@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
// @ts-check
import defined from "../Core/defined.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Color from "../Core/Color.js";
import BufferPoint from "./BufferPoint.js";
import Buffer from "../Renderer/Buffer.js";
import BufferUsage from "../Renderer/BufferUsage.js";
import VertexArray from "../Renderer/VertexArray.js";
import ComponentDatatype from "../Core/ComponentDatatype.js";
import RenderState from "../Renderer/RenderState.js";
import BlendingState from "./BlendingState.js";
import ShaderSource from "../Renderer/ShaderSource.js";
import ShaderProgram from "../Renderer/ShaderProgram.js";
import DrawCommand from "../Renderer/DrawCommand.js";
import Pass from "../Renderer/Pass.js";
import PrimitiveType from "../Core/PrimitiveType.js";
import BufferPointMaterialVS from "../Shaders/BufferPointMaterialVS.js";
import BufferPointMaterialFS from "../Shaders/BufferPointMaterialFS.js";
import EncodedCartesian3 from "../Core/EncodedCartesian3.js";
import AttributeCompression from "../Core/AttributeCompression.js";
import BufferPointMaterial from "./BufferPointMaterial.js";
import BlendOption from "./BlendOption.js";
/** @import FrameState from "./FrameState.js"; */
/** @import BufferPointCollection from "./BufferPointCollection.js"; */
/** @import {TypedArray} from "../Core/globalTypes.js"; */
/**
* TODO(PR#13211): Need 'keyof' syntax to avoid duplicating attribute names.
* @typedef {'positionHigh' | 'positionLow' | 'pickColor' | 'showSizeColorAlpha' | 'outlineWidthColorAlpha'} BufferPointAttribute
* @ignore
*/
/**
* Attribute locations when using 64-bit position precision.
* @type {Record<BufferPointAttribute, number>}
* @ignore
*/
const BufferPointAttributeLocationsFloat64 = {
positionHigh: 0,
positionLow: 1,
pickColor: 2,
showSizeColorAlpha: 3,
outlineWidthColorAlpha: 4,
};
/**
* Attribute locations when using <= 32-bit position precision.
* @type {Record<string, number>}
* @ignore
*/
const BufferPointAttributeLocations = {
position: 0,
pickColor: 1,
showSizeColorAlpha: 2,
outlineWidthColorAlpha: 3,
};
/**
* @typedef {object} BufferPointRenderContext
* @property {VertexArray} [vertexArray]
* @property {Record<string, TypedArray>} [attributeArrays]
* @property {RenderState} [renderState]
* @property {ShaderProgram} [shaderProgram]
* @property {DrawCommand} [command]
* @property {Function} destroy
* @ignore
*/
// Scratch variables.
const point = new BufferPoint();
const material = new BufferPointMaterial();
const pickColor = new Color();
const cartesian = new Cartesian3();
const encodedCartesian = new EncodedCartesian3();
/**
* @param {BufferPointCollection} collection
* @param {FrameState} frameState
* @param {BufferPointRenderContext} [renderContext]
* @returns {BufferPointRenderContext}
* @ignore
*/
function renderBufferPointCollection(collection, frameState, renderContext) {
const context = frameState.context;
renderContext = renderContext || { destroy: destroyRenderContext };
const useFloat64 = collection._positionDatatype === ComponentDatatype.DOUBLE;
const attributeLocations = useFloat64
? BufferPointAttributeLocationsFloat64
: BufferPointAttributeLocations;
if (!defined(renderContext.attributeArrays)) {
const featureCountMax = collection.primitiveCountMax;
renderContext.attributeArrays = {
...(useFloat64
? {
positionHigh: new Float32Array(featureCountMax * 3),
positionLow: new Float32Array(featureCountMax * 3),
}
: { position: collection._positionView }),
pickColor: new Uint8Array(featureCountMax * 4),
showSizeColorAlpha: new Float32Array(featureCountMax * 4),
outlineWidthColorAlpha: new Float32Array(featureCountMax * 3),
};
}
if (collection._dirtyCount > 0) {
const { attributeArrays } = renderContext;
const positionHighArray = attributeArrays.positionHigh;
const positionLowArray = attributeArrays.positionLow;
const pickColorArray = attributeArrays.pickColor;
const showSizeColorAlphaArray = attributeArrays.showSizeColorAlpha;
const outlineWidthColorAlphaArray = attributeArrays.outlineWidthColorAlpha;
const { _dirtyOffset, _dirtyCount } = collection;
for (let i = _dirtyOffset, il = _dirtyOffset + _dirtyCount; i < il; i++) {
collection.get(i, point);
if (!point._dirty) {
continue;
}
if (useFloat64) {
point.getPosition(cartesian);
EncodedCartesian3.fromCartesian(cartesian, encodedCartesian);
// @ts-expect-error https://github.com/CesiumGS/cesium/pull/13302
Cartesian3.pack(encodedCartesian.high, positionHighArray, i * 3);
// @ts-expect-error https://github.com/CesiumGS/cesium/pull/13302
Cartesian3.pack(encodedCartesian.low, positionLowArray, i * 3);
}
point.getMaterial(material);
Color.fromRgba(point._pickId, pickColor);
pickColorArray[i * 4] = Color.floatToByte(pickColor.red);
pickColorArray[i * 4 + 1] = Color.floatToByte(pickColor.green);
pickColorArray[i * 4 + 2] = Color.floatToByte(pickColor.blue);
pickColorArray[i * 4 + 3] = Color.floatToByte(pickColor.alpha);
showSizeColorAlphaArray[i * 4] = point.show ? 1 : 0;
showSizeColorAlphaArray[i * 4 + 1] = material.size;
showSizeColorAlphaArray[i * 4 + 2] = AttributeCompression.encodeRGB8(
material.color,
);
showSizeColorAlphaArray[i * 4 + 3] = material.color.alpha;
outlineWidthColorAlphaArray[i * 3] = material.outlineWidth;
outlineWidthColorAlphaArray[i * 3 + 1] = AttributeCompression.encodeRGB8(
// When outlineWidth=0, overwrite outlineColor to prevent subpixel bleeding.
material.outlineWidth > 0 ? material.outlineColor : material.color,
);
outlineWidthColorAlphaArray[i * 3 + 2] =
// When outlineWidth=0, overwrite outlineAlpha to prevent subpixel bleeding.
material.outlineWidth > 0
? material.outlineColor.alpha
: material.color.alpha;
point._dirty = false;
}
}
if (!defined(renderContext.vertexArray)) {
const { attributeArrays } = renderContext;
renderContext.vertexArray = new VertexArray({
context,
attributes: [
...(!useFloat64
? [
{
index: BufferPointAttributeLocations.position,
componentDatatype: collection._positionDatatype,
componentsPerAttribute: 3,
normalize: collection._positionNormalized,
vertexBuffer: Buffer.createVertexBuffer({
typedArray: collection._positionView,
context,
usage: BufferUsage.STATIC_DRAW,
}),
},
]
: [
{
index: BufferPointAttributeLocationsFloat64.positionHigh,
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
vertexBuffer: Buffer.createVertexBuffer({
typedArray: attributeArrays.positionHigh,
context,
usage: BufferUsage.STATIC_DRAW,
}),
},
{
index: BufferPointAttributeLocationsFloat64.positionLow,
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
vertexBuffer: Buffer.createVertexBuffer({
typedArray: attributeArrays.positionLow,
context,
usage: BufferUsage.STATIC_DRAW,
}),
},
]),
{
index: attributeLocations.pickColor,
componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
componentsPerAttribute: 4,
vertexBuffer: Buffer.createVertexBuffer({
typedArray: attributeArrays.pickColor,
context,
usage: BufferUsage.STATIC_DRAW,
}),
},
{
index: attributeLocations.showSizeColorAlpha,
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 4,
vertexBuffer: Buffer.createVertexBuffer({
typedArray: attributeArrays.showSizeColorAlpha,
context,
usage: BufferUsage.STATIC_DRAW,
}),
},
{
index: attributeLocations.outlineWidthColorAlpha,
componentDatatype: ComponentDatatype.FLOAT,
componentsPerAttribute: 3,
vertexBuffer: Buffer.createVertexBuffer({
typedArray: attributeArrays.outlineWidthColorAlpha,
context,
usage: BufferUsage.STATIC_DRAW,
}),
},
],
});
} else if (collection._dirtyCount > 0) {
for (const key in attributeLocations) {
if (Object.hasOwn(attributeLocations, key)) {
const attribute = /** @type {BufferPointAttribute} */ (key);
renderContext.vertexArray.copyAttributeFromRange(
attributeLocations[attribute],
renderContext.attributeArrays[attribute],
collection._dirtyOffset,
collection._dirtyCount,
);
}
}
}
if (!defined(renderContext.renderState)) {
renderContext.renderState = RenderState.fromCache({
blending:
collection._blendOption === BlendOption.OPAQUE
? BlendingState.DISABLED
: BlendingState.ALPHA_BLEND,
depthTest: { enabled: true },
});
}
if (!defined(renderContext.shaderProgram)) {
renderContext.shaderProgram = ShaderProgram.fromCache({
context,
vertexShaderSource: new ShaderSource({
sources: [BufferPointMaterialVS],
defines: useFloat64 ? ["USE_FLOAT64"] : [],
}),
fragmentShaderSource: new ShaderSource({
sources: [BufferPointMaterialFS],
}),
attributeLocations,
});
}
if (!defined(renderContext.command)) {
renderContext.command = new DrawCommand({
vertexArray: renderContext.vertexArray,
renderState: renderContext.renderState,
shaderProgram: renderContext.shaderProgram,
primitiveType: PrimitiveType.POINTS,
pass:
collection._blendOption === BlendOption.OPAQUE
? Pass.OPAQUE
: Pass.TRANSLUCENT,
pickId: collection._allowPicking ? "v_pickColor" : undefined,
owner: collection,
count: collection.primitiveCount,
modelMatrix: collection.modelMatrix, // shared reference
boundingVolume: collection.boundingVolume, // shared reference
debugShowBoundingVolume: collection.debugShowBoundingVolume,
});
}
const command = renderContext.command;
if (command.count !== collection.primitiveCount) {
command.count = collection.primitiveCount;
}
if (command.debugShowBoundingVolume !== collection.debugShowBoundingVolume) {
command.debugShowBoundingVolume = collection.debugShowBoundingVolume;
}
frameState.commandList.push(command);
collection._dirtyCount = 0;
collection._dirtyOffset = 0;
return renderContext;
}
/**
* Destroys render context resources. Deleting properties from the context
* object isn't necessary, as collection.destroy() will discard the object.
* @ignore
*/
function destroyRenderContext() {
const context = /** @type {BufferPointRenderContext} */ (this);
if (defined(context.vertexArray)) {
context.vertexArray.destroy();
}
if (defined(context.shaderProgram)) {
context.shaderProgram.destroy();
}
if (defined(context.renderState)) {
RenderState.removeFromCache(context.renderState);
}
}
export default renderBufferPointCollection;