@cesium/engine
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
187 lines (168 loc) • 6.11 kB
JavaScript
import clone from "../Core/clone.js";
import destroyObject from "../Core/destroyObject.js";
import DeveloperError from "../Core/DeveloperError.js";
import Context from "./Context.js";
/**
* Enables a single WebGL context to be used by any number of {@link Scene}s.
* You can pass a SharedContext in place of a {@link ContextOptions} to the constructors of {@link Scene}, {@link CesiumWidget}, and {@link Viewer}.
* {@link Primitive}s associated with the shared WebGL context can be displayed in any Scene that uses the same context.
* The context renders each Scene to an off-screen canvas, then blits the result to that Scene's on-screen canvas.
*
* @private
* @alias SharedContext
* @constructor
*
* @param {object} [options] Object with the following properties:
* @param {ContextOptions} [options.contextOptions] Context and WebGL creation properties.
* @param {boolean} [options.autoDestroy=true] Destroys this context and all of its WebGL resources after all Scenes using the context are destroyed.
* @see {@link http://www.khronos.org/registry/webgl/specs/latest/#5.2|WebGLContextAttributes}
*
* @example
* // Create two Scenes sharing a single WebGL context
* const context = new Cesium.SharedContext();
* const scene1 = new Cesium.Scene({
* canvas: canvas1,
* contextOptions: context,
* });
* const scene2 = new Cesium.Scene({
* canvas: canvas2,
* contextOptions: context,
* });
*/
function SharedContext(options) {
this._autoDestroy = options?.autoDestroy ?? true;
this._canvas = document.createElement("canvas");
this._context = new Context(this._canvas, clone(options?.contextOptions));
this._canvases = [];
}
/**
* Creates an instance of {@link Context} that manages the shared WebGL context for a specific canvas.
* @param {HTMLCanvasElement} canvas The canvas element to which the context will be associated
* @returns {Context} The created context instance
* @private
*/
SharedContext.prototype.createSceneContext = function (canvas) {
const context2d = canvas.getContext("2d", { alpha: true });
//>>includeStart('debug', pragmas.debug);
if (!context2d) {
throw new DeveloperError(
"canvas used with SharedContext must provide a 2d context",
);
}
if (this._canvases.includes(canvas)) {
throw new DeveloperError("canvas is already associated with a scene");
}
//>>includeEnd('debug');
const sharedContext = this;
sharedContext._canvases.push(canvas);
let isDestroyed = false;
const destroy = function () {
isDestroyed = true;
const index = sharedContext._canvases.indexOf(canvas);
if (-1 !== index) {
sharedContext._canvases.splice(index, 1);
if (sharedContext._autoDestroy && sharedContext._canvases.length === 0) {
sharedContext.destroy();
}
}
};
const beginFrame = function () {
// Ensure the off-screen canvas is at least as large as the on-screen canvas.
const sharedCanvas = sharedContext._context.canvas;
const width = this.drawingBufferWidth;
if (sharedCanvas.width < width) {
sharedCanvas.width = width;
}
const height = this.drawingBufferHeight;
if (sharedCanvas.height < height) {
sharedCanvas.height = height;
}
};
const endFrame = function () {
// Blit the image from the off-screen canvas to the on-screen canvas.
const w = this.drawingBufferWidth;
const h = this.drawingBufferHeight;
const yOffset = sharedContext._context.canvas.height - h; // drawImage has top as Y=0, GL has bottom as Y=0
context2d.drawImage(
sharedContext._context.canvas,
0,
yOffset,
w,
h,
0,
0,
w,
h,
);
// Do normal post-frame cleanup.
sharedContext._context.endFrame();
};
const proxy = new Proxy(this._context, {
get(target, prop, receiver) {
if (prop === "isDestroyed") {
return function () {
return isDestroyed;
};
} else if (isDestroyed) {
//>>includeStart('debug', pragmas.debug);
throw new DeveloperError(
"This object was destroyed, i.e., destroy() was called.",
);
//>>includeEnd('debug');
}
switch (prop) {
case "_canvas":
return canvas;
case "destroy":
return destroy;
case "drawingBufferWidth":
return canvas.width;
case "drawingBufferHeight":
return canvas.height;
case "beginFrame":
return beginFrame;
case "endFrame":
return endFrame;
default:
return Reflect.get(target, prop, receiver);
}
},
});
return proxy;
};
/**
* 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.
* <br /><br />
* By default, a SharedContext is destroyed automatically once the last Scene using it is destroyed, in which case it
* is not necessary to call this method directly.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @example
* context = context && context.destroy();
*
* @see SharedContext#isDestroyed
*/
SharedContext.prototype.destroy = function () {
this._context.destroy();
destroyObject(this);
};
/**
* 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 SharedContext#destroy
*/
SharedContext.prototype.isDestroyed = function () {
return false;
};
export default SharedContext;