@cesium/engine
Version:
CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
464 lines (422 loc) • 15.5 kB
JavaScript
import Cartesian2 from "../Core/Cartesian2.js";
import Check from "../Core/Check.js";
import defined from "../Core/defined.js";
import Frozen from "../Core/Frozen.js";
import destroyObject from "../Core/destroyObject.js";
import DeveloperError from "../Core/DeveloperError.js";
import SpecularEnvironmentCubeMap from "./SpecularEnvironmentCubeMap.js";
/**
* Properties for managing image-based lighting on tilesets and models.
* Also manages the necessary resources and textures.
* <p>
* If specular environment maps are used, {@link ImageBasedLighting#destroy} must be called
* when the image-based lighting is no longer needed to clean up GPU resources properly.
* If a model or tileset creates an instance of ImageBasedLighting, it will handle this.
* Otherwise, the application is responsible for calling destroy().
*</p>
*
* @alias ImageBasedLighting
* @constructor
*
* @param {Cartesian2} [options.imageBasedLightingFactor=Cartesian2(1.0, 1.0)] Scales diffuse and specular image-based lighting from the earth, sky, atmosphere and star skybox.
* @param {Cartesian3[]} [options.sphericalHarmonicCoefficients] The third order spherical harmonic coefficients used for the diffuse color of image-based lighting.
* @param {string} [options.specularEnvironmentMaps] A URL to a KTX2 file that contains a cube map of the specular lighting and the convoluted specular mipmaps.
*/
function ImageBasedLighting(options) {
options = options ?? Frozen.EMPTY_OBJECT;
const imageBasedLightingFactor = defined(options.imageBasedLightingFactor)
? Cartesian2.clone(options.imageBasedLightingFactor)
: new Cartesian2(1.0, 1.0);
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object(
"options.imageBasedLightingFactor",
imageBasedLightingFactor,
);
Check.typeOf.number.greaterThanOrEquals(
"options.imageBasedLightingFactor.x",
imageBasedLightingFactor.x,
0.0,
);
Check.typeOf.number.lessThanOrEquals(
"options.imageBasedLightingFactor.x",
imageBasedLightingFactor.x,
1.0,
);
Check.typeOf.number.greaterThanOrEquals(
"options.imageBasedLightingFactor.y",
imageBasedLightingFactor.y,
0.0,
);
Check.typeOf.number.lessThanOrEquals(
"options.imageBasedLightingFactor.y",
imageBasedLightingFactor.y,
1.0,
);
//>>includeEnd('debug');
this._imageBasedLightingFactor = imageBasedLightingFactor;
const sphericalHarmonicCoefficients = options.sphericalHarmonicCoefficients;
//>>includeStart('debug', pragmas.debug);
if (
defined(sphericalHarmonicCoefficients) &&
(!Array.isArray(sphericalHarmonicCoefficients) ||
sphericalHarmonicCoefficients.length !== 9)
) {
throw new DeveloperError(
"options.sphericalHarmonicCoefficients must be an array of 9 Cartesian3 values.",
);
}
//>>includeEnd('debug');
this._sphericalHarmonicCoefficients = sphericalHarmonicCoefficients;
// The specular environment map texture is created in update();
this._specularEnvironmentMaps = options.specularEnvironmentMaps;
this._specularEnvironmentCubeMap = undefined;
this._specularEnvironmentCubeMapDirty = true;
this._specularEnvironmentMapLoaded = false;
this._previousSpecularEnvironmentMapLoaded = false;
this._useDefaultSpecularMaps = false;
this._useDefaultSphericalHarmonics = false;
this._shouldRegenerateShaders = false;
// Store the previous frame number to prevent redundant update calls
this._previousFrameNumber = undefined;
this._previousFrameContext = undefined;
// Keeps track of the last values for use during update logic
this._previousImageBasedLightingFactor = Cartesian2.clone(
imageBasedLightingFactor,
);
this._previousSphericalHarmonicCoefficients = sphericalHarmonicCoefficients;
this._removeErrorListener = undefined;
}
Object.defineProperties(ImageBasedLighting.prototype, {
/**
* Cesium adds lighting from the earth, sky, atmosphere, and star skybox.
* This cartesian is used to scale the final diffuse and specular lighting
* contribution from those sources to the final color. A value of 0.0 will
* disable those light sources.
*
* @memberof ImageBasedLighting.prototype
*
* @type {Cartesian2}
* @default Cartesian2(1.0, 1.0)
*/
imageBasedLightingFactor: {
get: function () {
return this._imageBasedLightingFactor;
},
set: function (value) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("imageBasedLightingFactor", value);
Check.typeOf.number.greaterThanOrEquals(
"imageBasedLightingFactor.x",
value.x,
0.0,
);
Check.typeOf.number.lessThanOrEquals(
"imageBasedLightingFactor.x",
value.x,
1.0,
);
Check.typeOf.number.greaterThanOrEquals(
"imageBasedLightingFactor.y",
value.y,
0.0,
);
Check.typeOf.number.lessThanOrEquals(
"imageBasedLightingFactor.y",
value.y,
1.0,
);
//>>includeEnd('debug');
this._previousImageBasedLightingFactor = Cartesian2.clone(
this._imageBasedLightingFactor,
this._previousImageBasedLightingFactor,
);
this._imageBasedLightingFactor = Cartesian2.clone(
value,
this._imageBasedLightingFactor,
);
},
},
/**
* The third order spherical harmonic coefficients used for the diffuse color of image-based lighting. When <code>undefined</code>, a diffuse irradiance
* computed from the atmosphere color is used.
* <p>
* There are nine <code>Cartesian3</code> coefficients.
* The order of the coefficients is: L<sub>0,0</sub>, L<sub>1,-1</sub>, L<sub>1,0</sub>, L<sub>1,1</sub>, L<sub>2,-2</sub>, L<sub>2,-1</sub>, L<sub>2,0</sub>, L<sub>2,1</sub>, L<sub>2,2</sub>
* </p>
*
* These values can be obtained by preprocessing the environment map using the <code>cmgen</code> tool of
* {@link https://github.com/google/filament/releases|Google's Filament project}.
* Be sure to use the <code>--no-mirror</code> option in <code>cmgen</code>.
*
* @memberof ImageBasedLighting.prototype
*
* @type {Cartesian3[]}
* @demo {@link https://sandcastle.cesium.com/index.html?src=Image-Based Lighting.html|Sandcastle Image Based Lighting Demo}
* @see {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf|An Efficient Representation for Irradiance Environment Maps}
*/
sphericalHarmonicCoefficients: {
get: function () {
return this._sphericalHarmonicCoefficients;
},
set: function (value) {
//>>includeStart('debug', pragmas.debug);
if (defined(value) && (!Array.isArray(value) || value.length !== 9)) {
throw new DeveloperError(
"sphericalHarmonicCoefficients must be an array of 9 Cartesian3 values.",
);
}
//>>includeEnd('debug');
this._previousSphericalHarmonicCoefficients =
this._sphericalHarmonicCoefficients;
this._sphericalHarmonicCoefficients = value;
},
},
/**
* A URL to a KTX2 file that contains a cube map of the specular lighting and the convoluted specular mipmaps.
*
* @memberof ImageBasedLighting.prototype
* @demo {@link https://sandcastle.cesium.com/index.html?src=Image-Based Lighting.html|Sandcastle Image Based Lighting Demo}
* @type {string}
* @see ImageBasedLighting#sphericalHarmonicCoefficients
*/
specularEnvironmentMaps: {
get: function () {
return this._specularEnvironmentMaps;
},
set: function (value) {
if (value !== this._specularEnvironmentMaps) {
this._specularEnvironmentCubeMapDirty =
this._specularEnvironmentCubeMapDirty ||
value !== this._specularEnvironmentMaps;
this._specularEnvironmentMapLoaded = false;
}
this._specularEnvironmentMaps = value;
},
},
/**
* Whether or not image-based lighting is enabled.
*
* @memberof ImageBasedLighting.prototype
* @type {boolean}
*
* @private
*/
enabled: {
get: function () {
return (
this._imageBasedLightingFactor.x > 0.0 ||
this._imageBasedLightingFactor.y > 0.0
);
},
},
/**
* Whether or not the models that use this lighting should regenerate their shaders,
* based on the properties and resources have changed.
*
* @memberof ImageBasedLighting.prototype
* @type {boolean}
*
* @private
*/
shouldRegenerateShaders: {
get: function () {
return this._shouldRegenerateShaders;
},
},
/**
* The texture atlas for the specular environment maps.
*
* @memberof ImageBasedLighting.prototype
* @type {SpecularEnvironmentCubeMap}
*
* @private
*/
specularEnvironmentCubeMap: {
get: function () {
return this._specularEnvironmentCubeMap;
},
},
/**
* Whether or not to use the default spherical harmonics coefficients.
*
* @memberof ImageBasedLighting.prototype
* @type {boolean}
*
* @private
*/
useDefaultSphericalHarmonics: {
get: function () {
return this._useDefaultSphericalHarmonics;
},
},
/**
* Whether or not to use the default specular environment maps.
*
* @memberof ImageBasedLighting.prototype
* @type {boolean}
*
* @private
*/
useDefaultSpecularMaps: {
get: function () {
return this._useDefaultSpecularMaps;
},
},
/**
* Whether or not the image-based lighting settings use specular environment maps.
*
* @memberof ImageBasedLighting.prototype
* @type {boolean}
*
* @private
*/
useSpecularEnvironmentMaps: {
get: function () {
return (
(defined(this._specularEnvironmentCubeMap) &&
this._specularEnvironmentCubeMap.ready) ||
this._useDefaultSpecularMaps
);
},
},
});
function createSpecularEnvironmentCubeMap(imageBasedLighting, context) {
if (!SpecularEnvironmentCubeMap.isSupported(context)) {
return;
}
imageBasedLighting._specularEnvironmentCubeMap =
imageBasedLighting._specularEnvironmentCubeMap &&
imageBasedLighting._specularEnvironmentCubeMap.destroy();
if (defined(imageBasedLighting._specularEnvironmentMaps)) {
const cubeMap = new SpecularEnvironmentCubeMap(
imageBasedLighting._specularEnvironmentMaps,
);
imageBasedLighting._specularEnvironmentCubeMap = cubeMap;
imageBasedLighting._removeErrorListener =
cubeMap.errorEvent.addEventListener((error) => {
console.error(`Error loading specularEnvironmentMaps: ${error}`);
});
}
// Regenerate shaders so they do not use an environment map.
// Will be set to true again if there was a new environment map and it is ready.
imageBasedLighting._shouldRegenerateShaders = true;
}
ImageBasedLighting.prototype.update = function (frameState) {
if (
frameState.frameNumber === this._previousFrameNumber &&
frameState.context === this._previousFrameContext
) {
return;
}
this._previousFrameNumber = frameState.frameNumber;
const context = (this._previousFrameContext = frameState.context);
frameState.brdfLutGenerator.update(frameState);
this._shouldRegenerateShaders = false;
const iblFactor = this._imageBasedLightingFactor;
const previousIBLFactor = this._previousImageBasedLightingFactor;
if (!Cartesian2.equals(iblFactor, previousIBLFactor)) {
this._shouldRegenerateShaders =
(iblFactor.x > 0.0 && previousIBLFactor.x === 0.0) ||
(iblFactor.x === 0.0 && previousIBLFactor.x > 0.0);
this._shouldRegenerateShaders =
this._shouldRegenerateShaders ||
(iblFactor.y > 0.0 && previousIBLFactor.y === 0.0) ||
(iblFactor.y === 0.0 && previousIBLFactor.y > 0.0);
this._previousImageBasedLightingFactor = Cartesian2.clone(
this._imageBasedLightingFactor,
this._previousImageBasedLightingFactor,
);
}
if (
this._previousSphericalHarmonicCoefficients !==
this._sphericalHarmonicCoefficients
) {
this._shouldRegenerateShaders =
this._shouldRegenerateShaders ||
defined(this._previousSphericalHarmonicCoefficients) !==
defined(this._sphericalHarmonicCoefficients);
this._previousSphericalHarmonicCoefficients =
this._sphericalHarmonicCoefficients;
}
this._shouldRegenerateShaders =
this._shouldRegenerateShaders ||
this._previousSpecularEnvironmentMapLoaded !==
this._specularEnvironmentMapLoaded;
this._previousSpecularEnvironmentMapLoaded =
this._specularEnvironmentMapLoaded;
if (this._specularEnvironmentCubeMapDirty) {
createSpecularEnvironmentCubeMap(this, context);
this._specularEnvironmentCubeMapDirty = false;
}
if (defined(this._specularEnvironmentCubeMap)) {
this._specularEnvironmentCubeMap.update(frameState);
if (this._specularEnvironmentCubeMap.ready) {
this._specularEnvironmentMapLoaded = true;
}
}
const recompileWithDefaultCubeMap =
!defined(this._specularEnvironmentCubeMap) &&
defined(frameState.specularEnvironmentMaps) &&
!this._useDefaultSpecularMaps;
const recompileWithoutDefaultCubeMap =
!defined(frameState.specularEnvironmentMaps) &&
this._useDefaultSpecularMaps;
const recompileWithDefaultSHCoeffs =
!defined(this._sphericalHarmonicCoefficients) &&
defined(frameState.sphericalHarmonicCoefficients) &&
!this._useDefaultSphericalHarmonics;
const recompileWithoutDefaultSHCoeffs =
!defined(frameState.sphericalHarmonicCoefficients) &&
this._useDefaultSphericalHarmonics;
this._shouldRegenerateShaders =
this._shouldRegenerateShaders ||
recompileWithDefaultCubeMap ||
recompileWithoutDefaultCubeMap ||
recompileWithDefaultSHCoeffs ||
recompileWithoutDefaultSHCoeffs;
this._useDefaultSpecularMaps =
!defined(this._specularEnvironmentCubeMap) &&
defined(frameState.specularEnvironmentMaps);
this._useDefaultSphericalHarmonics =
!defined(this._sphericalHarmonicCoefficients) &&
defined(frameState.sphericalHarmonicCoefficients);
};
/**
* 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} True if this object was destroyed; otherwise, false.
*
* @see ImageBasedLighting#destroy
* @private
*/
ImageBasedLighting.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
* imageBasedLighting = imageBasedLighting && imageBasedLighting.destroy();
*
* @see ImageBasedLighting#isDestroyed
* @private
*/
ImageBasedLighting.prototype.destroy = function () {
this._specularEnvironmentCubeMap =
this._specularEnvironmentCubeMap &&
this._specularEnvironmentCubeMap.destroy();
this._removeErrorListener =
this._removeErrorListener && this._removeErrorListener();
return destroyObject(this);
};
export default ImageBasedLighting;