@cesium/engine
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
298 lines (270 loc) • 7.34 kB
JavaScript
import BoundingSphere from "../../Core/BoundingSphere.js";
import Cartesian3 from "../../Core/Cartesian3.js";
import Check from "../../Core/Check.js";
import clone from "../../Core/clone.js";
import defined from "../../Core/defined.js";
import ModelUtility from "./ModelUtility.js";
import ModelLightingOptions from "./ModelLightingOptions.js";
/**
* Each node may have many mesh primitives. Most model pipeline stages operate
* at the primitive level. Again, properties are inherited from the parent.
*
* @param {NodeRenderResources} nodeRenderResources The node resources to inherit from
* @param {ModelRuntimePrimitive} runtimePrimitive The primitive.
*
* @private
*/
function PrimitiveRenderResources(nodeRenderResources, runtimePrimitive) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("nodeRenderResources", nodeRenderResources);
Check.typeOf.object("runtimePrimitive", runtimePrimitive);
//>>includeEnd('debug');
// Properties inherited from NodeRenderResources.
/**
* A reference to the model. Inherited from the node render resources.
*
* @type {Model}
* @readonly
*
* @private
*/
this.model = nodeRenderResources.model;
/**
* A reference to the runtime node. Inherited from the node render resources.
*
* @type {ModelRuntimeNode}
* @readonly
*
* @private
*/
this.runtimeNode = nodeRenderResources.runtimeNode;
/**
* The vertex attributes. This is shallow cloned from the node render
* resources as the primitive will add additional properties.
*
* @type {Object[]}
* @readonly
*
* @private
*/
this.attributes = nodeRenderResources.attributes.slice();
/**
* The index to give to the next vertex attribute added to the attributes
* array. POSITION takes index 0. Inherited from the node render resources.
*
* @type {number}
*
* @private
*/
this.attributeIndex = nodeRenderResources.attributeIndex;
/**
* The set index to assign to feature ID vertex attribute(s) created from the
* offset/repeat in the feature ID attribute. Inherited from the node render
* resources.
*
* @type {number}
*
* @private
*/
this.featureIdVertexAttributeSetIndex =
nodeRenderResources.featureIdVertexAttributeSetIndex;
/**
* A dictionary mapping uniform name to functions that return the uniform
* values. Inherited from the node render resources.
*
* @type {Object<string, Function>}
* @readonly
*
* @private
*/
this.uniformMap = clone(nodeRenderResources.uniformMap);
/**
* Options for configuring the alpha stage such as pass and alpha cutoff.
* Inherited from the node render resources.
*
* @type {ModelAlphaOptions}
* @readonly
*
* @private
*/
this.alphaOptions = clone(nodeRenderResources.alphaOptions);
/**
* An object storing options for creating a {@link RenderState}.
* The pipeline stages simply set the options; the actual render state
* is created when the {@link DrawCommand} is constructed. Inherited from
* the node render resources.
*
* @type {object}
* @readonly
*
* @private
*/
this.renderStateOptions = clone(nodeRenderResources.renderStateOptions, true);
/**
* Whether the model has a silhouette. This value indicates what draw commands
* are needed. Inherited from the node render resources.
*
* @type {boolean}
* @readonly
*
* @private
*/
this.hasSilhouette = nodeRenderResources.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 node render resources.
*
* @type {boolean}
* @readonly
*
* @private
*/
this.hasSkipLevelOfDetail = nodeRenderResources.hasSkipLevelOfDetail;
/**
* An object used to build a shader incrementally. This is cloned from the
* node render resources because each primitive can compute a different shader.
*
* @type {ShaderBuilder}
* @readonly
*
* @private
*/
this.shaderBuilder = nodeRenderResources.shaderBuilder.clone();
/**
* The number of instances. Default is 0, if instancing is not used.
* Inherited from the node render resources.
*
* @type {number}
* @readonly
*
* @private
*/
this.instanceCount = nodeRenderResources.instanceCount;
// Other properties
/**
* A reference to the runtime primitive.
*
* @type {ModelRuntimePrimitive}
* @readonly
*
* @private
*/
this.runtimePrimitive = runtimePrimitive;
/**
* The primitive associated with the render resources.
*
* @type {ModelComponents.Primitive}
* @readonly
*
* @private
*/
const primitive = runtimePrimitive.primitive;
/**
* The number of indices in the primitive. The interpretation of this
* depends on the primitive type.
*
* @type {number}
* @readonly
*
* @private
*/
this.count = defined(primitive.indices)
? primitive.indices.count
: ModelUtility.getAttributeBySemantic(primitive, "POSITION").count;
/**
* Whether or not this primitive has a property table for storing metadata.
* When present, picking and styling can use this. This value is set by
* SelectedFeatureIdPipelineStage.
*
* @type {boolean}
* @default false
*
* @private
*/
this.hasPropertyTable = false;
/**
* The indices for this primitive.
*
* @type {ModelComponents.Indices}
* @readonly
*
* @private
*/
this.indices = primitive.indices;
/**
* Additional index buffer for wireframe mode (if enabled). This value is set
* by WireframePipelineStage.
*
* @type {Buffer}
* @readonly
*
* @private
*/
this.wireframeIndexBuffer = undefined;
/**
* The primitive type such as TRIANGLES or POINTS.
*
* @type {PrimitiveType}
* @readonly
*
* @private
*/
this.primitiveType = primitive.primitiveType;
const positionMinMax = ModelUtility.getPositionMinMax(
primitive,
this.runtimeNode.instancingTranslationMin,
this.runtimeNode.instancingTranslationMax,
);
/**
* The minimum position value for this primitive.
*
* @type {Cartesian3}
* @readonly
*
* @private
*/
this.positionMin = Cartesian3.clone(positionMinMax.min, new Cartesian3());
/**
* The maximum position value for this primitive.
*
* @type {Cartesian3}
* @readonly
*
* @private
*/
this.positionMax = Cartesian3.clone(positionMinMax.max, new Cartesian3());
/**
* The bounding sphere that contains all the vertices in this primitive.
*
* @type {BoundingSphere}
* @readonly
*
* @private
*/
this.boundingSphere = BoundingSphere.fromCornerPoints(
this.positionMin,
this.positionMax,
new BoundingSphere(),
);
/**
* Options for configuring the lighting stage, such as selecting between
* unlit and PBR shading.
*
* @type {ModelLightingOptions}
* @readonly
*
* @private
*/
this.lightingOptions = new ModelLightingOptions();
/**
* The shader variable to use for picking. If picking is enabled, this value
* is set by PickingPipelineStage.
*
* @type {string|undefined}
*
* @private
*/
this.pickId = undefined;
}
export default PrimitiveRenderResources;