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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JavaScript
import BoundingRectangle from '../Core/BoundingRectangle.js';
import Color from '../Core/Color.js';
import defined from '../Core/defined.js';
import destroyObject from '../Core/destroyObject.js';
import PixelFormat from '../Core/PixelFormat.js';
import WebGLConstants from '../Core/WebGLConstants.js';
import ClearCommand from '../Renderer/ClearCommand.js';
import DrawCommand from '../Renderer/DrawCommand.js';
import Framebuffer from '../Renderer/Framebuffer.js';
import PixelDatatype from '../Renderer/PixelDatatype.js';
import RenderState from '../Renderer/RenderState.js';
import ShaderSource from '../Renderer/ShaderSource.js';
import Texture from '../Renderer/Texture.js';
import AdjustTranslucentFS from '../Shaders/AdjustTranslucentFS.js';
import CompositeOITFS from '../Shaders/CompositeOITFS.js';
import BlendEquation from './BlendEquation.js';
import BlendFunction from './BlendFunction.js';
/**
* @private
*/
function OIT(context) {
// We support multipass for the Chrome D3D9 backend and ES 2.0 on mobile.
this._translucentMultipassSupport = false;
this._translucentMRTSupport = false;
var extensionsSupported = context.colorBufferFloat && context.depthTexture;
this._translucentMRTSupport = context.drawBuffers && extensionsSupported;
this._translucentMultipassSupport = !this._translucentMRTSupport && extensionsSupported;
this._opaqueFBO = undefined;
this._opaqueTexture = undefined;
this._depthStencilTexture = undefined;
this._accumulationTexture = undefined;
this._translucentFBO = undefined;
this._alphaFBO = undefined;
this._adjustTranslucentFBO = undefined;
this._adjustAlphaFBO = undefined;
this._opaqueClearCommand = new ClearCommand({
color : new Color(0.0, 0.0, 0.0, 0.0),
owner : this
});
this._translucentMRTClearCommand = new ClearCommand({
color : new Color(0.0, 0.0, 0.0, 1.0),
owner : this
});
this._translucentMultipassClearCommand = new ClearCommand({
color : new Color(0.0, 0.0, 0.0, 0.0),
owner : this
});
this._alphaClearCommand = new ClearCommand({
color : new Color(1.0, 1.0, 1.0, 1.0),
owner : this
});
this._translucentRenderStateCache = {};
this._alphaRenderStateCache = {};
this._compositeCommand = undefined;
this._adjustTranslucentCommand = undefined;
this._adjustAlphaCommand = undefined;
this._viewport = new BoundingRectangle();
this._rs = undefined;
this._useScissorTest = false;
this._scissorRectangle = undefined;
this._useHDR = false;
}
function destroyTextures(oit) {
oit._accumulationTexture = oit._accumulationTexture && !oit._accumulationTexture.isDestroyed() && oit._accumulationTexture.destroy();
oit._revealageTexture = oit._revealageTexture && !oit._revealageTexture.isDestroyed() && oit._revealageTexture.destroy();
}
function destroyFramebuffers(oit) {
oit._translucentFBO = oit._translucentFBO && !oit._translucentFBO.isDestroyed() && oit._translucentFBO.destroy();
oit._alphaFBO = oit._alphaFBO && !oit._alphaFBO.isDestroyed() && oit._alphaFBO.destroy();
oit._adjustTranslucentFBO = oit._adjustTranslucentFBO && !oit._adjustTranslucentFBO.isDestroyed() && oit._adjustTranslucentFBO.destroy();
oit._adjustAlphaFBO = oit._adjustAlphaFBO && !oit._adjustAlphaFBO.isDestroyed() && oit._adjustAlphaFBO.destroy();
}
function destroyResources(oit) {
destroyTextures(oit);
destroyFramebuffers(oit);
}
function updateTextures(oit, context, width, height) {
destroyTextures(oit);
oit._accumulationTexture = new Texture({
context : context,
width : width,
height : height,
pixelFormat : PixelFormat.RGBA,
pixelDatatype : PixelDatatype.FLOAT
});
// Use zeroed arraybuffer instead of null to initialize texture
// to workaround Firefox. Only needed for the second color attachment.
var source = new Float32Array(width * height * 4);
oit._revealageTexture = new Texture({
context : context,
pixelFormat : PixelFormat.RGBA,
pixelDatatype : PixelDatatype.FLOAT,
source : {
arrayBufferView : source,
width : width,
height : height
},
flipY : false
});
}
function updateFramebuffers(oit, context) {
destroyFramebuffers(oit);
var completeFBO = WebGLConstants.FRAMEBUFFER_COMPLETE;
var supported = true;
// if MRT is supported, attempt to make an FBO with multiple color attachments
if (oit._translucentMRTSupport) {
oit._translucentFBO = new Framebuffer({
context : context,
colorTextures : [oit._accumulationTexture, oit._revealageTexture],
depthStencilTexture : oit._depthStencilTexture,
destroyAttachments : false
});
oit._adjustTranslucentFBO = new Framebuffer({
context : context,
colorTextures : [oit._accumulationTexture, oit._revealageTexture],
destroyAttachments : false
});
if (oit._translucentFBO.status !== completeFBO || oit._adjustTranslucentFBO.status !== completeFBO) {
destroyFramebuffers(oit);
oit._translucentMRTSupport = false;
}
}
// either MRT isn't supported or FBO creation failed, attempt multipass
if (!oit._translucentMRTSupport) {
oit._translucentFBO = new Framebuffer({
context : context,
colorTextures : [oit._accumulationTexture],
depthStencilTexture : oit._depthStencilTexture,
destroyAttachments : false
});
oit._alphaFBO = new Framebuffer({
context : context,
colorTextures : [oit._revealageTexture],
depthStencilTexture : oit._depthStencilTexture,
destroyAttachments : false
});
oit._adjustTranslucentFBO = new Framebuffer({
context : context,
colorTextures : [oit._accumulationTexture],
destroyAttachments : false
});
oit._adjustAlphaFBO = new Framebuffer({
context : context,
colorTextures : [oit._revealageTexture],
destroyAttachments : false
});
var translucentComplete = oit._translucentFBO.status === completeFBO;
var alphaComplete = oit._alphaFBO.status === completeFBO;
var adjustTranslucentComplete = oit._adjustTranslucentFBO.status === completeFBO;
var adjustAlphaComplete = oit._adjustAlphaFBO.status === completeFBO;
if (!translucentComplete || !alphaComplete || !adjustTranslucentComplete || !adjustAlphaComplete) {
destroyResources(oit);
oit._translucentMultipassSupport = false;
supported = false;
}
}
return supported;
}
OIT.prototype.update = function(context, passState, framebuffer, useHDR) {
if (!this.isSupported()) {
return;
}
this._opaqueFBO = framebuffer;
this._opaqueTexture = framebuffer.getColorTexture(0);
this._depthStencilTexture = framebuffer.depthStencilTexture;
var width = this._opaqueTexture.width;
var height = this._opaqueTexture.height;
var accumulationTexture = this._accumulationTexture;
var textureChanged = !defined(accumulationTexture) || accumulationTexture.width !== width || accumulationTexture.height !== height || useHDR !== this._useHDR;
if (textureChanged) {
updateTextures(this, context, width, height);
}
if (!defined(this._translucentFBO) || textureChanged) {
if (!updateFramebuffers(this, context)) {
// framebuffer creation failed
return;
}
}
this._useHDR = useHDR;
var that = this;
var fs;
var uniformMap;
if (!defined(this._compositeCommand)) {
fs = new ShaderSource({
sources : [CompositeOITFS]
});
if (this._translucentMRTSupport) {
fs.defines.push('MRT');
}
uniformMap = {
u_opaque : function() {
return that._opaqueTexture;
},
u_accumulation : function() {
return that._accumulationTexture;
},
u_revealage : function() {
return that._revealageTexture;
}
};
this._compositeCommand = context.createViewportQuadCommand(fs, {
uniformMap : uniformMap,
owner : this
});
}
if (!defined(this._adjustTranslucentCommand)) {
if (this._translucentMRTSupport) {
fs = new ShaderSource({
defines : ['MRT'],
sources : [AdjustTranslucentFS]
});
uniformMap = {
u_bgColor : function() {
return that._translucentMRTClearCommand.color;
},
u_depthTexture : function() {
return that._depthStencilTexture;
}
};
this._adjustTranslucentCommand = context.createViewportQuadCommand(fs, {
uniformMap : uniformMap,
owner : this
});
} else if (this._translucentMultipassSupport) {
fs = new ShaderSource({
sources : [AdjustTranslucentFS]
});
uniformMap = {
u_bgColor : function() {
return that._translucentMultipassClearCommand.color;
},
u_depthTexture : function() {
return that._depthStencilTexture;
}
};
this._adjustTranslucentCommand = context.createViewportQuadCommand(fs, {
uniformMap : uniformMap,
owner : this
});
uniformMap = {
u_bgColor : function() {
return that._alphaClearCommand.color;
},
u_depthTexture : function() {
return that._depthStencilTexture;
}
};
this._adjustAlphaCommand = context.createViewportQuadCommand(fs, {
uniformMap : uniformMap,
owner : this
});
}
}
this._viewport.width = width;
this._viewport.height = height;
var useScissorTest = !BoundingRectangle.equals(this._viewport, passState.viewport);
var updateScissor = useScissorTest !== this._useScissorTest;
this._useScissorTest = useScissorTest;
if (!BoundingRectangle.equals(this._scissorRectangle, passState.viewport)) {
this._scissorRectangle = BoundingRectangle.clone(passState.viewport, this._scissorRectangle);
updateScissor = true;
}
if (!defined(this._rs) || !BoundingRectangle.equals(this._viewport, this._rs.viewport) || updateScissor) {
this._rs = RenderState.fromCache({
viewport : this._viewport,
scissorTest : {
enabled : this._useScissorTest,
rectangle : this._scissorRectangle
}
});
}
if (defined(this._compositeCommand)) {
this._compositeCommand.renderState = this._rs;
}
if (this._adjustTranslucentCommand) {
this._adjustTranslucentCommand.renderState = this._rs;
}
if (defined(this._adjustAlphaCommand)) {
this._adjustAlphaCommand.renderState = this._rs;
}
};
var translucentMRTBlend = {
enabled : true,
color : new Color(0.0, 0.0, 0.0, 0.0),
equationRgb : BlendEquation.ADD,
equationAlpha : BlendEquation.ADD,
functionSourceRgb : BlendFunction.ONE,
functionDestinationRgb : BlendFunction.ONE,
functionSourceAlpha : BlendFunction.ZERO,
functionDestinationAlpha : BlendFunction.ONE_MINUS_SOURCE_ALPHA
};
var translucentColorBlend = {
enabled : true,
color : new Color(0.0, 0.0, 0.0, 0.0),
equationRgb : BlendEquation.ADD,
equationAlpha : BlendEquation.ADD,
functionSourceRgb : BlendFunction.ONE,
functionDestinationRgb : BlendFunction.ONE,
functionSourceAlpha : BlendFunction.ONE,
functionDestinationAlpha : BlendFunction.ONE
};
var translucentAlphaBlend = {
enabled : true,
color : new Color(0.0, 0.0, 0.0, 0.0),
equationRgb : BlendEquation.ADD,
equationAlpha : BlendEquation.ADD,
functionSourceRgb : BlendFunction.ZERO,
functionDestinationRgb : BlendFunction.ONE_MINUS_SOURCE_ALPHA,
functionSourceAlpha : BlendFunction.ZERO,
functionDestinationAlpha : BlendFunction.ONE_MINUS_SOURCE_ALPHA
};
function getTranslucentRenderState(context, translucentBlending, cache, renderState) {
var translucentState = cache[renderState.id];
if (!defined(translucentState)) {
var rs = RenderState.getState(renderState);
rs.depthMask = false;
rs.blending = translucentBlending;
translucentState = RenderState.fromCache(rs);
cache[renderState.id] = translucentState;
}
return translucentState;
}
function getTranslucentMRTRenderState(oit, context, renderState) {
return getTranslucentRenderState(context, translucentMRTBlend, oit._translucentRenderStateCache, renderState);
}
function getTranslucentColorRenderState(oit, context, renderState) {
return getTranslucentRenderState(context, translucentColorBlend, oit._translucentRenderStateCache, renderState);
}
function getTranslucentAlphaRenderState(oit, context, renderState) {
return getTranslucentRenderState(context, translucentAlphaBlend, oit._alphaRenderStateCache, renderState);
}
var mrtShaderSource =
' vec3 Ci = czm_gl_FragColor.rgb * czm_gl_FragColor.a;\n' +
' float ai = czm_gl_FragColor.a;\n' +
' float wzi = czm_alphaWeight(ai);\n' +
' gl_FragData[0] = vec4(Ci * wzi, ai);\n' +
' gl_FragData[1] = vec4(ai * wzi);\n';
var colorShaderSource =
' vec3 Ci = czm_gl_FragColor.rgb * czm_gl_FragColor.a;\n' +
' float ai = czm_gl_FragColor.a;\n' +
' float wzi = czm_alphaWeight(ai);\n' +
' gl_FragColor = vec4(Ci, ai) * wzi;\n';
var alphaShaderSource =
' float ai = czm_gl_FragColor.a;\n' +
' gl_FragColor = vec4(ai);\n';
function getTranslucentShaderProgram(context, shaderProgram, keyword, source) {
var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, keyword);
if (!defined(shader)) {
var attributeLocations = shaderProgram._attributeLocations;
var fs = shaderProgram.fragmentShaderSource.clone();
fs.sources = fs.sources.map(function(source) {
source = ShaderSource.replaceMain(source, 'czm_translucent_main');
source = source.replace(/gl_FragColor/g, 'czm_gl_FragColor');
source = source.replace(/\bdiscard\b/g, 'czm_discard = true');
source = source.replace(/czm_phong/g, 'czm_translucentPhong');
return source;
});
// Discarding the fragment in main is a workaround for ANGLE D3D9
// shader compilation errors.
fs.sources.splice(0, 0,
(source.indexOf('gl_FragData') !== -1 ? '#extension GL_EXT_draw_buffers : enable \n' : '') +
'vec4 czm_gl_FragColor;\n' +
'bool czm_discard = false;\n');
fs.sources.push(
'void main()\n' +
'{\n' +
' czm_translucent_main();\n' +
' if (czm_discard)\n' +
' {\n' +
' discard;\n' +
' }\n' +
source +
'}\n');
shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, keyword, {
vertexShaderSource : shaderProgram.vertexShaderSource,
fragmentShaderSource : fs,
attributeLocations : attributeLocations
});
}
return shader;
}
function getTranslucentMRTShaderProgram(context, shaderProgram) {
return getTranslucentShaderProgram(context, shaderProgram, 'translucentMRT', mrtShaderSource);
}
function getTranslucentColorShaderProgram(context, shaderProgram) {
return getTranslucentShaderProgram(context, shaderProgram, 'translucentMultipass', colorShaderSource);
}
function getTranslucentAlphaShaderProgram(context, shaderProgram) {
return getTranslucentShaderProgram(context, shaderProgram, 'alphaMultipass', alphaShaderSource);
}
OIT.prototype.createDerivedCommands = function(command, context, result) {
if (!defined(result)) {
result = {};
}
if (this._translucentMRTSupport) {
var translucentShader;
var translucentRenderState;
if (defined(result.translucentCommand)) {
translucentShader = result.translucentCommand.shaderProgram;
translucentRenderState = result.translucentCommand.renderState;
}
result.translucentCommand = DrawCommand.shallowClone(command, result.translucentCommand);
if (!defined(translucentShader) || result.shaderProgramId !== command.shaderProgram.id) {
result.translucentCommand.shaderProgram = getTranslucentMRTShaderProgram(context, command.shaderProgram);
result.translucentCommand.renderState = getTranslucentMRTRenderState(this, context, command.renderState);
result.shaderProgramId = command.shaderProgram.id;
} else {
result.translucentCommand.shaderProgram = translucentShader;
result.translucentCommand.renderState = translucentRenderState;
}
} else {
var colorShader;
var colorRenderState;
var alphaShader;
var alphaRenderState;
if (defined(result.translucentCommand)) {
colorShader = result.translucentCommand.shaderProgram;
colorRenderState = result.translucentCommand.renderState;
alphaShader = result.alphaCommand.shaderProgram;
alphaRenderState = result.alphaCommand.renderState;
}
result.translucentCommand = DrawCommand.shallowClone(command, result.translucentCommand);
result.alphaCommand = DrawCommand.shallowClone(command, result.alphaCommand);
if (!defined(colorShader) || result.shaderProgramId !== command.shaderProgram.id) {
result.translucentCommand.shaderProgram = getTranslucentColorShaderProgram(context, command.shaderProgram);
result.translucentCommand.renderState = getTranslucentColorRenderState(this, context, command.renderState);
result.alphaCommand.shaderProgram = getTranslucentAlphaShaderProgram(context, command.shaderProgram);
result.alphaCommand.renderState = getTranslucentAlphaRenderState(this, context, command.renderState);
result.shaderProgramId = command.shaderProgram.id;
} else {
result.translucentCommand.shaderProgram = colorShader;
result.translucentCommand.renderState = colorRenderState;
result.alphaCommand.shaderProgram = alphaShader;
result.alphaCommand.renderState = alphaRenderState;
}
}
return result;
};
function executeTranslucentCommandsSortedMultipass(oit, scene, executeFunction, passState, commands, invertClassification) {
var command;
var derivedCommand;
var j;
var context = scene.context;
var useLogDepth = scene.frameState.useLogDepth;
var useHdr = scene._hdr;
var framebuffer = passState.framebuffer;
var length = commands.length;
var lightShadowsEnabled = scene.frameState.shadowState.lightShadowsEnabled;
passState.framebuffer = oit._adjustTranslucentFBO;
oit._adjustTranslucentCommand.execute(context, passState);
passState.framebuffer = oit._adjustAlphaFBO;
oit._adjustAlphaCommand.execute(context, passState);
var debugFramebuffer = oit._opaqueFBO;
passState.framebuffer = oit._translucentFBO;
for (j = 0; j < length; ++j) {
command = commands[j];
command = useLogDepth ? command.derivedCommands.logDepth.command : command;
command = useHdr ? command.derivedCommands.hdr.command : command;
derivedCommand = (lightShadowsEnabled && command.receiveShadows) ? command.derivedCommands.oit.shadows.translucentCommand : command.derivedCommands.oit.translucentCommand;
executeFunction(derivedCommand, scene, context, passState, debugFramebuffer);
}
if (defined(invertClassification)) {
command = invertClassification.unclassifiedCommand;
derivedCommand = (lightShadowsEnabled && command.receiveShadows) ? command.derivedCommands.oit.shadows.translucentCommand : command.derivedCommands.oit.translucentCommand;
executeFunction(derivedCommand, scene, context, passState, debugFramebuffer);
}
passState.framebuffer = oit._alphaFBO;
for (j = 0; j < length; ++j) {
command = commands[j];
command = useLogDepth ? command.derivedCommands.logDepth.command : command;
command = useHdr ? command.derivedCommands.hdr.command : command;
derivedCommand = (lightShadowsEnabled && command.receiveShadows) ? command.derivedCommands.oit.shadows.alphaCommand : command.derivedCommands.oit.alphaCommand;
executeFunction(derivedCommand, scene, context, passState, debugFramebuffer);
}
if (defined(invertClassification)) {
command = invertClassification.unclassifiedCommand;
derivedCommand = (lightShadowsEnabled && command.receiveShadows) ? command.derivedCommands.oit.shadows.alphaCommand : command.derivedCommands.oit.alphaCommand;
executeFunction(derivedCommand, scene, context, passState, debugFramebuffer);
}
passState.framebuffer = framebuffer;
}
function executeTranslucentCommandsSortedMRT(oit, scene, executeFunction, passState, commands, invertClassification) {
var context = scene.context;
var useLogDepth = scene.frameState.useLogDepth;
var useHdr = scene._hdr;
var framebuffer = passState.framebuffer;
var length = commands.length;
var lightShadowsEnabled = scene.frameState.shadowState.lightShadowsEnabled;
passState.framebuffer = oit._adjustTranslucentFBO;
oit._adjustTranslucentCommand.execute(context, passState);
var debugFramebuffer = oit._opaqueFBO;
passState.framebuffer = oit._translucentFBO;
var command;
var derivedCommand;
for (var j = 0; j < length; ++j) {
command = commands[j];
command = useLogDepth ? command.derivedCommands.logDepth.command : command;
command = useHdr ? command.derivedCommands.hdr.command : command;
derivedCommand = (lightShadowsEnabled && command.receiveShadows) ? command.derivedCommands.oit.shadows.translucentCommand : command.derivedCommands.oit.translucentCommand;
executeFunction(derivedCommand, scene, context, passState, debugFramebuffer);
}
if (defined(invertClassification)) {
command = invertClassification.unclassifiedCommand;
derivedCommand = (lightShadowsEnabled && command.receiveShadows) ? command.derivedCommands.oit.shadows.translucentCommand : command.derivedCommands.oit.translucentCommand;
executeFunction(derivedCommand, scene, context, passState, debugFramebuffer);
}
passState.framebuffer = framebuffer;
}
OIT.prototype.executeCommands = function(scene, executeFunction, passState, commands, invertClassification) {
if (this._translucentMRTSupport) {
executeTranslucentCommandsSortedMRT(this, scene, executeFunction, passState, commands, invertClassification);
return;
}
executeTranslucentCommandsSortedMultipass(this, scene, executeFunction, passState, commands, invertClassification);
};
OIT.prototype.execute = function(context, passState) {
this._compositeCommand.execute(context, passState);
};
OIT.prototype.clear = function(context, passState, clearColor) {
var framebuffer = passState.framebuffer;
passState.framebuffer = this._opaqueFBO;
Color.clone(clearColor, this._opaqueClearCommand.color);
this._opaqueClearCommand.execute(context, passState);
passState.framebuffer = this._translucentFBO;
var translucentClearCommand = this._translucentMRTSupport ? this._translucentMRTClearCommand : this._translucentMultipassClearCommand;
translucentClearCommand.execute(context, passState);
if (this._translucentMultipassSupport) {
passState.framebuffer = this._alphaFBO;
this._alphaClearCommand.execute(context, passState);
}
passState.framebuffer = framebuffer;
};
OIT.prototype.isSupported = function() {
return this._translucentMRTSupport || this._translucentMultipassSupport;
};
OIT.prototype.isDestroyed = function() {
return false;
};
OIT.prototype.destroy = function() {
destroyResources(this);
if (defined(this._compositeCommand)) {
this._compositeCommand.shaderProgram = this._compositeCommand.shaderProgram && this._compositeCommand.shaderProgram.destroy();
}
if (defined(this._adjustTranslucentCommand)) {
this._adjustTranslucentCommand.shaderProgram = this._adjustTranslucentCommand.shaderProgram && this._adjustTranslucentCommand.shaderProgram.destroy();
}
if (defined(this._adjustAlphaCommand)) {
this._adjustAlphaCommand.shaderProgram = this._adjustAlphaCommand.shaderProgram && this._adjustAlphaCommand.shaderProgram.destroy();
}
return destroyObject(this);
};
export default OIT;