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 defaultValue from '../Core/defaultValue.js';
import defined from '../Core/defined.js';
import destroyObject from '../Core/destroyObject.js';
import Framebuffer from '../Renderer/Framebuffer.js';
import PassState from '../Renderer/PassState.js';
import Renderbuffer from '../Renderer/Renderbuffer.js';
import RenderbufferFormat from '../Renderer/RenderbufferFormat.js';
import Texture from '../Renderer/Texture.js';
/**
* @private
*/
function PickFramebuffer(context) {
// Override per-command states
var passState = new PassState(context);
passState.blendingEnabled = false;
passState.scissorTest = {
enabled : true,
rectangle : new BoundingRectangle()
};
passState.viewport = new BoundingRectangle();
this._context = context;
this._fb = undefined;
this._passState = passState;
this._width = 0;
this._height = 0;
}
PickFramebuffer.prototype.begin = function(screenSpaceRectangle, viewport) {
var context = this._context;
var width = viewport.width;
var height = viewport.height;
BoundingRectangle.clone(screenSpaceRectangle, this._passState.scissorTest.rectangle);
// Initially create or recreate renderbuffers and framebuffer used for picking
if ((!defined(this._fb)) || (this._width !== width) || (this._height !== height)) {
this._width = width;
this._height = height;
this._fb = this._fb && this._fb.destroy();
this._fb = new Framebuffer({
context : context,
colorTextures : [new Texture({
context : context,
width : width,
height : height
})],
depthStencilRenderbuffer : new Renderbuffer({
context : context,
width : width,
height : height,
format : RenderbufferFormat.DEPTH_STENCIL
})
});
this._passState.framebuffer = this._fb;
}
this._passState.viewport.width = width;
this._passState.viewport.height = height;
return this._passState;
};
var colorScratch = new Color();
PickFramebuffer.prototype.end = function(screenSpaceRectangle) {
var width = defaultValue(screenSpaceRectangle.width, 1.0);
var height = defaultValue(screenSpaceRectangle.height, 1.0);
var context = this._context;
var pixels = context.readPixels({
x : screenSpaceRectangle.x,
y : screenSpaceRectangle.y,
width : width,
height : height,
framebuffer : this._fb
});
var max = Math.max(width, height);
var length = max * max;
var halfWidth = Math.floor(width * 0.5);
var halfHeight = Math.floor(height * 0.5);
var x = 0;
var y = 0;
var dx = 0;
var dy = -1;
// Spiral around the center pixel, this is a workaround until
// we can access the depth buffer on all browsers.
// The region does not have to square and the dimensions do not have to be odd, but
// loop iterations would be wasted. Prefer square regions where the size is odd.
for (var i = 0; i < length; ++i) {
if (-halfWidth <= x && x <= halfWidth && -halfHeight <= y && y <= halfHeight) {
var index = 4 * ((halfHeight - y) * width + x + halfWidth);
colorScratch.red = Color.byteToFloat(pixels[index]);
colorScratch.green = Color.byteToFloat(pixels[index + 1]);
colorScratch.blue = Color.byteToFloat(pixels[index + 2]);
colorScratch.alpha = Color.byteToFloat(pixels[index + 3]);
var object = context.getObjectByPickColor(colorScratch);
if (defined(object)) {
return object;
}
}
// if (top right || bottom left corners) || (top left corner) || (bottom right corner + (1, 0))
// change spiral direction
if (x === y || (x < 0 && -x === y) || (x > 0 && x === 1 - y)) {
var temp = dx;
dx = -dy;
dy = temp;
}
x += dx;
y += dy;
}
return undefined;
};
PickFramebuffer.prototype.isDestroyed = function() {
return false;
};
PickFramebuffer.prototype.destroy = function() {
this._fb = this._fb && this._fb.destroy();
return destroyObject(this);
};
export default PickFramebuffer;