@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 BoundingSphere from "../Core/BoundingSphere.js";
import Cartesian3 from "../Core/Cartesian3.js";
import ComponentDatatype from "../Core/ComponentDatatype.js";
import defined from "../Core/defined.js";
import FeatureDetection from "../Core/FeatureDetection.js";
import Geometry from "../Core/Geometry.js";
import GeometryAttribute from "../Core/GeometryAttribute.js";
import OrthographicFrustum from "../Core/OrthographicFrustum.js";
import PrimitiveType from "../Core/PrimitiveType.js";
import BufferUsage from "../Renderer/BufferUsage.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 VertexArray from "../Renderer/VertexArray.js";
import DepthPlaneFS from "../Shaders/DepthPlaneFS.js";
import DepthPlaneVS from "../Shaders/DepthPlaneVS.js";
import SceneMode from "./SceneMode.js";
import Ellipsoid from "../Core/Ellipsoid.js";
/**
* @private
*/
function DepthPlane(depthPlaneEllipsoidOffset) {
this._rs = undefined;
this._sp = undefined;
this._va = undefined;
this._command = undefined;
this._mode = undefined;
this._useLogDepth = false;
this._ellipsoidOffset = depthPlaneEllipsoidOffset ?? 0;
}
const depthQuadScratch = FeatureDetection.supportsTypedArrays()
? new Float32Array(12)
: [];
const scratchCartesian1 = new Cartesian3();
const scratchCartesian2 = new Cartesian3();
const scratchCartesian3 = new Cartesian3();
const scratchCartesian4 = new Cartesian3();
const scratchCartesian5 = new Cartesian3();
function computeDepthQuad(ellipsoid, frameState) {
const radii = ellipsoid.radii;
const camera = frameState.camera;
let center, eastOffset, northOffset;
if (camera.frustum instanceof OrthographicFrustum) {
center = Cartesian3.ZERO;
eastOffset = camera.rightWC;
northOffset = camera.upWC;
} else {
const p = camera.positionWC;
// Find the corresponding position in the scaled space of the ellipsoid.
const q = Cartesian3.multiplyComponents(
ellipsoid.oneOverRadii,
p,
scratchCartesian1,
);
const qUnit = Cartesian3.normalize(q, scratchCartesian2);
// Determine the east and north directions at q.
const eUnit = Cartesian3.normalize(
Cartesian3.cross(Cartesian3.UNIT_Z, q, scratchCartesian3),
scratchCartesian3,
);
const nUnit = Cartesian3.normalize(
Cartesian3.cross(qUnit, eUnit, scratchCartesian4),
scratchCartesian4,
);
const qMagnitude = Cartesian3.magnitude(q);
// Determine the radius of the 'limb' of the ellipsoid.
const wMagnitude = Math.sqrt(qMagnitude * qMagnitude - 1.0);
// Compute the center and offsets.
center = Cartesian3.multiplyByScalar(
qUnit,
1.0 / qMagnitude,
scratchCartesian1,
);
const scalar = wMagnitude / qMagnitude;
eastOffset = Cartesian3.multiplyByScalar(eUnit, scalar, scratchCartesian2);
northOffset = Cartesian3.multiplyByScalar(nUnit, scalar, scratchCartesian3);
}
// A conservative measure for the longitudes would be to use the min/max longitudes of the bounding frustum.
const upperLeft = Cartesian3.add(center, northOffset, scratchCartesian5);
Cartesian3.subtract(upperLeft, eastOffset, upperLeft);
Cartesian3.multiplyComponents(radii, upperLeft, upperLeft);
Cartesian3.pack(upperLeft, depthQuadScratch, 0);
const lowerLeft = Cartesian3.subtract(center, northOffset, scratchCartesian5);
Cartesian3.subtract(lowerLeft, eastOffset, lowerLeft);
Cartesian3.multiplyComponents(radii, lowerLeft, lowerLeft);
Cartesian3.pack(lowerLeft, depthQuadScratch, 3);
const upperRight = Cartesian3.add(center, northOffset, scratchCartesian5);
Cartesian3.add(upperRight, eastOffset, upperRight);
Cartesian3.multiplyComponents(radii, upperRight, upperRight);
Cartesian3.pack(upperRight, depthQuadScratch, 6);
const lowerRight = Cartesian3.subtract(
center,
northOffset,
scratchCartesian5,
);
Cartesian3.add(lowerRight, eastOffset, lowerRight);
Cartesian3.multiplyComponents(radii, lowerRight, lowerRight);
Cartesian3.pack(lowerRight, depthQuadScratch, 9);
return depthQuadScratch;
}
DepthPlane.prototype.update = function (frameState) {
this._mode = frameState.mode;
if (frameState.mode !== SceneMode.SCENE3D) {
return;
}
const context = frameState.context;
// Allow offsetting the ellipsoid radius to address rendering artifacts below ellipsoid zero elevation.
const radii = frameState.mapProjection.ellipsoid.radii;
const ellipsoid = new Ellipsoid(
radii.x + this._ellipsoidOffset,
radii.y + this._ellipsoidOffset,
radii.z + this._ellipsoidOffset,
);
const useLogDepth = frameState.useLogDepth;
if (!defined(this._command)) {
this._rs = RenderState.fromCache({
// Write depth, not color
cull: {
enabled: true,
},
depthTest: {
enabled: true,
},
colorMask: {
red: false,
green: false,
blue: false,
alpha: false,
},
});
this._command = new DrawCommand({
renderState: this._rs,
boundingVolume: new BoundingSphere(
Cartesian3.ZERO,
ellipsoid.maximumRadius,
),
pass: Pass.OPAQUE,
owner: this,
});
}
if (!defined(this._sp) || this._useLogDepth !== useLogDepth) {
this._useLogDepth = useLogDepth;
const vs = new ShaderSource({
sources: [DepthPlaneVS],
});
const fs = new ShaderSource({
sources: [DepthPlaneFS],
});
if (useLogDepth) {
fs.defines.push("LOG_DEPTH");
vs.defines.push("LOG_DEPTH");
}
this._sp = ShaderProgram.replaceCache({
shaderProgram: this._sp,
context: context,
vertexShaderSource: vs,
fragmentShaderSource: fs,
attributeLocations: {
position: 0,
},
});
this._command.shaderProgram = this._sp;
}
// update depth plane
const depthQuad = computeDepthQuad(ellipsoid, frameState);
// depth plane
if (!defined(this._va)) {
const geometry = new Geometry({
attributes: {
position: new GeometryAttribute({
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
values: depthQuad,
}),
},
indices: [0, 1, 2, 2, 1, 3],
primitiveType: PrimitiveType.TRIANGLES,
});
this._va = VertexArray.fromGeometry({
context: context,
geometry: geometry,
attributeLocations: {
position: 0,
},
bufferUsage: BufferUsage.DYNAMIC_DRAW,
});
this._command.vertexArray = this._va;
} else {
this._va.getAttribute(0).vertexBuffer.copyFromArrayView(depthQuad);
}
};
DepthPlane.prototype.execute = function (context, passState) {
if (this._mode === SceneMode.SCENE3D) {
this._command.execute(context, passState);
}
};
DepthPlane.prototype.isDestroyed = function () {
return false;
};
DepthPlane.prototype.destroy = function () {
this._sp = this._sp && this._sp.destroy();
this._va = this._va && this._va.destroy();
};
export default DepthPlane;