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cesium

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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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define([ '../Core/Cartesian2', '../Core/Cartesian4', '../Core/defaultValue', '../Core/defined', '../Core/defineProperties', '../Core/destroyObject', '../Core/DeveloperError', '../Core/FeatureDetection', '../Core/GeographicTilingScheme', '../Core/IndexDatatype', '../Core/Math', '../Core/PixelFormat', '../Core/Rectangle', '../Core/Request', '../Core/RequestState', '../Core/RequestType', '../Core/TerrainProvider', '../Core/TileProviderError', '../Core/WebMercatorProjection', '../Core/WebMercatorTilingScheme', '../Renderer/Buffer', '../Renderer/BufferUsage', '../Renderer/ComputeCommand', '../Renderer/ContextLimits', '../Renderer/MipmapHint', '../Renderer/Sampler', '../Renderer/ShaderProgram', '../Renderer/ShaderSource', '../Renderer/Texture', '../Renderer/TextureMagnificationFilter', '../Renderer/TextureMinificationFilter', '../Renderer/TextureWrap', '../Renderer/VertexArray', '../Shaders/ReprojectWebMercatorFS', '../Shaders/ReprojectWebMercatorVS', '../ThirdParty/when', './Imagery', './ImagerySplitDirection', './ImageryState', './TileImagery' ], function( Cartesian2, Cartesian4, defaultValue, defined, defineProperties, destroyObject, DeveloperError, FeatureDetection, GeographicTilingScheme, IndexDatatype, CesiumMath, PixelFormat, Rectangle, Request, RequestState, RequestType, TerrainProvider, TileProviderError, WebMercatorProjection, WebMercatorTilingScheme, Buffer, BufferUsage, ComputeCommand, ContextLimits, MipmapHint, Sampler, ShaderProgram, ShaderSource, Texture, TextureMagnificationFilter, TextureMinificationFilter, TextureWrap, VertexArray, ReprojectWebMercatorFS, ReprojectWebMercatorVS, when, Imagery, ImagerySplitDirection, ImageryState, TileImagery) { 'use strict'; /** * An imagery layer that displays tiled image data from a single imagery provider * on a {@link Globe}. * * @alias ImageryLayer * @constructor * * @param {ImageryProvider} imageryProvider The imagery provider to use. * @param {Object} [options] Object with the following properties: * @param {Rectangle} [options.rectangle=imageryProvider.rectangle] The rectangle of the layer. This rectangle * can limit the visible portion of the imagery provider. * @param {Number|Function} [options.alpha=1.0] The alpha blending value of this layer, from 0.0 to 1.0. * This can either be a simple number or a function with the signature * <code>function(frameState, layer, x, y, level)</code>. The function is passed the * current frame state, this layer, and the x, y, and level coordinates of the * imagery tile for which the alpha is required, and it is expected to return * the alpha value to use for the tile. * @param {Number|Function} [options.brightness=1.0] The brightness of this layer. 1.0 uses the unmodified imagery * color. Less than 1.0 makes the imagery darker while greater than 1.0 makes it brighter. * This can either be a simple number or a function with the signature * <code>function(frameState, layer, x, y, level)</code>. The function is passed the * current frame state, this layer, and the x, y, and level coordinates of the * imagery tile for which the brightness is required, and it is expected to return * the brightness value to use for the tile. The function is executed for every * frame and for every tile, so it must be fast. * @param {Number|Function} [options.contrast=1.0] The contrast of this layer. 1.0 uses the unmodified imagery color. * Less than 1.0 reduces the contrast while greater than 1.0 increases it. * This can either be a simple number or a function with the signature * <code>function(frameState, layer, x, y, level)</code>. The function is passed the * current frame state, this layer, and the x, y, and level coordinates of the * imagery tile for which the contrast is required, and it is expected to return * the contrast value to use for the tile. The function is executed for every * frame and for every tile, so it must be fast. * @param {Number|Function} [options.hue=0.0] The hue of this layer. 0.0 uses the unmodified imagery color. * This can either be a simple number or a function with the signature * <code>function(frameState, layer, x, y, level)</code>. The function is passed the * current frame state, this layer, and the x, y, and level coordinates * of the imagery tile for which the hue is required, and it is expected to return * the contrast value to use for the tile. The function is executed for every * frame and for every tile, so it must be fast. * @param {Number|Function} [options.saturation=1.0] The saturation of this layer. 1.0 uses the unmodified imagery color. * Less than 1.0 reduces the saturation while greater than 1.0 increases it. * This can either be a simple number or a function with the signature * <code>function(frameState, layer, x, y, level)</code>. The function is passed the * current frame state, this layer, and the x, y, and level coordinates * of the imagery tile for which the saturation is required, and it is expected to return * the contrast value to use for the tile. The function is executed for every * frame and for every tile, so it must be fast. * @param {Number|Function} [options.gamma=1.0] The gamma correction to apply to this layer. 1.0 uses the unmodified imagery color. * This can either be a simple number or a function with the signature * <code>function(frameState, layer, x, y, level)</code>. The function is passed the * current frame state, this layer, and the x, y, and level coordinates of the * imagery tile for which the gamma is required, and it is expected to return * the gamma value to use for the tile. The function is executed for every * frame and for every tile, so it must be fast. * @param {ImagerySplitDirection|Function} [options.splitDirection=ImagerySplitDirection.NONE] The {@link ImagerySplitDirection} split to apply to this layer. * @param {TextureMinificationFilter} [options.minificationFilter=TextureMinificationFilter.LINEAR] The * texture minification filter to apply to this layer. Possible values * are <code>TextureMinificationFilter.LINEAR</code> and * <code>TextureMinificationFilter.NEAREST</code>. * @param {TextureMagnificationFilter} [options.magnificationFilter=TextureMagnificationFilter.LINEAR] The * texture minification filter to apply to this layer. Possible values * are <code>TextureMagnificationFilter.LINEAR</code> and * <code>TextureMagnificationFilter.NEAREST</code>. * @param {Boolean} [options.show=true] True if the layer is shown; otherwise, false. * @param {Number} [options.maximumAnisotropy=maximum supported] The maximum anisotropy level to use * for texture filtering. If this parameter is not specified, the maximum anisotropy supported * by the WebGL stack will be used. Larger values make the imagery look better in horizon * views. * @param {Number} [options.minimumTerrainLevel] The minimum terrain level-of-detail at which to show this imagery layer, * or undefined to show it at all levels. Level zero is the least-detailed level. * @param {Number} [options.maximumTerrainLevel] The maximum terrain level-of-detail at which to show this imagery layer, * or undefined to show it at all levels. Level zero is the least-detailed level. */ function ImageryLayer(imageryProvider, options) { this._imageryProvider = imageryProvider; options = defaultValue(options, {}); /** * The alpha blending value of this layer, with 0.0 representing fully transparent and * 1.0 representing fully opaque. * * @type {Number} * @default 1.0 */ this.alpha = defaultValue(options.alpha, defaultValue(imageryProvider.defaultAlpha, 1.0)); /** * The brightness of this layer. 1.0 uses the unmodified imagery color. Less than 1.0 * makes the imagery darker while greater than 1.0 makes it brighter. * * @type {Number} * @default {@link ImageryLayer.DEFAULT_BRIGHTNESS} */ this.brightness = defaultValue(options.brightness, defaultValue(imageryProvider.defaultBrightness, ImageryLayer.DEFAULT_BRIGHTNESS)); /** * The contrast of this layer. 1.0 uses the unmodified imagery color. Less than 1.0 reduces * the contrast while greater than 1.0 increases it. * * @type {Number} * @default {@link ImageryLayer.DEFAULT_CONTRAST} */ this.contrast = defaultValue(options.contrast, defaultValue(imageryProvider.defaultContrast, ImageryLayer.DEFAULT_CONTRAST)); /** * The hue of this layer in radians. 0.0 uses the unmodified imagery color. * * @type {Number} * @default {@link ImageryLayer.DEFAULT_HUE} */ this.hue = defaultValue(options.hue, defaultValue(imageryProvider.defaultHue, ImageryLayer.DEFAULT_HUE)); /** * The saturation of this layer. 1.0 uses the unmodified imagery color. Less than 1.0 reduces the * saturation while greater than 1.0 increases it. * * @type {Number} * @default {@link ImageryLayer.DEFAULT_SATURATION} */ this.saturation = defaultValue(options.saturation, defaultValue(imageryProvider.defaultSaturation, ImageryLayer.DEFAULT_SATURATION)); /** * The gamma correction to apply to this layer. 1.0 uses the unmodified imagery color. * * @type {Number} * @default {@link ImageryLayer.DEFAULT_GAMMA} */ this.gamma = defaultValue(options.gamma, defaultValue(imageryProvider.defaultGamma, ImageryLayer.DEFAULT_GAMMA)); /** * The {@link ImagerySplitDirection} to apply to this layer. * * @type {ImagerySplitDirection} * @default {@link ImageryLayer.DEFAULT_SPLIT} */ this.splitDirection = defaultValue(options.splitDirection, defaultValue(imageryProvider.defaultSplit, ImageryLayer.DEFAULT_SPLIT)); /** * The {@link TextureMinificationFilter} to apply to this layer. * Possible values are {@link TextureMinificationFilter.LINEAR} (the default) * and {@link TextureMinificationFilter.NEAREST}. * * To take effect, this property must be set immediately after adding the imagery layer. * Once a texture is loaded it won't be possible to change the texture filter used. * * @type {TextureMinificationFilter} * @default {@link ImageryLayer.DEFAULT_MINIFICATION_FILTER} */ this.minificationFilter = defaultValue(options.minificationFilter, defaultValue(imageryProvider.defaultMinificationFilter, ImageryLayer.DEFAULT_MINIFICATION_FILTER)); /** * The {@link TextureMagnificationFilter} to apply to this layer. * Possible values are {@link TextureMagnificationFilter.LINEAR} (the default) * and {@link TextureMagnificationFilter.NEAREST}. * * To take effect, this property must be set immediately after adding the imagery layer. * Once a texture is loaded it won't be possible to change the texture filter used. * * @type {TextureMagnificationFilter} * @default {@link ImageryLayer.DEFAULT_MAGNIFICATION_FILTER} */ this.magnificationFilter = defaultValue(options.magnificationFilter, defaultValue(imageryProvider.defaultMagnificationFilter, ImageryLayer.DEFAULT_MAGNIFICATION_FILTER)); /** * Determines if this layer is shown. * * @type {Boolean} * @default true */ this.show = defaultValue(options.show, true); this._minimumTerrainLevel = options.minimumTerrainLevel; this._maximumTerrainLevel = options.maximumTerrainLevel; this._rectangle = defaultValue(options.rectangle, Rectangle.MAX_VALUE); this._maximumAnisotropy = options.maximumAnisotropy; this._imageryCache = {}; this._skeletonPlaceholder = new TileImagery(Imagery.createPlaceholder(this)); // The value of the show property on the last update. this._show = true; // The index of this layer in the ImageryLayerCollection. this._layerIndex = -1; // true if this is the base (lowest shown) layer. this._isBaseLayer = false; this._requestImageError = undefined; this._reprojectComputeCommands = []; } defineProperties(ImageryLayer.prototype, { /** * Gets the imagery provider for this layer. * @memberof ImageryLayer.prototype * @type {ImageryProvider} * @readonly */ imageryProvider : { get: function() { return this._imageryProvider; } }, /** * Gets the rectangle of this layer. If this rectangle is smaller than the rectangle of the * {@link ImageryProvider}, only a portion of the imagery provider is shown. * @memberof ImageryLayer.prototype * @type {Rectangle} * @readonly */ rectangle: { get: function() { return this._rectangle; } } }); /** * This value is used as the default brightness for the imagery layer if one is not provided during construction * or by the imagery provider. This value does not modify the brightness of the imagery. * @type {Number} * @default 1.0 */ ImageryLayer.DEFAULT_BRIGHTNESS = 1.0; /** * This value is used as the default contrast for the imagery layer if one is not provided during construction * or by the imagery provider. This value does not modify the contrast of the imagery. * @type {Number} * @default 1.0 */ ImageryLayer.DEFAULT_CONTRAST = 1.0; /** * This value is used as the default hue for the imagery layer if one is not provided during construction * or by the imagery provider. This value does not modify the hue of the imagery. * @type {Number} * @default 0.0 */ ImageryLayer.DEFAULT_HUE = 0.0; /** * This value is used as the default saturation for the imagery layer if one is not provided during construction * or by the imagery provider. This value does not modify the saturation of the imagery. * @type {Number} * @default 1.0 */ ImageryLayer.DEFAULT_SATURATION = 1.0; /** * This value is used as the default gamma for the imagery layer if one is not provided during construction * or by the imagery provider. This value does not modify the gamma of the imagery. * @type {Number} * @default 1.0 */ ImageryLayer.DEFAULT_GAMMA = 1.0; /** * This value is used as the default split for the imagery layer if one is not provided during construction * or by the imagery provider. * @type {ImagerySplitDirection} * @default ImagerySplitDirection.NONE */ ImageryLayer.DEFAULT_SPLIT = ImagerySplitDirection.NONE; /** * This value is used as the default texture minification filter for the imagery layer if one is not provided * during construction or by the imagery provider. * @type {TextureMinificationFilter} * @default TextureMinificationFilter.LINEAR */ ImageryLayer.DEFAULT_MINIFICATION_FILTER = TextureMinificationFilter.LINEAR; /** * This value is used as the default texture magnification filter for the imagery layer if one is not provided * during construction or by the imagery provider. * @type {TextureMagnificationFilter} * @default TextureMagnificationFilter.LINEAR */ ImageryLayer.DEFAULT_MAGNIFICATION_FILTER = TextureMagnificationFilter.LINEAR; /** * Gets a value indicating whether this layer is the base layer in the * {@link ImageryLayerCollection}. The base layer is the one that underlies all * others. It is special in that it is treated as if it has global rectangle, even if * it actually does not, by stretching the texels at the edges over the entire * globe. * * @returns {Boolean} true if this is the base layer; otherwise, false. */ ImageryLayer.prototype.isBaseLayer = function() { return this._isBaseLayer; }; /** * 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 ImageryLayer#destroy */ ImageryLayer.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 * imageryLayer = imageryLayer && imageryLayer.destroy(); * * @see ImageryLayer#isDestroyed */ ImageryLayer.prototype.destroy = function() { return destroyObject(this); }; var imageryBoundsScratch = new Rectangle(); var tileImageryBoundsScratch = new Rectangle(); var clippedRectangleScratch = new Rectangle(); var terrainRectangleScratch = new Rectangle(); /** * Computes the intersection of this layer's rectangle with the imagery provider's availability rectangle, * producing the overall bounds of imagery that can be produced by this layer. * * @returns {Promise.<Rectangle>} A promise to a rectangle which defines the overall bounds of imagery that can be produced by this layer. * * @example * // Zoom to an imagery layer. * imageryLayer.getViewableRectangle().then(function (rectangle) { * return camera.flyTo({ * destination: rectangle * }); * }); */ ImageryLayer.prototype.getViewableRectangle = function() { var imageryProvider = this._imageryProvider; var rectangle = this._rectangle; return imageryProvider.readyPromise.then(function() { return Rectangle.intersection(imageryProvider.rectangle, rectangle); }); }; /** * Create skeletons for the imagery tiles that partially or completely overlap a given terrain * tile. * * @private * * @param {Tile} tile The terrain tile. * @param {TerrainProvider} terrainProvider The terrain provider associated with the terrain tile. * @param {Number} insertionPoint The position to insert new skeletons before in the tile's imagery list. * @returns {Boolean} true if this layer overlaps any portion of the terrain tile; otherwise, false. */ ImageryLayer.prototype._createTileImagerySkeletons = function(tile, terrainProvider, insertionPoint) { var surfaceTile = tile.data; if (defined(this._minimumTerrainLevel) && tile.level < this._minimumTerrainLevel) { return false; } if (defined(this._maximumTerrainLevel) && tile.level > this._maximumTerrainLevel) { return false; } var imageryProvider = this._imageryProvider; if (!defined(insertionPoint)) { insertionPoint = surfaceTile.imagery.length; } if (!imageryProvider.ready) { // The imagery provider is not ready, so we can't create skeletons, yet. // Instead, add a placeholder so that we'll know to create // the skeletons once the provider is ready. this._skeletonPlaceholder.loadingImagery.addReference(); surfaceTile.imagery.splice(insertionPoint, 0, this._skeletonPlaceholder); return true; } // Use Web Mercator for our texture coordinate computations if this imagery layer uses // that projection and the terrain tile falls entirely inside the valid bounds of the // projection. var useWebMercatorT = imageryProvider.tilingScheme instanceof WebMercatorTilingScheme && tile.rectangle.north < WebMercatorProjection.MaximumLatitude && tile.rectangle.south > -WebMercatorProjection.MaximumLatitude; // Compute the rectangle of the imagery from this imageryProvider that overlaps // the geometry tile. The ImageryProvider and ImageryLayer both have the // opportunity to constrain the rectangle. The imagery TilingScheme's rectangle // always fully contains the ImageryProvider's rectangle. var imageryBounds = Rectangle.intersection(imageryProvider.rectangle, this._rectangle, imageryBoundsScratch); var rectangle = Rectangle.intersection(tile.rectangle, imageryBounds, tileImageryBoundsScratch); if (!defined(rectangle)) { // There is no overlap between this terrain tile and this imagery // provider. Unless this is the base layer, no skeletons need to be created. // We stretch texels at the edge of the base layer over the entire globe. if (!this.isBaseLayer()) { return false; } var baseImageryRectangle = imageryBounds; var baseTerrainRectangle = tile.rectangle; rectangle = tileImageryBoundsScratch; if (baseTerrainRectangle.south >= baseImageryRectangle.north) { rectangle.north = rectangle.south = baseImageryRectangle.north; } else if (baseTerrainRectangle.north <= baseImageryRectangle.south) { rectangle.north = rectangle.south = baseImageryRectangle.south; } else { rectangle.south = Math.max(baseTerrainRectangle.south, baseImageryRectangle.south); rectangle.north = Math.min(baseTerrainRectangle.north, baseImageryRectangle.north); } if (baseTerrainRectangle.west >= baseImageryRectangle.east) { rectangle.west = rectangle.east = baseImageryRectangle.east; } else if (baseTerrainRectangle.east <= baseImageryRectangle.west) { rectangle.west = rectangle.east = baseImageryRectangle.west; } else { rectangle.west = Math.max(baseTerrainRectangle.west, baseImageryRectangle.west); rectangle.east = Math.min(baseTerrainRectangle.east, baseImageryRectangle.east); } } var latitudeClosestToEquator = 0.0; if (rectangle.south > 0.0) { latitudeClosestToEquator = rectangle.south; } else if (rectangle.north < 0.0) { latitudeClosestToEquator = rectangle.north; } // Compute the required level in the imagery tiling scheme. // The errorRatio should really be imagerySSE / terrainSSE rather than this hard-coded value. // But first we need configurable imagery SSE and we need the rendering to be able to handle more // images attached to a terrain tile than there are available texture units. So that's for the future. var errorRatio = 1.0; var targetGeometricError = errorRatio * terrainProvider.getLevelMaximumGeometricError(tile.level); var imageryLevel = getLevelWithMaximumTexelSpacing(this, targetGeometricError, latitudeClosestToEquator); imageryLevel = Math.max(0, imageryLevel); var maximumLevel = imageryProvider.maximumLevel; if (imageryLevel > maximumLevel) { imageryLevel = maximumLevel; } if (defined(imageryProvider.minimumLevel)) { var minimumLevel = imageryProvider.minimumLevel; if (imageryLevel < minimumLevel) { imageryLevel = minimumLevel; } } var imageryTilingScheme = imageryProvider.tilingScheme; var northwestTileCoordinates = imageryTilingScheme.positionToTileXY(Rectangle.northwest(rectangle), imageryLevel); var southeastTileCoordinates = imageryTilingScheme.positionToTileXY(Rectangle.southeast(rectangle), imageryLevel); // If the southeast corner of the rectangle lies very close to the north or west side // of the southeast tile, we don't actually need the southernmost or easternmost // tiles. // Similarly, if the northwest corner of the rectangle lies very close to the south or east side // of the northwest tile, we don't actually need the northernmost or westernmost tiles. // We define "very close" as being within 1/512 of the width of the tile. var veryCloseX = tile.rectangle.width / 512.0; var veryCloseY = tile.rectangle.height / 512.0; var northwestTileRectangle = imageryTilingScheme.tileXYToRectangle(northwestTileCoordinates.x, northwestTileCoordinates.y, imageryLevel); if (Math.abs(northwestTileRectangle.south - tile.rectangle.north) < veryCloseY && northwestTileCoordinates.y < southeastTileCoordinates.y) { ++northwestTileCoordinates.y; } if (Math.abs(northwestTileRectangle.east - tile.rectangle.west) < veryCloseX && northwestTileCoordinates.x < southeastTileCoordinates.x) { ++northwestTileCoordinates.x; } var southeastTileRectangle = imageryTilingScheme.tileXYToRectangle(southeastTileCoordinates.x, southeastTileCoordinates.y, imageryLevel); if (Math.abs(southeastTileRectangle.north - tile.rectangle.south) < veryCloseY && southeastTileCoordinates.y > northwestTileCoordinates.y) { --southeastTileCoordinates.y; } if (Math.abs(southeastTileRectangle.west - tile.rectangle.east) < veryCloseX && southeastTileCoordinates.x > northwestTileCoordinates.x) { --southeastTileCoordinates.x; } // Create TileImagery instances for each imagery tile overlapping this terrain tile. // We need to do all texture coordinate computations in the imagery tile's tiling scheme. var terrainRectangle = Rectangle.clone(tile.rectangle, terrainRectangleScratch); var imageryRectangle = imageryTilingScheme.tileXYToRectangle(northwestTileCoordinates.x, northwestTileCoordinates.y, imageryLevel); var clippedImageryRectangle = Rectangle.intersection(imageryRectangle, imageryBounds, clippedRectangleScratch); var imageryTileXYToRectangle; if (useWebMercatorT) { imageryTilingScheme.rectangleToNativeRectangle(terrainRectangle, terrainRectangle); imageryTilingScheme.rectangleToNativeRectangle(imageryRectangle, imageryRectangle); imageryTilingScheme.rectangleToNativeRectangle(clippedImageryRectangle, clippedImageryRectangle); imageryTilingScheme.rectangleToNativeRectangle(imageryBounds, imageryBounds); imageryTileXYToRectangle = imageryTilingScheme.tileXYToNativeRectangle.bind(imageryTilingScheme); veryCloseX = terrainRectangle.width / 512.0; veryCloseY = terrainRectangle.height / 512.0; } else { imageryTileXYToRectangle = imageryTilingScheme.tileXYToRectangle.bind(imageryTilingScheme); } var minU; var maxU = 0.0; var minV = 1.0; var maxV; // If this is the northern-most or western-most tile in the imagery tiling scheme, // it may not start at the northern or western edge of the terrain tile. // Calculate where it does start. if (!this.isBaseLayer() && Math.abs(clippedImageryRectangle.west - terrainRectangle.west) >= veryCloseX) { maxU = Math.min(1.0, (clippedImageryRectangle.west - terrainRectangle.west) / terrainRectangle.width); } if (!this.isBaseLayer() && Math.abs(clippedImageryRectangle.north - terrainRectangle.north) >= veryCloseY) { minV = Math.max(0.0, (clippedImageryRectangle.north - terrainRectangle.south) / terrainRectangle.height); } var initialMinV = minV; for ( var i = northwestTileCoordinates.x; i <= southeastTileCoordinates.x; i++) { minU = maxU; imageryRectangle = imageryTileXYToRectangle(i, northwestTileCoordinates.y, imageryLevel); clippedImageryRectangle = Rectangle.simpleIntersection(imageryRectangle, imageryBounds, clippedRectangleScratch); if (!defined(clippedImageryRectangle)) { continue; } maxU = Math.min(1.0, (clippedImageryRectangle.east - terrainRectangle.west) / terrainRectangle.width); // If this is the eastern-most imagery tile mapped to this terrain tile, // and there are more imagery tiles to the east of this one, the maxU // should be 1.0 to make sure rounding errors don't make the last // image fall shy of the edge of the terrain tile. if (i === southeastTileCoordinates.x && (this.isBaseLayer() || Math.abs(clippedImageryRectangle.east - terrainRectangle.east) < veryCloseX)) { maxU = 1.0; } minV = initialMinV; for ( var j = northwestTileCoordinates.y; j <= southeastTileCoordinates.y; j++) { maxV = minV; imageryRectangle = imageryTileXYToRectangle(i, j, imageryLevel); clippedImageryRectangle = Rectangle.simpleIntersection(imageryRectangle, imageryBounds, clippedRectangleScratch); if (!defined(clippedImageryRectangle)) { continue; } minV = Math.max(0.0, (clippedImageryRectangle.south - terrainRectangle.south) / terrainRectangle.height); // If this is the southern-most imagery tile mapped to this terrain tile, // and there are more imagery tiles to the south of this one, the minV // should be 0.0 to make sure rounding errors don't make the last // image fall shy of the edge of the terrain tile. if (j === southeastTileCoordinates.y && (this.isBaseLayer() || Math.abs(clippedImageryRectangle.south - terrainRectangle.south) < veryCloseY)) { minV = 0.0; } var texCoordsRectangle = new Cartesian4(minU, minV, maxU, maxV); var imagery = this.getImageryFromCache(i, j, imageryLevel); surfaceTile.imagery.splice(insertionPoint, 0, new TileImagery(imagery, texCoordsRectangle, useWebMercatorT)); ++insertionPoint; } } return true; }; /** * Calculate the translation and scale for a particular {@link TileImagery} attached to a * particular terrain tile. * * @private * * @param {Tile} tile The terrain tile. * @param {TileImagery} tileImagery The imagery tile mapping. * @returns {Cartesian4} The translation and scale where X and Y are the translation and Z and W * are the scale. */ ImageryLayer.prototype._calculateTextureTranslationAndScale = function(tile, tileImagery) { var imageryRectangle = tileImagery.readyImagery.rectangle; var terrainRectangle = tile.rectangle; if (tileImagery.useWebMercatorT) { var tilingScheme = tileImagery.readyImagery.imageryLayer.imageryProvider.tilingScheme; imageryRectangle = tilingScheme.rectangleToNativeRectangle(imageryRectangle, imageryBoundsScratch); terrainRectangle = tilingScheme.rectangleToNativeRectangle(terrainRectangle, terrainRectangleScratch); } var terrainWidth = terrainRectangle.width; var terrainHeight = terrainRectangle.height; var scaleX = terrainWidth / imageryRectangle.width; var scaleY = terrainHeight / imageryRectangle.height; return new Cartesian4( scaleX * (terrainRectangle.west - imageryRectangle.west) / terrainWidth, scaleY * (terrainRectangle.south - imageryRectangle.south) / terrainHeight, scaleX, scaleY); }; /** * Request a particular piece of imagery from the imagery provider. This method handles raising an * error event if the request fails, and retrying the request if necessary. * * @private * * @param {Imagery} imagery The imagery to request. * @param {Function} [priorityFunction] The priority function used for sorting the imagery request. */ ImageryLayer.prototype._requestImagery = function(imagery, priorityFunction) { var imageryProvider = this._imageryProvider; var that = this; function success(image) { if (!defined(image)) { return failure(); } imagery.image = image; imagery.state = ImageryState.RECEIVED; imagery.request = undefined; TileProviderError.handleSuccess(that._requestImageError); } function failure(e) { if (imagery.request.state === RequestState.CANCELLED) { // Cancelled due to low priority - try again later. imagery.state = ImageryState.UNLOADED; imagery.request = undefined; return; } // Initially assume failure. handleError may retry, in which case the state will // change to TRANSITIONING. imagery.state = ImageryState.FAILED; imagery.request = undefined; var message = 'Failed to obtain image tile X: ' + imagery.x + ' Y: ' + imagery.y + ' Level: ' + imagery.level + '.'; that._requestImageError = TileProviderError.handleError( that._requestImageError, imageryProvider, imageryProvider.errorEvent, message, imagery.x, imagery.y, imagery.level, doRequest, e); } function doRequest() { var request = new Request({ throttle : true, throttleByServer : true, type : RequestType.IMAGERY, priorityFunction : priorityFunction }); imagery.request = request; imagery.state = ImageryState.TRANSITIONING; var imagePromise = imageryProvider.requestImage(imagery.x, imagery.y, imagery.level, request); if (!defined(imagePromise)) { // Too many parallel requests, so postpone loading tile. imagery.state = ImageryState.UNLOADED; imagery.request = undefined; return; } if (defined(imageryProvider.getTileCredits)) { imagery.credits = imageryProvider.getTileCredits(imagery.x, imagery.y, imagery.level); } when(imagePromise, success, failure); } doRequest(); }; /** * Create a WebGL texture for a given {@link Imagery} instance. * * @private * * @param {Context} context The rendered context to use to create textures. * @param {Imagery} imagery The imagery for which to create a texture. */ ImageryLayer.prototype._createTexture = function(context, imagery) { var imageryProvider = this._imageryProvider; var image = imagery.image; // If this imagery provider has a discard policy, use it to check if this // image should be discarded. if (defined(imageryProvider.tileDiscardPolicy)) { var discardPolicy = imageryProvider.tileDiscardPolicy; if (defined(discardPolicy)) { // If the discard policy is not ready yet, transition back to the // RECEIVED state and we'll try again next time. if (!discardPolicy.isReady()) { imagery.state = ImageryState.RECEIVED; return; } // Mark discarded imagery tiles invalid. Parent imagery will be used instead. if (discardPolicy.shouldDiscardImage(image)) { imagery.state = ImageryState.INVALID; return; } } } //>>includeStart('debug', pragmas.debug); if (this.minificationFilter !== TextureMinificationFilter.NEAREST && this.minificationFilter !== TextureMinificationFilter.LINEAR) { throw new DeveloperError('ImageryLayer minification filter must be NEAREST or LINEAR'); } //>>includeEnd('debug'); var sampler = new Sampler({ minificationFilter : this.minificationFilter, magnificationFilter : this.magnificationFilter }); // Imagery does not need to be discarded, so upload it to WebGL. var texture; if (defined(image.internalFormat)) { texture = new Texture({ context : context, pixelFormat : image.internalFormat, width : image.width, height : image.height, source : { arrayBufferView : image.bufferView }, sampler : sampler }); } else { texture = new Texture({ context : context, source : image, pixelFormat : imageryProvider.hasAlphaChannel ? PixelFormat.RGBA : PixelFormat.RGB, sampler : sampler }); } if (imageryProvider.tilingScheme instanceof WebMercatorTilingScheme) { imagery.textureWebMercator = texture; } else { imagery.texture = texture; } imagery.image = undefined; imagery.state = ImageryState.TEXTURE_LOADED; }; function getSamplerKey(minificationFilter, magnificationFilter, maximumAnisotropy) { return minificationFilter + ':' + magnificationFilter + ':' + maximumAnisotropy; } function finalizeReprojectTexture(imageryLayer, context, imagery, texture) { var minificationFilter = imageryLayer.minificationFilter; var magnificationFilter = imageryLayer.magnificationFilter; var usesLinearTextureFilter = minificationFilter === TextureMinificationFilter.LINEAR && magnificationFilter === TextureMagnificationFilter.LINEAR; // Use mipmaps if this texture has power-of-two dimensions. // In addition, mipmaps are only generated if the texture filters are both LINEAR. if (usesLinearTextureFilter && !PixelFormat.isCompressedFormat(texture.pixelFormat) && CesiumMath.isPowerOfTwo(texture.width) && CesiumMath.isPowerOfTwo(texture.height)) { minificationFilter = TextureMinificationFilter.LINEAR_MIPMAP_LINEAR; var maximumSupportedAnisotropy = ContextLimits.maximumTextureFilterAnisotropy; var maximumAnisotropy = Math.min(maximumSupportedAnisotropy, defaultValue(imageryLayer._maximumAnisotropy, maximumSupportedAnisotropy)); var mipmapSamplerKey = getSamplerKey(minificationFilter, magnificationFilter, maximumAnisotropy); var mipmapSamplers = context.cache.imageryLayerMipmapSamplers; if (!defined(mipmapSamplers)) { mipmapSamplers = {}; context.cache.imageryLayerMipmapSamplers = mipmapSamplers; } var mipmapSampler = mipmapSamplers[mipmapSamplerKey]; if (!defined(mipmapSampler)) { mipmapSampler = mipmapSamplers[mipmapSamplerKey] = new Sampler({ wrapS : TextureWrap.CLAMP_TO_EDGE, wrapT : TextureWrap.CLAMP_TO_EDGE, minificationFilter : minificationFilter, magnificationFilter : magnificationFilter, maximumAnisotropy : maximumAnisotropy }); } texture.generateMipmap(MipmapHint.NICEST); texture.sampler = mipmapSampler; } else { var nonMipmapSamplerKey = getSamplerKey(minificationFilter, magnificationFilter, 0); var nonMipmapSamplers = context.cache.imageryLayerNonMipmapSamplers; if (!defined(nonMipmapSamplers)) { nonMipmapSamplers = {}; context.cache.imageryLayerNonMipmapSamplers = nonMipmapSamplers; } var nonMipmapSampler = nonMipmapSamplers[nonMipmapSamplerKey]; if (!defined(nonMipmapSampler)) { nonMipmapSampler = nonMipmapSamplers[nonMipmapSamplerKey] = new Sampler({ wrapS : TextureWrap.CLAMP_TO_EDGE, wrapT : TextureWrap.CLAMP_TO_EDGE, minificationFilter : minificationFilter, magnificationFilter : magnificationFilter }); } texture.sampler = nonMipmapSampler; } imagery.state = ImageryState.READY; } /** * Enqueues a command re-projecting a texture to a {@link GeographicProjection} on the next update, if necessary, and generate * mipmaps for the geographic texture. * * @private * * @param {FrameState} frameState The frameState. * @param {Imagery} imagery The imagery instance to reproject. * @param {Boolean} [needGeographicProjection=true] True to reproject to geographic, or false if Web Mercator is fine. */ ImageryLayer.prototype._reprojectTexture = function(frameState, imagery, needGeographicProjection) { var texture = imagery.textureWebMercator || imagery.texture; var rectangle = imagery.rectangle; var context = frameState.context; needGeographicProjection = defaultValue(needGeographicProjection, true); // Reproject this texture if it is not already in a geographic projection and // the pixels are more than 1e-5 radians apart. The pixel spacing cutoff // avoids precision problems in the reprojection transformation while making // no noticeable difference in the georeferencing of the image. if (needGeographicProjection && !(this._imageryProvider.tilingScheme instanceof GeographicTilingScheme) && rectangle.width / texture.width > 1e-5) { var that = this; imagery.addReference(); var computeCommand = new ComputeCommand({ persists : true, owner : this, // Update render resources right before execution instead of now. // This allows different ImageryLayers to share the same vao and buffers. preExecute : function(command) { reprojectToGeographic(command, context, texture, imagery.rectangle); }, postExecute : function(outputTexture) { imagery.texture = outputTexture; finalizeReprojectTexture(that, context, imagery, outputTexture); imagery.releaseReference(); } }); this._reprojectComputeCommands.push(computeCommand); } else { if (needGeographicProjection) { imagery.texture = texture; } finalizeReprojectTexture(this, context, imagery, texture); } }; /** * Updates frame state to execute any queued texture re-projections. * * @private * * @param {FrameState} frameState The frameState. */ ImageryLayer.prototype.queueReprojectionCommands = function(frameState) { var computeCommands = this._reprojectComputeCommands; var length = computeCommands.length; for (var i = 0; i < length; ++i) { frameState.commandList.push(computeCommands[i]); } computeCommands.length = 0; }; /** * Cancels re-projection commands queued for the next frame. * * @private */ ImageryLayer.prototype.cancelReprojections = function() { this._reprojectComputeCommands.length = 0; }; ImageryLayer.prototype.getImageryFromCache = function(x, y, level, imageryRectangle) { var cacheKey = getImageryCacheKey(x, y, level); var imagery = this._imageryCache[cacheKey]; if (!defined(imagery)) { imagery = new Imagery(this, x, y, level, imageryRectangle); this._imageryCache[cacheKey] = imagery; } imagery.addReference(); return imagery; }; ImageryLayer.prototype.removeImageryFromCache = function(imagery) { var cacheKey = getImageryCacheKey(imagery.x, imagery.y, imagery.level); delete this._imageryCache[cacheKey]; }; function getImageryCacheKey(x, y, level) { return JSON.stringify([x, y, level]); } var uniformMap = { u_textureDimensions : function() { return this.textureDimensions; }, u_texture : function() { return this.texture; }, textureDimensions : new Cartesian2(), texture : undefined }; var float32ArrayScratch = FeatureDetection.supportsTypedArrays() ? new Float32Array(2 * 64) : undefined; function reprojectToGeographic(command, context, texture, rectangle) { // This function has gone through a number of iterations, because GPUs are awesome. // // Originally, we had a very simple vertex shader and computed the Web Mercator texture coordinates // per-fragment in the fragment shader. That worked well, except on mobile devices, because // fragment shaders have limited precision on many mobile devices. The result was smearing artifacts // at medium zoom levels because different geographic texture coordinates would be reprojected to Web // Mercator as the same value. // // Our solution was to reproject to Web Mercator in the vertex shader instead of the fragment shader. // This required far more vertex data. With fragment shader reprojection, we only needed a single quad. // But to achieve the same precision with vertex shader reprojection, we needed a vertex for each // output pixel. So we used a grid of 256x256 vertices, because most of our imagery