@cesium/engine
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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
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JavaScript
import BlendingState from "./BlendingState.js";
import Buffer from "../Renderer/Buffer.js";
import BufferUsage from "../Renderer/BufferUsage.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Check from "../Core/Check.js";
import Color from "../Core/Color.js";
import ComputeCommand from "../Renderer/ComputeCommand.js";
import CloudType from "./CloudType.js";
import CloudCollectionFS from "../Shaders/CloudCollectionFS.js";
import CloudCollectionVS from "../Shaders/CloudCollectionVS.js";
import CloudNoiseFS from "../Shaders/CloudNoiseFS.js";
import CloudNoiseVS from "../Shaders/CloudNoiseVS.js";
import ComponentDatatype from "../Core/ComponentDatatype.js";
import CumulusCloud from "./CumulusCloud.js";
import Frozen from "../Core/Frozen.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import DeveloperError from "../Core/DeveloperError.js";
import DrawCommand from "../Renderer/DrawCommand.js";
import EncodedCartesian3 from "../Core/EncodedCartesian3.js";
import IndexDatatype from "../Core/IndexDatatype.js";
import Pass from "../Renderer/Pass.js";
import PixelDatatype from "../Renderer/PixelDatatype.js";
import PixelFormat from "../Core/PixelFormat.js";
import RenderState from "../Renderer/RenderState.js";
import Sampler from "../Renderer/Sampler.js";
import ShaderSource from "../Renderer/ShaderSource.js";
import ShaderProgram from "../Renderer/ShaderProgram.js";
import Texture from "../Renderer/Texture.js";
import TextureMagnificationFilter from "../Renderer/TextureMagnificationFilter.js";
import TextureMinificationFilter from "../Renderer/TextureMinificationFilter.js";
import TextureWrap from "../Renderer/TextureWrap.js";
import VertexArray from "../Renderer/VertexArray.js";
import VertexArrayFacade from "../Renderer/VertexArrayFacade.js";
import WebGLConstants from "../Core/WebGLConstants.js";
let attributeLocations;
const scratchTextureDimensions = new Cartesian3();
const attributeLocationsBatched = {
positionHighAndScaleX: 0,
positionLowAndScaleY: 1,
packedAttribute0: 2, // show, brightness, direction
packedAttribute1: 3, // cloudSize, slice
color: 4,
};
const attributeLocationsInstanced = {
direction: 0,
positionHighAndScaleX: 1,
positionLowAndScaleY: 2,
packedAttribute0: 3, // show, brightness
packedAttribute1: 4, // cloudSize, slice
color: 5,
};
const SHOW_INDEX = CumulusCloud.SHOW_INDEX;
const POSITION_INDEX = CumulusCloud.POSITION_INDEX;
const SCALE_INDEX = CumulusCloud.SCALE_INDEX;
const MAXIMUM_SIZE_INDEX = CumulusCloud.MAXIMUM_SIZE_INDEX;
const SLICE_INDEX = CumulusCloud.SLICE_INDEX;
const BRIGHTNESS_INDEX = CumulusCloud.BRIGHTNESS_INDEX;
const NUMBER_OF_PROPERTIES = CumulusCloud.NUMBER_OF_PROPERTIES;
const COLOR_INDEX = CumulusCloud.COLOR_INDEX;
/**
* A renderable collection of clouds in the 3D scene.
* <br /><br />
* <div align='center'>
* <img src='Images/CumulusCloud.png' width='400' height='300' /><br />
* Example cumulus clouds
* </div>
* <br /><br />
* Clouds are added and removed from the collection using {@link CloudCollection#add}
* and {@link CloudCollection#remove}.
* @alias CloudCollection
* @constructor
*
* @param {object} [options] Object with the following properties:
* @param {boolean} [options.show=true] Whether to display the clouds.
* @param {number} [options.noiseDetail=16.0] Desired amount of detail in the noise texture.
* @param {number} [options.noiseOffset=Cartesian3.ZERO] Desired translation of data in noise texture.
* @param {boolean} [options.debugBillboards=false] For debugging only. Determines if the billboards are rendered with an opaque color.
* @param {boolean} [options.debugEllipsoids=false] For debugging only. Determines if the clouds will be rendered as opaque ellipsoids.
* @see CloudCollection#add
* @see CloudCollection#remove
* @see CumulusCloud
*
* @demo {@link https://sandcastle.cesium.com/index.html?src=Clouds.html|Cesium Sandcastle Clouds Demo}
* @demo {@link https://sandcastle.cesium.com/index.html?src=Cloud%20Parameters.html|Cesium Sandcastle Cloud Parameters Demo}
*
* @example
* // Create a cloud collection with two cumulus clouds
* const clouds = scene.primitives.add(new Cesium.CloudCollection());
* clouds.add({
* position : new Cesium.Cartesian3(1.0, 2.0, 3.0),
* maximumSize: new Cesium.Cartesian3(20.0, 12.0, 8.0)
* });
* clouds.add({
* position : new Cesium.Cartesian3(4.0, 5.0, 6.0),
* maximumSize: new Cesium.Cartesian3(15.0, 9.0, 9.0),
* slice: 0.5
* });
*
*/
function CloudCollection(options) {
options = options ?? Frozen.EMPTY_OBJECT;
this._clouds = [];
this._cloudsToUpdate = [];
this._cloudsToUpdateIndex = 0;
this._cloudsRemoved = false;
this._createVertexArray = false;
this._propertiesChanged = new Uint32Array(NUMBER_OF_PROPERTIES);
this._noiseTexture = undefined;
this._textureSliceWidth = 128;
this._noiseTextureRows = 4;
/**
* <p>
* Controls the amount of detail captured in the precomputed noise texture
* used to render the cumulus clouds. In order for the texture to be tileable,
* this must be a power of two. For best results, set this to be a power of two
* between <code>8.0</code> and <code>32.0</code> (inclusive).
* </p>
*
* <div align='center'>
* <table border='0' cellpadding='5'><tr>
* <td align='center'>
* <code>clouds.noiseDetail = 8.0;</code><br/>
* <img src='Images/CloudCollection.noiseDetail8.png' width='250' height='158' />
* </td>
* <td align='center'>
* <code>clouds.noiseDetail = 32.0;</code><br/>
* <img src='Images/CloudCollection.noiseDetail32.png' width='250' height='158' />
* </td>
* </tr></table>
* </div>
*
* @type {number}
*
* @default 16.0
*/
this.noiseDetail = options.noiseDetail ?? 16.0;
/**
* <p>
* Applies a translation to noise texture coordinates to generate different data.
* This can be modified if the default noise does not generate good-looking clouds.
* </p>
*
* <div align='center'>
* <table border='0' cellpadding='5'><tr>
* <td align='center'>
* <code>default</code><br/>
* <img src='Images/CloudCollection.noiseOffsetdefault.png' width='250' height='158' />
* </td>
* <td align='center'>
* <code>clouds.noiseOffset = new Cesium.Cartesian3(10, 20, 10);</code><br/>
* <img src='Images/CloudCollection.noiseOffsetx10y20z10.png' width='250' height='158' />
* </td>
* </tr></table>
* </div>
* @type {Cartesian3}
*
* @default Cartesian3.ZERO
*/
this.noiseOffset = Cartesian3.clone(options.noiseOffset ?? Cartesian3.ZERO);
this._loading = false;
this._ready = false;
const that = this;
this._uniforms = {
u_noiseTexture: function () {
return that._noiseTexture;
},
u_noiseTextureDimensions: getNoiseTextureDimensions(that),
u_noiseDetail: function () {
return that.noiseDetail;
},
};
this._vaNoise = undefined;
this._spNoise = undefined;
this._spCreated = false;
this._sp = undefined;
this._rs = undefined;
/**
* Determines if billboards in this collection will be shown.
*
* @type {boolean}
* @default true
*/
this.show = options.show ?? true;
this._colorCommands = [];
/**
* This property is for debugging only; it is not for production use nor is it optimized.
* <p>
* Renders the billboards with one opaque color for the sake of debugging.
* </p>
*
* @type {boolean}
*
* @default false
*/
this.debugBillboards = options.debugBillboards ?? false;
this._compiledDebugBillboards = false;
/**
* This property is for debugging only; it is not for production use nor is it optimized.
* <p>
* Draws the clouds as opaque, monochrome ellipsoids for the sake of debugging.
* If <code>debugBillboards</code> is also true, then the ellipsoids will draw on top of the billboards.
* </p>
*
* @type {boolean}
*
* @default false
*/
this.debugEllipsoids = options.debugEllipsoids ?? false;
this._compiledDebugEllipsoids = false;
}
// Wraps useful texture metrics into a single vec3 for less overhead.
function getNoiseTextureDimensions(collection) {
return function () {
scratchTextureDimensions.x = collection._textureSliceWidth;
scratchTextureDimensions.y = collection._noiseTextureRows;
scratchTextureDimensions.z = 1.0 / collection._noiseTextureRows;
return scratchTextureDimensions;
};
}
Object.defineProperties(CloudCollection.prototype, {
/**
* Returns the number of clouds in this collection.
* @memberof CloudCollection.prototype
* @type {number}
*/
length: {
get: function () {
removeClouds(this);
return this._clouds.length;
},
},
});
function destroyClouds(clouds) {
const length = clouds.length;
for (let i = 0; i < length; ++i) {
if (clouds[i]) {
clouds[i]._destroy();
}
}
}
/**
* Creates and adds a cloud with the specified initial properties to the collection.
* The added cloud is returned so it can be modified or removed from the collection later.
*
* @param {object}[options] A template describing the cloud's properties as shown in Example 1.
* @returns {CumulusCloud} The cloud that was added to the collection.
*
* @performance Calling <code>add</code> is expected constant time. However, the collection's vertex buffer
* is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead. For
* best performance, add as many clouds as possible before calling <code>update</code>.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* // Example 1: Add a cumulus cloud, specifying all the default values.
* const c = clouds.add({
* show : true,
* position : Cesium.Cartesian3.ZERO,
* scale : new Cesium.Cartesian2(20.0, 12.0),
* maximumSize: new Cesium.Cartesian3(20.0, 12.0, 12.0),
* slice: -1.0,
* cloudType : CloudType.CUMULUS
* });
*
* @example
* // Example 2: Specify only the cloud's cartographic position.
* const c = clouds.add({
* position : Cesium.Cartesian3.fromDegrees(longitude, latitude, height)
* });
*
* @see CloudCollection#remove
* @see CloudCollection#removeAll
*/
CloudCollection.prototype.add = function (options) {
options = options ?? Frozen.EMPTY_OBJECT;
const cloudType = options.cloudType ?? CloudType.CUMULUS;
//>>includeStart('debug', pragmas.debug);
if (!CloudType.validate(cloudType)) {
throw new DeveloperError("invalid cloud type");
}
//>>includeEnd('debug');
let cloud;
if (cloudType === CloudType.CUMULUS) {
cloud = new CumulusCloud(options, this);
cloud._index = this._clouds.length;
this._clouds.push(cloud);
this._createVertexArray = true;
}
return cloud;
};
/**
* Removes a cloud from the collection.
*
* @param {CumulusCloud} cloud The cloud to remove.
* @returns {boolean} <code>true</code> if the cloud was removed; <code>false</code> if the cloud was not found in the collection.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* const c = clouds.add(...);
* clouds.remove(c); // Returns true
*
* @see CloudCollection#add
* @see CloudCollection#removeAll
* @see CumulusCloud#show
*/
CloudCollection.prototype.remove = function (cloud) {
if (this.contains(cloud)) {
this._clouds[cloud._index] = undefined; // Removed later in removeClouds()
this._cloudsRemoved = true;
this._createVertexArray = true;
cloud._destroy();
return true;
}
return false;
};
/**
* Removes all clouds from the collection.
*
* @performance <code>O(n)</code>. It is more efficient to remove all the clouds
* from a collection and then add new ones than to create a new collection entirely.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @example
* clouds.add(...);
* clouds.add(...);
* clouds.removeAll();
*
* @see CloudCollection#add
* @see CloudCollection#remove
*/
CloudCollection.prototype.removeAll = function () {
destroyClouds(this._clouds);
this._clouds = [];
this._cloudsToUpdate = [];
this._cloudsToUpdateIndex = 0;
this._cloudsRemoved = false;
this._createVertexArray = true;
};
function removeClouds(cloudCollection) {
if (cloudCollection._cloudsRemoved) {
cloudCollection._cloudsRemoved = false;
const newClouds = [];
const clouds = cloudCollection._clouds;
const length = clouds.length;
for (let i = 0, j = 0; i < length; ++i) {
const cloud = clouds[i];
if (defined(cloud)) {
clouds._index = j++;
newClouds.push(cloud);
}
}
cloudCollection._clouds = newClouds;
}
}
CloudCollection.prototype._updateCloud = function (cloud, propertyChanged) {
if (!cloud._dirty) {
this._cloudsToUpdate[this._cloudsToUpdateIndex++] = cloud;
}
++this._propertiesChanged[propertyChanged];
};
/**
* Check whether this collection contains a given cloud.
*
* @param {CumulusCloud} [cloud] The cloud to check for.
* @returns {boolean} true if this collection contains the cloud, false otherwise.
*
* @see CloudCollection#get
*/
CloudCollection.prototype.contains = function (cloud) {
return defined(cloud) && cloud._cloudCollection === this;
};
/**
* Returns the cloud in the collection at the specified index. Indices are zero-based
* and increase as clouds are added. Removing a cloud shifts all clouds after
* it to the left, changing their indices. This function is commonly used with
* {@link CloudCollection#length} to iterate over all the clouds in the collection.
*
* @param {number} index The zero-based index of the cloud.
* @returns {CumulusCloud} The cloud at the specified index.
*
* @performance Expected constant time. If clouds were removed from the collection and
* {@link CloudCollection#update} was not called, an implicit <code>O(n)</code>
* operation is performed.
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* // Toggle the show property of every cloud in the collection
* const len = clouds.length;
* for (let i = 0; i < len; ++i) {
* const c = clouds.get(i);
* c.show = !c.show;
* }
*
* @see CloudCollection#length
*/
CloudCollection.prototype.get = function (index) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.number("index", index);
//>>includeEnd('debug');
removeClouds(this);
return this._clouds[index];
};
const texturePositions = new Float32Array([
-1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0,
]);
const textureIndices = new Uint16Array([0, 1, 2, 0, 2, 3]);
function createTextureVA(context) {
const positionBuffer = Buffer.createVertexBuffer({
context: context,
typedArray: texturePositions,
usage: BufferUsage.STATIC_DRAW,
});
const indexBuffer = Buffer.createIndexBuffer({
context: context,
typedArray: textureIndices,
usage: BufferUsage.STATIC_DRAW,
indexDatatype: IndexDatatype.UNSIGNED_SHORT,
});
const attributes = [
{
index: 0,
vertexBuffer: positionBuffer,
componentsPerAttribute: 2,
componentDatatype: ComponentDatatype.FLOAT,
},
];
return new VertexArray({
context: context,
attributes: attributes,
indexBuffer: indexBuffer,
});
}
let getIndexBuffer;
function getIndexBufferBatched(context) {
const sixteenK = 16 * 1024;
let indexBuffer = context.cache.cloudCollection_indexBufferBatched;
if (defined(indexBuffer)) {
return indexBuffer;
}
// Subtract 6 because the last index is reserved for primitive restart.
// https://www.khronos.org/registry/webgl/specs/latest/2.0/#5.18
const length = sixteenK * 6 - 6;
const indices = new Uint16Array(length);
for (let i = 0, j = 0; i < length; i += 6, j += 4) {
indices[i] = j;
indices[i + 1] = j + 1;
indices[i + 2] = j + 2;
indices[i + 3] = j;
indices[i + 4] = j + 2;
indices[i + 5] = j + 3;
}
indexBuffer = Buffer.createIndexBuffer({
context: context,
typedArray: indices,
usage: BufferUsage.STATIC_DRAW,
indexDatatype: IndexDatatype.UNSIGNED_SHORT,
});
indexBuffer.vertexArrayDestroyable = false;
context.cache.cloudCollection_indexBufferBatched = indexBuffer;
return indexBuffer;
}
function getIndexBufferInstanced(context) {
let indexBuffer = context.cache.cloudCollection_indexBufferInstanced;
if (defined(indexBuffer)) {
return indexBuffer;
}
indexBuffer = Buffer.createIndexBuffer({
context: context,
typedArray: new Uint16Array([0, 1, 2, 0, 2, 3]),
usage: BufferUsage.STATIC_DRAW,
indexDatatype: IndexDatatype.UNSIGNED_SHORT,
});
indexBuffer.vertexArrayDestroyable = false;
context.cache.cloudCollection_indexBufferInstanced = indexBuffer;
return indexBuffer;
}
function getVertexBufferInstanced(context) {
let vertexBuffer = context.cache.cloudCollection_vertexBufferInstanced;
if (defined(vertexBuffer)) {
return vertexBuffer;
}
vertexBuffer = Buffer.createVertexBuffer({
context: context,
typedArray: new Float32Array([0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]),
usage: BufferUsage.STATIC_DRAW,
});
vertexBuffer.vertexArrayDestroyable = false;
context.cache.cloudCollection_vertexBufferInstanced = vertexBuffer;
return vertexBuffer;
}
function createVAF(context, numberOfClouds, instanced) {
const attributes = [
{
index: attributeLocations.positionHighAndScaleX,
componentsPerAttribute: 4,
componentDatatype: ComponentDatatype.FLOAT,
usage: BufferUsage.STATIC_DRAW,
},
{
index: attributeLocations.positionLowAndScaleY,
componentsPerAttribute: 4,
componentDatatype: ComponentDatatype.FLOAT,
usage: BufferUsage.STATIC_DRAW,
},
{
index: attributeLocations.packedAttribute0,
componentsPerAttribute: 4,
componentDatatype: ComponentDatatype.FLOAT,
usage: BufferUsage.STATIC_DRAW,
},
{
index: attributeLocations.packedAttribute1,
componentsPerAttribute: 4,
componentDatatype: ComponentDatatype.FLOAT,
usage: BufferUsage.STATIC_DRAW,
},
{
index: attributeLocations.color,
componentsPerAttribute: 4,
componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
normalize: true,
usage: BufferUsage.STATIC_DRAW,
},
];
if (instanced) {
attributes.push({
index: attributeLocations.direction,
componentsPerAttribute: 2,
componentDatatype: ComponentDatatype.FLOAT,
vertexBuffer: getVertexBufferInstanced(context),
});
}
const sizeInVertices = instanced ? numberOfClouds : 4 * numberOfClouds;
return new VertexArrayFacade(context, attributes, sizeInVertices, instanced);
}
const writePositionScratch = new EncodedCartesian3();
function writePositionAndScale(cloudCollection, frameState, vafWriters, cloud) {
let i;
const positionHighWriter =
vafWriters[attributeLocations.positionHighAndScaleX];
const positionLowWriter = vafWriters[attributeLocations.positionLowAndScaleY];
const position = cloud.position;
EncodedCartesian3.fromCartesian(position, writePositionScratch);
const scale = cloud.scale;
const high = writePositionScratch.high;
const low = writePositionScratch.low;
if (cloudCollection._instanced) {
i = cloud._index;
positionHighWriter(i, high.x, high.y, high.z, scale.x);
positionLowWriter(i, low.x, low.y, low.z, scale.y);
} else {
i = cloud._index * 4;
positionHighWriter(i + 0, high.x, high.y, high.z, scale.x);
positionHighWriter(i + 1, high.x, high.y, high.z, scale.x);
positionHighWriter(i + 2, high.x, high.y, high.z, scale.x);
positionHighWriter(i + 3, high.x, high.y, high.z, scale.x);
positionLowWriter(i + 0, low.x, low.y, low.z, scale.y);
positionLowWriter(i + 1, low.x, low.y, low.z, scale.y);
positionLowWriter(i + 2, low.x, low.y, low.z, scale.y);
positionLowWriter(i + 3, low.x, low.y, low.z, scale.y);
}
}
function writePackedAttribute0(cloudCollection, frameState, vafWriters, cloud) {
let i;
const writer = vafWriters[attributeLocations.packedAttribute0];
const show = cloud.show;
const brightness = cloud.brightness;
if (cloudCollection._instanced) {
i = cloud._index;
writer(i, show, brightness, 0.0, 0.0);
} else {
i = cloud._index * 4;
writer(i + 0, show, brightness, 0.0, 0.0);
writer(i + 1, show, brightness, 1.0, 0.0);
writer(i + 2, show, brightness, 1.0, 1.0);
writer(i + 3, show, brightness, 0.0, 1.0);
}
}
function writePackedAttribute1(cloudCollection, frameState, vafWriters, cloud) {
let i;
const writer = vafWriters[attributeLocations.packedAttribute1];
const maximumSize = cloud.maximumSize;
const slice = cloud.slice;
if (cloudCollection._instanced) {
i = cloud._index;
writer(i, maximumSize.x, maximumSize.y, maximumSize.z, slice);
} else {
i = cloud._index * 4;
writer(i + 0, maximumSize.x, maximumSize.y, maximumSize.z, slice);
writer(i + 1, maximumSize.x, maximumSize.y, maximumSize.z, slice);
writer(i + 2, maximumSize.x, maximumSize.y, maximumSize.z, slice);
writer(i + 3, maximumSize.x, maximumSize.y, maximumSize.z, slice);
}
}
function writeColor(cloudCollection, frameState, vafWriters, cloud) {
let i;
const writer = vafWriters[attributeLocations.color];
const color = cloud.color;
const red = Color.floatToByte(color.red);
const green = Color.floatToByte(color.green);
const blue = Color.floatToByte(color.blue);
const alpha = Color.floatToByte(color.alpha);
if (cloudCollection._instanced) {
i = cloud._index;
writer(i, red, green, blue, alpha);
} else {
i = cloud._index * 4;
writer(i + 0, red, green, blue, alpha);
writer(i + 1, red, green, blue, alpha);
writer(i + 2, red, green, blue, alpha);
writer(i + 3, red, green, blue, alpha);
}
}
function writeCloud(cloudCollection, frameState, vafWriters, cloud) {
writePositionAndScale(cloudCollection, frameState, vafWriters, cloud);
writePackedAttribute0(cloudCollection, frameState, vafWriters, cloud);
writePackedAttribute1(cloudCollection, frameState, vafWriters, cloud);
writeColor(cloudCollection, frameState, vafWriters, cloud);
}
function createNoiseTexture(cloudCollection, frameState, vsSource, fsSource) {
const that = cloudCollection;
const textureSliceWidth = that._textureSliceWidth;
const noiseTextureRows = that._noiseTextureRows;
//>>includeStart('debug', pragmas.debug);
if (
textureSliceWidth / noiseTextureRows < 1 ||
textureSliceWidth % noiseTextureRows !== 0
) {
throw new DeveloperError(
"noiseTextureRows must evenly divide textureSliceWidth",
);
}
//>>includeEnd('debug');
const context = frameState.context;
that._vaNoise = createTextureVA(context);
that._spNoise = ShaderProgram.fromCache({
context: context,
vertexShaderSource: vsSource,
fragmentShaderSource: fsSource,
attributeLocations: {
position: 0,
},
});
const noiseDetail = that.noiseDetail;
const noiseOffset = that.noiseOffset;
that._noiseTexture = new Texture({
context: context,
width: (textureSliceWidth * textureSliceWidth) / noiseTextureRows,
height: textureSliceWidth * noiseTextureRows,
pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
pixelFormat: PixelFormat.RGBA,
sampler: new Sampler({
wrapS: TextureWrap.REPEAT,
wrapT: TextureWrap.REPEAT,
minificationFilter: TextureMinificationFilter.NEAREST,
magnificationFilter: TextureMagnificationFilter.NEAREST,
}),
});
const textureCommand = new ComputeCommand({
vertexArray: that._vaNoise,
shaderProgram: that._spNoise,
outputTexture: that._noiseTexture,
uniformMap: {
u_noiseTextureDimensions: getNoiseTextureDimensions(that),
u_noiseDetail: function () {
return noiseDetail;
},
u_noiseOffset: function () {
return noiseOffset;
},
},
persists: false,
owner: cloudCollection,
postExecute: function (texture) {
that._ready = true;
that._loading = false;
},
});
frameState.commandList.push(textureCommand);
that._loading = true;
}
function createVertexArray(cloudCollection, frameState) {
const that = cloudCollection;
const context = frameState.context;
that._createVertexArray = false;
that._vaf = that._vaf && that._vaf.destroy();
const clouds = cloudCollection._clouds;
const cloudsLength = clouds.length;
if (cloudsLength > 0) {
that._vaf = createVAF(context, cloudsLength, that._instanced);
const vafWriters = that._vaf.writers;
let i;
// Rewrite entire buffer if clouds were added or removed.
for (i = 0; i < cloudsLength; ++i) {
const cloud = clouds[i];
writeCloud(cloudCollection, frameState, vafWriters, cloud);
}
// Different cloud collections share the same index buffer.
that._vaf.commit(getIndexBuffer(context));
}
}
const scratchWriterArray = [];
function updateClouds(cloudCollection, frameState) {
const context = frameState.context;
const that = cloudCollection;
const clouds = that._clouds;
const cloudsLength = clouds.length;
const cloudsToUpdate = that._cloudsToUpdate;
const cloudsToUpdateLength = that._cloudsToUpdateIndex;
const properties = that._propertiesChanged;
const writers = scratchWriterArray;
writers.length = 0;
if (properties[POSITION_INDEX] || properties[SCALE_INDEX]) {
writers.push(writePositionAndScale);
}
if (properties[SHOW_INDEX] || properties[BRIGHTNESS_INDEX]) {
writers.push(writePackedAttribute0);
}
if (properties[MAXIMUM_SIZE_INDEX] || properties[SLICE_INDEX]) {
writers.push(writePackedAttribute1);
}
if (properties[COLOR_INDEX]) {
writers.push(writeColor);
}
const numWriters = writers.length;
const vafWriters = that._vaf.writers;
let i, c, w;
if (cloudsToUpdateLength / cloudsLength > 0.1) {
// Like BillboardCollection, if more than 10% of clouds change,
// rewrite the entire buffer.
for (i = 0; i < cloudsToUpdateLength; ++i) {
c = cloudsToUpdate[i];
c._dirty = false;
for (w = 0; w < numWriters; ++w) {
writers[w](cloudCollection, frameState, vafWriters, c);
}
}
that._vaf.commit(getIndexBuffer(context));
} else {
for (i = 0; i < cloudsToUpdateLength; ++i) {
c = cloudsToUpdate[i];
c._dirty = false;
for (w = 0; w < numWriters; ++w) {
writers[w](cloudCollection, frameState, vafWriters, c);
}
if (that._instanced) {
that._vaf.subCommit(c._index, 1);
} else {
that._vaf.subCommit(c._index * 4, 4);
}
}
that._vaf.endSubCommits();
}
that._cloudsToUpdateIndex = 0;
}
function createShaderProgram(cloudCollection, frameState, vsSource, fsSource) {
const context = frameState.context;
const that = cloudCollection;
const vs = new ShaderSource({
defines: [],
sources: [vsSource],
});
if (that._instanced) {
vs.defines.push("INSTANCED");
}
const fs = new ShaderSource({
defines: [],
sources: [fsSource],
});
if (that.debugBillboards) {
fs.defines.push("DEBUG_BILLBOARDS");
}
if (that.debugEllipsoids) {
fs.defines.push("DEBUG_ELLIPSOIDS");
}
that._sp = ShaderProgram.replaceCache({
context: context,
shaderProgram: that._sp,
vertexShaderSource: vs,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
});
that._rs = RenderState.fromCache({
depthTest: {
enabled: true,
func: WebGLConstants.LESS,
},
depthMask: false,
blending: BlendingState.ALPHA_BLEND,
});
that._spCreated = true;
that._compiledDebugBillboards = that.debugBillboards;
that._compiledDebugEllipsoids = that.debugEllipsoids;
}
function createDrawCommands(cloudCollection, frameState) {
const that = cloudCollection;
const pass = frameState.passes;
const uniforms = that._uniforms;
const commandList = frameState.commandList;
if (pass.render) {
const colorList = that._colorCommands;
const va = that._vaf.va;
const vaLength = va.length;
colorList.length = vaLength;
for (let i = 0; i < vaLength; i++) {
let command = colorList[i];
if (!defined(command)) {
command = colorList[i] = new DrawCommand();
}
command.pass = Pass.TRANSLUCENT;
command.owner = cloudCollection;
command.uniformMap = uniforms;
command.count = va[i].indicesCount;
command.vertexArray = va[i].va;
command.shaderProgram = that._sp;
command.renderState = that._rs;
if (that._instanced) {
command.count = 6;
command.instanceCount = that._clouds.length;
}
commandList.push(command);
}
}
}
/**
* @private
*/
CloudCollection.prototype.update = function (frameState) {
removeClouds(this);
if (!this.show) {
return;
}
const debugging = this.debugBillboards || this.debugEllipsoids;
this._ready = debugging ? true : defined(this._noiseTexture);
if (!this._ready && !this._loading && !debugging) {
createNoiseTexture(this, frameState, CloudNoiseVS, CloudNoiseFS);
}
this._instanced = frameState.context.instancedArrays;
attributeLocations = this._instanced
? attributeLocationsInstanced
: attributeLocationsBatched;
getIndexBuffer = this._instanced
? getIndexBufferInstanced
: getIndexBufferBatched;
const clouds = this._clouds;
const cloudsLength = clouds.length;
const cloudsToUpdate = this._cloudsToUpdate;
const cloudsToUpdateLength = this._cloudsToUpdateIndex;
if (this._createVertexArray) {
createVertexArray(this, frameState);
} else if (cloudsToUpdateLength > 0) {
// Clouds were modified, but none were added or removed.
updateClouds(this, frameState);
}
// If the number of total clouds ever shrinks considerably,
// truncate cloudsToUpdate so that we free memory that
// we are no longer using.
if (cloudsToUpdateLength > cloudsLength * 1.5) {
cloudsToUpdate.length = cloudsLength;
}
if (
!defined(this._vaf) ||
!defined(this._vaf.va) ||
!this._ready & !debugging
) {
return;
}
if (
!this._spCreated ||
this.debugBillboards !== this._compiledDebugBillboards ||
this.debugEllipsoids !== this._compiledDebugEllipsoids
) {
createShaderProgram(this, frameState, CloudCollectionVS, CloudCollectionFS);
}
createDrawCommands(this, frameState);
};
/**
* 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 CloudCollection#destroy
*/
CloudCollection.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
* clouds = clouds && clouds.destroy();
*
* @see CloudCollection#isDestroyed
*/
CloudCollection.prototype.destroy = function () {
this._noiseTexture = this._noiseTexture && this._noiseTexture.destroy();
this._sp = this._sp && this._sp.destroy();
this._vaf = this._vaf && this._vaf.destroy();
destroyClouds(this._clouds);
return destroyObject(this);
};
export default CloudCollection;