@cesium/engine
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
171 lines (156 loc) • 4.31 kB
JavaScript
import Check from "../../Core/Check.js";
import clone from "../../Core/clone.js";
/**
* A model is made up of one or more nodes in the scene graph. Some details
* such as instancing are computed on a per-node basis. This class provides
* a place to store such details. It also inherits some properties from
* the model render resources.
*
* @constructor
*
* @param {ModelRenderResources} modelRenderResources The model resources to inherit
* @param {ModelRuntimeNode} runtimeNode The in-memory representation of the scene graph node.
*
* @private
*/
function NodeRenderResources(modelRenderResources, runtimeNode) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("modelRenderResources", modelRenderResources);
Check.typeOf.object("runtimeNode", runtimeNode);
//>>includeEnd('debug');
// Properties inherited from the ModelRenderResources.
/**
* A reference to the model. Inherited from the model render resources.
*
* @type {Model}
* @readonly
*
* @private
*/
this.model = modelRenderResources.model;
/**
* An object used to build a shader incrementally. This is cloned from the
* model render resources because each node can compute a different shader.
*
* @type {ShaderBuilder}
* @readonly
*
* @private
*/
this.shaderBuilder = modelRenderResources.shaderBuilder.clone();
/**
* A dictionary mapping uniform name to functions that return the uniform
* values. Inherited from the model render resources.
*
* @type {Object<string, Function>}
* @readonly
*
* @private
*/
this.uniformMap = clone(modelRenderResources.uniformMap);
/**
* Options for configuring the alpha stage such as pass and alpha cutoff.
* Inherited from the model render resources.
*
* @type {ModelAlphaOptions}
* @readonly
*
* @private
*/
this.alphaOptions = clone(modelRenderResources.alphaOptions);
/**
* An object storing options for creating a {@link RenderState}.
* The pipeline stages simply set the options, the render state is created
* when the {@link DrawCommand} is constructed. Inherited from the model
* render resources.
*
* @type {object}
* @readonly
*
* @private
*/
this.renderStateOptions = clone(
modelRenderResources.renderStateOptions,
true,
);
/**
* Whether the model has a silhouette. This value indicates what draw commands
* are needed. Inherited from the model render resources.
*
* @type {boolean}
* @readonly
*
* @private
*/
this.hasSilhouette = modelRenderResources.hasSilhouette;
/**
* Whether the model is part of a tileset that uses the skipLevelOfDetail
* optimization. This value indicates what draw commands are needed.
* Inherited from the model render resources.
*
* @type {boolean}
* @readonly
*
* @private
*/
this.hasSkipLevelOfDetail = modelRenderResources.hasSkipLevelOfDetail;
// Other properties.
/**
* A reference to the runtime node
*
* @type {ModelRuntimeNode}
* @readonly
*
* @private
*/
this.runtimeNode = runtimeNode;
/**
* An array of objects describing vertex attributes that will eventually
* be used to create a {@link VertexArray} for the draw command. Attributes
* at the node level may be needed for extensions such as EXT_mesh_gpu_instancing.
*
* @type {Object[]}
* @readonly
*
* @private
*/
this.attributes = [];
/**
* The index to give to the next vertex attribute added to the attributes array.
* POSITION takes index 0.
*
* @type {number}
*
* @private
*/
this.attributeIndex = 1;
/**
* The set index to assign to feature ID vertex attribute(s) created from the
* offset/repeat in the feature ID attribute.
*
* @type {number}
* @default 0
*
* @private
*/
this.featureIdVertexAttributeSetIndex = 0;
/**
* The number of instances. This value is set by InstancingPipelineStage.
*
* @type {number}
* @default 0
*
* @private
*/
this.instanceCount = 0;
/**
* The PrimitiveRenderResources for the primitives of the node.
*
* @type {PrimitiveRenderResources[]}
* @default []
*
* @private
*/
this.primitiveRenderResources = [];
}
export default NodeRenderResources;