;
const blendCommand = this._drawCommand;
blendCommand.boundingVolume = boundingVolume;
// Blend EDL into the main FBO
commandList.push(blendCommand);
commandList.push(clearCommand);
};
/**
* 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 PointCloudEyeDomeLighting#destroy
*/
PointCloudEyeDomeLighting.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
* processor = processor && processor.destroy();
*
* @see PointCloudEyeDomeLighting#isDestroyed
*/
PointCloudEyeDomeLighting.prototype.destroy = function () {
destroyFramebuffer(this);
return destroyObject(this);
};
export default PointCloudEyeDomeLighting;