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GroundPolylinePrimitive.js
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import ApproximateTerrainHeights from "../Core/ApproximateTerrainHeights.js";
import ComponentDatatype from "../Core/ComponentDatatype.js";
import defaultValue from "../Core/defaultValue.js";
import defer from "../Core/defer.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import DeveloperError from "../Core/DeveloperError.js";
import GeometryInstance from "../Core/GeometryInstance.js";
import GeometryInstanceAttribute from "../Core/GeometryInstanceAttribute.js";
import GroundPolylineGeometry from "../Core/GroundPolylineGeometry.js";
import DrawCommand from "../Renderer/DrawCommand.js";
import Pass from "../Renderer/Pass.js";
import RenderState from "../Renderer/RenderState.js";
import ShaderProgram from "../Renderer/ShaderProgram.js";
import ShaderSource from "../Renderer/ShaderSource.js";
import PolylineShadowVolumeFS from "../Shaders/PolylineShadowVolumeFS.js";
import PolylineShadowVolumeMorphFS from "../Shaders/PolylineShadowVolumeMorphFS.js";
import PolylineShadowVolumeMorphVS from "../Shaders/PolylineShadowVolumeMorphVS.js";
import PolylineShadowVolumeVS from "../Shaders/PolylineShadowVolumeVS.js";
import BlendingState from "./BlendingState.js";
import ClassificationType from "./ClassificationType.js";
import CullFace from "./CullFace.js";
import PolylineColorAppearance from "./PolylineColorAppearance.js";
import PolylineMaterialAppearance from "./PolylineMaterialAppearance.js";
import Primitive from "./Primitive.js";
import SceneMode from "./SceneMode.js";
import StencilConstants from "./StencilConstants.js";
import StencilFunction from "./StencilFunction.js";
import StencilOperation from "./StencilOperation.js";
/**
* A GroundPolylinePrimitive represents a polyline draped over the terrain or 3D Tiles in the {@link Scene}.
* <p>
* Only to be used with GeometryInstances containing {@link GroundPolylineGeometry}.
* </p>
*
* @alias GroundPolylinePrimitive
* @constructor
*
* @param {Object} [options] Object with the following properties:
* @param {Array|GeometryInstance} [options.geometryInstances] GeometryInstances containing GroundPolylineGeometry
* @param {Appearance} [options.appearance] The Appearance used to render the polyline. Defaults to a white color {@link Material} on a {@link PolylineMaterialAppearance}.
* @param {Boolean} [options.show=true] Determines if this primitive will be shown.
* @param {Boolean} [options.interleave=false] When <code>true</code>, geometry vertex attributes are interleaved, which can slightly improve rendering performance but increases load time.
* @param {Boolean} [options.releaseGeometryInstances=true] When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
* @param {Boolean} [options.allowPicking=true] When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
* @param {Boolean} [options.asynchronous=true] Determines if the primitive will be created asynchronously or block until ready. If false initializeTerrainHeights() must be called first.
* @param {ClassificationType} [options.classificationType=ClassificationType.BOTH] Determines whether terrain, 3D Tiles or both will be classified.
* @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
* @param {Boolean} [options.debugShowShadowVolume=false] For debugging only. Determines if the shadow volume for each geometry in the primitive is drawn. Must be <code>true</code> on creation to have effect.
*
* @example
* // 1. Draw a polyline on terrain with a basic color material
*
* const instance = new Cesium.GeometryInstance({
* geometry : new Cesium.GroundPolylineGeometry({
* positions : Cesium.Cartesian3.fromDegreesArray([
* -112.1340164450331, 36.05494287836128,
* -112.08821010582645, 36.097804071380715
* ]),
* width : 4.0
* }),
* id : 'object returned when this instance is picked and to get/set per-instance attributes'
* });
*
* scene.groundPrimitives.add(new Cesium.GroundPolylinePrimitive({
* geometryInstances : instance,
* appearance : new Cesium.PolylineMaterialAppearance()
* }));
*
* // 2. Draw a looped polyline on terrain with per-instance color and a distance display condition.
* // Distance display conditions for polylines on terrain are based on an approximate terrain height
* // instead of true terrain height.
*
* const instance2 = new Cesium.GeometryInstance({
* geometry : new Cesium.GroundPolylineGeometry({
* positions : Cesium.Cartesian3.fromDegreesArray([
* -112.1340164450331, 36.05494287836128,
* -112.08821010582645, 36.097804071380715,
* -112.13296079730024, 36.168769146801104
* ]),
* loop : true,
* width : 4.0
* }),
* attributes : {
* color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.fromCssColorString('green').withAlpha(0.7)),
* distanceDisplayCondition : new Cesium.DistanceDisplayConditionGeometryInstanceAttribute(1000, 30000)
* },
* id : 'object returned when this instance is picked and to get/set per-instance attributes'
* });
*
* scene.groundPrimitives.add(new Cesium.GroundPolylinePrimitive({
* geometryInstances : instance2,
* appearance : new Cesium.PolylineColorAppearance()
* }));
*/
function GroundPolylinePrimitive(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
/**
* The geometry instances rendered with this primitive. This may
* be <code>undefined</code> if <code>options.releaseGeometryInstances</code>
* is <code>true</code> when the primitive is constructed.
* <p>
* Changing this property after the primitive is rendered has no effect.
* </p>
*
* @readonly
* @type {Array|GeometryInstance}
*
* @default undefined
*/
this.geometryInstances = options.geometryInstances;
this._hasPerInstanceColors = true;
let appearance = options.appearance;
if (!defined(appearance)) {
appearance = new PolylineMaterialAppearance();
}
/**
* The {@link Appearance} used to shade this primitive. Each geometry
* instance is shaded with the same appearance. Some appearances, like
* {@link PolylineColorAppearance} allow giving each instance unique
* properties.
*
* @type Appearance
*
* @default undefined
*/
this.appearance = appearance;
/**
* Determines if the primitive will be shown. This affects all geometry
* instances in the primitive.
*
* @type {Boolean}
*
* @default true
*/
this.show = defaultValue(options.show, true);
/**
* Determines whether terrain, 3D Tiles or both will be classified.
*
* @type {ClassificationType}
*
* @default ClassificationType.BOTH
*/
this.classificationType = defaultValue(
options.classificationType,
ClassificationType.BOTH
);
/**
* This property is for debugging only; it is not for production use nor is it optimized.
* <p>
* Draws the bounding sphere for each draw command in the primitive.
* </p>
*
* @type {Boolean}
*
* @default false
*/
this.debugShowBoundingVolume = defaultValue(
options.debugShowBoundingVolume,
false
);
// Shadow volume is shown by removing a discard in the shader, so this isn't toggleable.
this._debugShowShadowVolume = defaultValue(
options.debugShowShadowVolume,
false
);
this._primitiveOptions = {
geometryInstances: undefined,
appearance: undefined,
vertexCacheOptimize: false,
interleave: defaultValue(options.interleave, false),
releaseGeometryInstances: defaultValue(
options.releaseGeometryInstances,
true
),
allowPicking: defaultValue(options.allowPicking, true),
asynchronous: defaultValue(options.asynchronous, true),
compressVertices: false,
_createShaderProgramFunction: undefined,
_createCommandsFunction: undefined,
_updateAndQueueCommandsFunction: undefined,
};
// Used when inserting in an OrderedPrimitiveCollection
this._zIndex = undefined;
this._ready = false;
this._readyPromise = defer();
this._primitive = undefined;
this._sp = undefined;
this._sp2D = undefined;
this._spMorph = undefined;
this._renderState = getRenderState(false);
this._renderState3DTiles = getRenderState(true);
this._renderStateMorph = RenderState.fromCache({
cull: {
enabled: true,
face: CullFace.FRONT, // Geometry is "inverted," so cull front when materials on volume instead of on terrain (morph)
},
depthTest: {
enabled: true,
},
blending: BlendingState.PRE_MULTIPLIED_ALPHA_BLEND,
depthMask: false,
});
}
Object.defineProperties(GroundPolylinePrimitive.prototype, {
/**
* Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
*
* @memberof GroundPolylinePrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default false
*/
interleave: {
get: function () {
return this._primitiveOptions.interleave;
},
},
/**
* When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
*
* @memberof GroundPolylinePrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
releaseGeometryInstances: {
get: function () {
return this._primitiveOptions.releaseGeometryInstances;
},
},
/**
* When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
*
* @memberof GroundPolylinePrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
allowPicking: {
get: function () {
return this._primitiveOptions.allowPicking;
},
},
/**
* Determines if the geometry instances will be created and batched on a web worker.
*
* @memberof GroundPolylinePrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
asynchronous: {
get: function () {
return this._primitiveOptions.asynchronous;
},
},
/**
* Determines if the primitive is complete and ready to render. If this property is
* true, the primitive will be rendered the next time that {@link GroundPolylinePrimitive#update}
* is called.
*
* @memberof GroundPolylinePrimitive.prototype
*
* @type {Boolean}
* @readonly
*/
ready: {
get: function () {
return this._ready;
},
},
/**
* Gets a promise that resolves when the primitive is ready to render.
* @memberof GroundPolylinePrimitive.prototype
* @type {Promise.<GroundPolylinePrimitive>}
* @readonly
*/
readyPromise: {
get: function () {
return this._readyPromise.promise;
},
},
/**
* This property is for debugging only; it is not for production use nor is it optimized.
* <p>
* If true, draws the shadow volume for each geometry in the primitive.
* </p>
*
* @memberof GroundPolylinePrimitive.prototype
*
* @type {Boolean}
* @readonly
*
* @default false
*/
debugShowShadowVolume: {
get: function () {
return this._debugShowShadowVolume;
},
},
});
/**
* Initializes the minimum and maximum terrain heights. This only needs to be called if you are creating the
* GroundPolylinePrimitive synchronously.
*
* @returns {Promise<void>} A promise that will resolve once the terrain heights have been loaded.
*/
GroundPolylinePrimitive.initializeTerrainHeights = function () {
return ApproximateTerrainHeights.initialize();
};
function createShaderProgram(groundPolylinePrimitive, frameState, appearance) {
const context = frameState.context;
const primitive = groundPolylinePrimitive._primitive;
const attributeLocations = primitive._attributeLocations;
let vs = primitive._batchTable.getVertexShaderCallback()(
PolylineShadowVolumeVS
);
vs = Primitive._appendShowToShader(primitive, vs);
vs = Primitive._appendDistanceDisplayConditionToShader(primitive, vs);
vs = Primitive._modifyShaderPosition(
groundPolylinePrimitive,
vs,
frameState.scene3DOnly
);
let vsMorph = primitive._batchTable.getVertexShaderCallback()(
PolylineShadowVolumeMorphVS
);
vsMorph = Primitive._appendShowToShader(primitive, vsMorph);
vsMorph = Primitive._appendDistanceDisplayConditionToShader(
primitive,
vsMorph
);
vsMorph = Primitive._modifyShaderPosition(
groundPolylinePrimitive,
vsMorph,
frameState.scene3DOnly
);
// Access pick color from fragment shader.
// Helps with varying budget.
let fs = primitive._batchTable.getVertexShaderCallback()(
PolylineShadowVolumeFS
);
const vsDefines = [
`GLOBE_MINIMUM_ALTITUDE ${frameState.mapProjection.ellipsoid.minimumRadius.toFixed(
1
)}`,
];
let colorDefine = "";
let materialShaderSource = "";
if (defined(appearance.material)) {
materialShaderSource = defined(appearance.material)
? appearance.material.shaderSource
: "";
// Check for use of v_width and v_polylineAngle in material shader
// to determine whether these varyings should be active in the vertex shader.
if (
materialShaderSource.search(/varying\s+float\s+v_polylineAngle;/g) !== -1
) {
vsDefines.push("ANGLE_VARYING");
}
if (materialShaderSource.search(/varying\s+float\s+v_width;/g) !== -1) {
vsDefines.push("WIDTH_VARYING");
}
} else {
colorDefine = "PER_INSTANCE_COLOR";
}
vsDefines.push(colorDefine);
const fsDefines = groundPolylinePrimitive.debugShowShadowVolume
? ["DEBUG_SHOW_VOLUME", colorDefine]
: [colorDefine];
const vsColor3D = new ShaderSource({
defines: vsDefines,
sources: [vs],
});
const fsColor3D = new ShaderSource({
defines: fsDefines,
sources: [materialShaderSource, fs],
});
groundPolylinePrimitive._sp = ShaderProgram.replaceCache({
context: context,
shaderProgram: primitive._sp,
vertexShaderSource: vsColor3D,
fragmentShaderSource: fsColor3D,
attributeLocations: attributeLocations,
});
// Derive 2D/CV
let colorProgram2D = context.shaderCache.getDerivedShaderProgram(
groundPolylinePrimitive._sp,
"2dColor"
);
if (!defined(colorProgram2D)) {
const vsColor2D = new ShaderSource({
defines: vsDefines.concat(["COLUMBUS_VIEW_2D"]),
sources: [vs],
});
colorProgram2D = context.shaderCache.createDerivedShaderProgram(
groundPolylinePrimitive._sp,
"2dColor",
{
context: context,
shaderProgram: groundPolylinePrimitive._sp2D,
vertexShaderSource: vsColor2D,
fragmentShaderSource: fsColor3D,
attributeLocations: attributeLocations,
}
);
}
groundPolylinePrimitive._sp2D = colorProgram2D;
// Derive Morph
let colorProgramMorph = context.shaderCache.getDerivedShaderProgram(
groundPolylinePrimitive._sp,
"MorphColor"
);
if (!defined(colorProgramMorph)) {
const vsColorMorph = new ShaderSource({
defines: vsDefines.concat([
`MAX_TERRAIN_HEIGHT ${ApproximateTerrainHeights._defaultMaxTerrainHeight.toFixed(
1
)}`,
]),
sources: [vsMorph],
});
fs = primitive._batchTable.getVertexShaderCallback()(
PolylineShadowVolumeMorphFS
);
const fsColorMorph = new ShaderSource({
defines: fsDefines,
sources: [materialShaderSource, fs],
});
colorProgramMorph = context.shaderCache.createDerivedShaderProgram(
groundPolylinePrimitive._sp,
"MorphColor",
{
context: context,
shaderProgram: groundPolylinePrimitive._spMorph,
vertexShaderSource: vsColorMorph,
fragmentShaderSource: fsColorMorph,
attributeLocations: attributeLocations,
}
);
}
groundPolylinePrimitive._spMorph = colorProgramMorph;
}
function getRenderState(mask3DTiles) {
return RenderState.fromCache({
cull: {
enabled: true, // prevent double-draw. Geometry is "inverted" (reversed winding order) so we're drawing backfaces.
},
blending: BlendingState.PRE_MULTIPLIED_ALPHA_BLEND,
depthMask: false,
stencilTest: {
enabled: mask3DTiles,
frontFunction: StencilFunction.EQUAL,
frontOperation: {
fail: StencilOperation.KEEP,
zFail: StencilOperation.KEEP,
zPass: StencilOperation.KEEP,
},
backFunction: StencilFunction.EQUAL,
backOperation: {
fail: StencilOperation.KEEP,
zFail: StencilOperation.KEEP,
zPass: StencilOperation.KEEP,
},
reference: StencilConstants.CESIUM_3D_TILE_MASK,
mask: StencilConstants.CESIUM_3D_TILE_MASK,
},
});
}
function createCommands(
groundPolylinePrimitive,
appearance,
material,
translucent,
colorCommands,
pickCommands
) {
const primitive = groundPolylinePrimitive._primitive;
const length = primitive._va.length;
colorCommands.length = length;
pickCommands.length = length;
const isPolylineColorAppearance =
appearance instanceof PolylineColorAppearance;
const materialUniforms = isPolylineColorAppearance ? {} : material._uniforms;
const uniformMap = primitive._batchTable.getUniformMapCallback()(
materialUniforms
);
for (let i = 0; i < length; i++) {
const vertexArray = primitive._va[i];
let command = colorCommands[i];
if (!defined(command)) {
command = colorCommands[i] = new DrawCommand({
owner: groundPolylinePrimitive,
primitiveType: primitive._primitiveType,
});
}
command.vertexArray = vertexArray;
command.renderState = groundPolylinePrimitive._renderState;
command.shaderProgram = groundPolylinePrimitive._sp;
command.uniformMap = uniformMap;
command.pass = Pass.TERRAIN_CLASSIFICATION;
command.pickId = "czm_batchTable_pickColor(v_endPlaneNormalEcAndBatchId.w)";
const derivedTilesetCommand = DrawCommand.shallowClone(
command,
command.derivedCommands.tileset
);
derivedTilesetCommand.renderState =
groundPolylinePrimitive._renderState3DTiles;
derivedTilesetCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
command.derivedCommands.tileset = derivedTilesetCommand;
// derive for 2D
const derived2DCommand = DrawCommand.shallowClone(
command,
command.derivedCommands.color2D
);
derived2DCommand.shaderProgram = groundPolylinePrimitive._sp2D;
command.derivedCommands.color2D = derived2DCommand;
const derived2DTilesetCommand = DrawCommand.shallowClone(
derivedTilesetCommand,
derivedTilesetCommand.derivedCommands.color2D
);
derived2DTilesetCommand.shaderProgram = groundPolylinePrimitive._sp2D;
derivedTilesetCommand.derivedCommands.color2D = derived2DTilesetCommand;
// derive for Morph
const derivedMorphCommand = DrawCommand.shallowClone(
command,
command.derivedCommands.colorMorph
);
derivedMorphCommand.renderState = groundPolylinePrimitive._renderStateMorph;
derivedMorphCommand.shaderProgram = groundPolylinePrimitive._spMorph;
derivedMorphCommand.pickId = "czm_batchTable_pickColor(v_batchId)";
command.derivedCommands.colorMorph = derivedMorphCommand;
}
}
function updateAndQueueCommand(
groundPolylinePrimitive,
command,
frameState,
modelMatrix,
cull,
boundingVolume,
debugShowBoundingVolume
) {
// Use derived appearance command for morph and 2D
if (frameState.mode === SceneMode.MORPHING) {
command = command.derivedCommands.colorMorph;
} else if (frameState.mode !== SceneMode.SCENE3D) {
command = command.derivedCommands.color2D;
}
command.modelMatrix = modelMatrix;
command.boundingVolume = boundingVolume;
command.cull = cull;
command.debugShowBoundingVolume = debugShowBoundingVolume;
frameState.commandList.push(command);
}
function updateAndQueueCommands(
groundPolylinePrimitive,
frameState,
colorCommands,
pickCommands,
modelMatrix,
cull,
debugShowBoundingVolume
) {
const primitive = groundPolylinePrimitive._primitive;
Primitive._updateBoundingVolumes(primitive, frameState, modelMatrix); // Expected to be identity - GroundPrimitives don't support other model matrices
let boundingSpheres;
if (frameState.mode === SceneMode.SCENE3D) {
boundingSpheres = primitive._boundingSphereWC;
} else if (frameState.mode === SceneMode.COLUMBUS_VIEW) {
boundingSpheres = primitive._boundingSphereCV;
} else if (
frameState.mode === SceneMode.SCENE2D &&
defined(primitive._boundingSphere2D)
) {
boundingSpheres = primitive._boundingSphere2D;
} else if (defined(primitive._boundingSphereMorph)) {
boundingSpheres = primitive._boundingSphereMorph;
}
const morphing = frameState.mode === SceneMode.MORPHING;
const classificationType = groundPolylinePrimitive.classificationType;
const queueTerrainCommands =
classificationType !== ClassificationType.CESIUM_3D_TILE;
const queue3DTilesCommands =
classificationType !== ClassificationType.TERRAIN && !morphing;
let command;
const passes = frameState.passes;
if (passes.render || (passes.pick && primitive.allowPicking)) {
const colorLength = colorCommands.length;
for (let j = 0; j < colorLength; ++j) {
const boundingVolume = boundingSpheres[j];
if (queueTerrainCommands) {
command = colorCommands[j];
updateAndQueueCommand(
groundPolylinePrimitive,
command,
frameState,
modelMatrix,
cull,
boundingVolume,
debugShowBoundingVolume
);
}
if (queue3DTilesCommands) {
command = colorCommands[j].derivedCommands.tileset;
updateAndQueueCommand(
groundPolylinePrimitive,
command,
frameState,
modelMatrix,
cull,
boundingVolume,
debugShowBoundingVolume
);
}
}
}
}
/**
* Called when {@link Viewer} or {@link CesiumWidget} render the scene to
* get the draw commands needed to render this primitive.
* <p>
* Do not call this function directly. This is documented just to
* list the exceptions that may be propagated when the scene is rendered:
* </p>
*
* @exception {DeveloperError} For synchronous GroundPolylinePrimitives, you must call GroundPolylinePrimitives.initializeTerrainHeights() and wait for the returned promise to resolve.
* @exception {DeveloperError} All GeometryInstances must have color attributes to use PolylineColorAppearance with GroundPolylinePrimitive.
*/
GroundPolylinePrimitive.prototype.update = function (frameState) {
if (!defined(this._primitive) && !defined(this.geometryInstances)) {
return;
}
if (!ApproximateTerrainHeights.initialized) {
//>>includeStart('debug', pragmas.debug);
if (!this.asynchronous) {
throw new DeveloperError(
"For synchronous GroundPolylinePrimitives, you must call GroundPolylinePrimitives.initializeTerrainHeights() and wait for the returned promise to resolve."
);
}
//>>includeEnd('debug');
GroundPolylinePrimitive.initializeTerrainHeights();
return;
}
let i;
const that = this;
const primitiveOptions = this._primitiveOptions;
if (!defined(this._primitive)) {
const geometryInstances = Array.isArray(this.geometryInstances)
? this.geometryInstances
: [this.geometryInstances];
const geometryInstancesLength = geometryInstances.length;
const groundInstances = new Array(geometryInstancesLength);
let attributes;
// Check if each instance has a color attribute.
for (i = 0; i < geometryInstancesLength; ++i) {
attributes = geometryInstances[i].attributes;
if (!defined(attributes) || !defined(attributes.color)) {
this._hasPerInstanceColors = false;
break;
}
}
for (i = 0; i < geometryInstancesLength; ++i) {
const geometryInstance = geometryInstances[i];
attributes = {};
const instanceAttributes = geometryInstance.attributes;
for (const attributeKey in instanceAttributes) {
if (instanceAttributes.hasOwnProperty(attributeKey)) {
attributes[attributeKey] = instanceAttributes[attributeKey];
}
}
// Automatically create line width attribute if not already given
if (!defined(attributes.width)) {
attributes.width = new GeometryInstanceAttribute({
componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
componentsPerAttribute: 1.0,
value: [geometryInstance.geometry.width],
});
}
// Update each geometry for framestate.scene3DOnly = true and projection
geometryInstance.geometry._scene3DOnly = frameState.scene3DOnly;
GroundPolylineGeometry.setProjectionAndEllipsoid(
geometryInstance.geometry,
frameState.mapProjection
);
groundInstances[i] = new GeometryInstance({
geometry: geometryInstance.geometry,
attributes: attributes,
id: geometryInstance.id,
pickPrimitive: that,
});
}
primitiveOptions.geometryInstances = groundInstances;
primitiveOptions.appearance = this.appearance;
primitiveOptions._createShaderProgramFunction = function (
primitive,
frameState,
appearance
) {
createShaderProgram(that, frameState, appearance);
};
primitiveOptions._createCommandsFunction = function (
primitive,
appearance,
material,
translucent,
twoPasses,
colorCommands,
pickCommands
) {
createCommands(
that,
appearance,
material,
translucent,
colorCommands,
pickCommands
);
};
primitiveOptions._updateAndQueueCommandsFunction = function (
primitive,
frameState,
colorCommands,
pickCommands,
modelMatrix,
cull,
debugShowBoundingVolume,
twoPasses
) {
updateAndQueueCommands(
that,
frameState,
colorCommands,
pickCommands,
modelMatrix,
cull,
debugShowBoundingVolume
);
};
this._primitive = new Primitive(primitiveOptions);
this._primitive.readyPromise.then(function (primitive) {
that._ready = true;
if (that.releaseGeometryInstances) {
that.geometryInstances = undefined;
}
const error = primitive._error;
if (!defined(error)) {
that._readyPromise.resolve(that);
} else {
that._readyPromise.reject(error);
}
});
}
if (
this.appearance instanceof PolylineColorAppearance &&
!this._hasPerInstanceColors
) {
throw new DeveloperError(
"All GeometryInstances must have color attributes to use PolylineColorAppearance with GroundPolylinePrimitive."
);
}
this._primitive.appearance = this.appearance;
this._primitive.show = this.show;
this._primitive.debugShowBoundingVolume = this.debugShowBoundingVolume;
this._primitive.update(frameState);
};
/**
* Returns the modifiable per-instance attributes for a {@link GeometryInstance}.
*
* @param {*} id The id of the {@link GeometryInstance}.
* @returns {Object} The typed array in the attribute's format or undefined if the is no instance with id.
*
* @exception {DeveloperError} must call update before calling getGeometryInstanceAttributes.
*
* @example
* const attributes = primitive.getGeometryInstanceAttributes('an id');
* attributes.color = Cesium.ColorGeometryInstanceAttribute.toValue(Cesium.Color.AQUA);
* attributes.show = Cesium.ShowGeometryInstanceAttribute.toValue(true);
*/
GroundPolylinePrimitive.prototype.getGeometryInstanceAttributes = function (
id
) {
//>>includeStart('debug', pragmas.debug);
if (!defined(this._primitive)) {
throw new DeveloperError(
"must call update before calling getGeometryInstanceAttributes"
);
}
//>>includeEnd('debug');
return this._primitive.getGeometryInstanceAttributes(id);
};
/**
* Checks if the given Scene supports GroundPolylinePrimitives.
* GroundPolylinePrimitives require support for the WEBGL_depth_texture extension.
*
* @param {Scene} scene The current scene.
* @returns {Boolean} Whether or not the current scene supports GroundPolylinePrimitives.
*/
GroundPolylinePrimitive.isSupported = function (scene) {
return scene.frameState.context.depthTexture;
};
/**
* Returns true if this object was destroyed; otherwise, false.
* <p>
* 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.
* </p>
*
* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
*
* @see GroundPolylinePrimitive#destroy
*/
GroundPolylinePrimitive.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.
* <p>
* 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.
* </p>
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @example
* e = e && e.destroy();
*
* @see GroundPolylinePrimitive#isDestroyed
*/
GroundPolylinePrimitive.prototype.destroy = function () {
this._primitive = this._primitive && this._primitive.destroy();
this._sp = this._sp && this._sp.destroy();
// Derived programs, destroyed above if they existed.
this._sp2D = undefined;
this._spMorph = undefined;
return destroyObject(this);
};
export default GroundPolylinePrimitive;