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 BoundingSphere from '../Core/BoundingSphere.js';
import Cartesian2 from '../Core/Cartesian2.js';
import Cartesian3 from '../Core/Cartesian3.js';
import Cartesian4 from '../Core/Cartesian4.js';
import ComponentDatatype from '../Core/ComponentDatatype.js';
import defined from '../Core/defined.js';
import destroyObject from '../Core/destroyObject.js';
import IndexDatatype from '../Core/IndexDatatype.js';
import CesiumMath from '../Core/Math.js';
import Matrix4 from '../Core/Matrix4.js';
import PixelFormat from '../Core/PixelFormat.js';
import PrimitiveType from '../Core/PrimitiveType.js';
import Buffer from '../Renderer/Buffer.js';
import BufferUsage from '../Renderer/BufferUsage.js';
import ComputeCommand from '../Renderer/ComputeCommand.js';
import DrawCommand from '../Renderer/DrawCommand.js';
import PixelDatatype from '../Renderer/PixelDatatype.js';
import RenderState from '../Renderer/RenderState.js';
import ShaderProgram from '../Renderer/ShaderProgram.js';
import Texture from '../Renderer/Texture.js';
import VertexArray from '../Renderer/VertexArray.js';
import SunFS from '../Shaders/SunFS.js';
import SunTextureFS from '../Shaders/SunTextureFS.js';
import SunVS from '../Shaders/SunVS.js';
import BlendingState from './BlendingState.js';
import SceneMode from './SceneMode.js';
import SceneTransforms from './SceneTransforms.js';
/**
* Draws a sun billboard.
* <p>This is only supported in 3D and Columbus view.</p>
*
* @alias Sun
* @constructor
*
*
* @example
* scene.sun = new Cesium.Sun();
*
* @see Scene#sun
*/
function Sun() {
/**
* Determines if the sun will be shown.
*
* @type {Boolean}
* @default true
*/
this.show = true;
this._drawCommand = new DrawCommand({
primitiveType : PrimitiveType.TRIANGLES,
boundingVolume : new BoundingSphere(),
owner : this
});
this._commands = {
drawCommand : this._drawCommand,
computeCommand : undefined
};
this._boundingVolume = new BoundingSphere();
this._boundingVolume2D = new BoundingSphere();
this._texture = undefined;
this._drawingBufferWidth = undefined;
this._drawingBufferHeight = undefined;
this._radiusTS = undefined;
this._size = undefined;
this.glowFactor = 1.0;
this._glowFactorDirty = false;
this._useHdr = undefined;
var that = this;
this._uniformMap = {
u_texture : function() {
return that._texture;
},
u_size : function() {
return that._size;
}
};
}
Object.defineProperties(Sun.prototype, {
/**
* Gets or sets a number that controls how "bright" the Sun's lens flare appears
* to be. Zero shows just the Sun's disc without any flare.
* Use larger values for a more pronounced flare around the Sun.
*
* @memberof Sun.prototype
* @type {Number}
* @default 1.0
*/
glowFactor : {
get : function () { return this._glowFactor; },
set : function (glowFactor) {
glowFactor = Math.max(glowFactor, 0.0);
this._glowFactor = glowFactor;
this._glowFactorDirty = true;
}
}
});
var scratchPositionWC = new Cartesian2();
var scratchLimbWC = new Cartesian2();
var scratchPositionEC = new Cartesian4();
var scratchCartesian4 = new Cartesian4();
/**
* @private
*/
Sun.prototype.update = function(frameState, passState, useHdr) {
if (!this.show) {
return undefined;
}
var mode = frameState.mode;
if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) {
return undefined;
}
if (!frameState.passes.render) {
return undefined;
}
var context = frameState.context;
var drawingBufferWidth = passState.viewport.width;
var drawingBufferHeight = passState.viewport.height;
if (!defined(this._texture) ||
drawingBufferWidth !== this._drawingBufferWidth ||
drawingBufferHeight !== this._drawingBufferHeight ||
this._glowFactorDirty ||
useHdr !== this._useHdr) {
this._texture = this._texture && this._texture.destroy();
this._drawingBufferWidth = drawingBufferWidth;
this._drawingBufferHeight = drawingBufferHeight;
this._glowFactorDirty = false;
this._useHdr = useHdr;
var size = Math.max(drawingBufferWidth, drawingBufferHeight);
size = Math.pow(2.0, Math.ceil(Math.log(size) / Math.log(2.0)) - 2.0);
// The size computed above can be less than 1.0 if size < 4.0. This will probably
// never happen in practice, but does in the tests. Clamp to 1.0 to prevent WebGL
// errors in the tests.
size = Math.max(1.0, size);
var pixelDatatype = useHdr ? (context.halfFloatingPointTexture ? PixelDatatype.HALF_FLOAT : PixelDatatype.FLOAT) : PixelDatatype.UNSIGNED_BYTE;
this._texture = new Texture({
context : context,
width : size,
height : size,
pixelFormat : PixelFormat.RGBA,
pixelDatatype : pixelDatatype
});
this._glowLengthTS = this._glowFactor * 5.0;
this._radiusTS = (1.0 / (1.0 + 2.0 * this._glowLengthTS)) * 0.5;
var that = this;
var uniformMap = {
u_radiusTS : function() {
return that._radiusTS;
}
};
this._commands.computeCommand = new ComputeCommand({
fragmentShaderSource : SunTextureFS,
outputTexture : this._texture,
uniformMap : uniformMap,
persists : false,
owner : this,
postExecute : function() {
that._commands.computeCommand = undefined;
}
});
}
var drawCommand = this._drawCommand;
if (!defined(drawCommand.vertexArray)) {
var attributeLocations = {
direction : 0
};
var directions = new Uint8Array(4 * 2);
directions[0] = 0;
directions[1] = 0;
directions[2] = 255;
directions[3] = 0.0;
directions[4] = 255;
directions[5] = 255;
directions[6] = 0.0;
directions[7] = 255;
var vertexBuffer = Buffer.createVertexBuffer({
context : context,
typedArray : directions,
usage : BufferUsage.STATIC_DRAW
});
var attributes = [{
index : attributeLocations.direction,
vertexBuffer : vertexBuffer,
componentsPerAttribute : 2,
normalize : true,
componentDatatype : ComponentDatatype.UNSIGNED_BYTE
}];
// Workaround Internet Explorer 11.0.8 lack of TRIANGLE_FAN
var indexBuffer = Buffer.createIndexBuffer({
context : context,
typedArray : new Uint16Array([0, 1, 2, 0, 2, 3]),
usage : BufferUsage.STATIC_DRAW,
indexDatatype : IndexDatatype.UNSIGNED_SHORT
});
drawCommand.vertexArray = new VertexArray({
context : context,
attributes : attributes,
indexBuffer : indexBuffer
});
drawCommand.shaderProgram = ShaderProgram.fromCache({
context : context,
vertexShaderSource : SunVS,
fragmentShaderSource : SunFS,
attributeLocations : attributeLocations
});
drawCommand.renderState = RenderState.fromCache({
blending : BlendingState.ALPHA_BLEND
});
drawCommand.uniformMap = this._uniformMap;
}
var sunPosition = context.uniformState.sunPositionWC;
var sunPositionCV = context.uniformState.sunPositionColumbusView;
var boundingVolume = this._boundingVolume;
var boundingVolume2D = this._boundingVolume2D;
Cartesian3.clone(sunPosition, boundingVolume.center);
boundingVolume2D.center.x = sunPositionCV.z;
boundingVolume2D.center.y = sunPositionCV.x;
boundingVolume2D.center.z = sunPositionCV.y;
boundingVolume.radius = CesiumMath.SOLAR_RADIUS + CesiumMath.SOLAR_RADIUS * this._glowLengthTS;
boundingVolume2D.radius = boundingVolume.radius;
if (mode === SceneMode.SCENE3D) {
BoundingSphere.clone(boundingVolume, drawCommand.boundingVolume);
} else if (mode === SceneMode.COLUMBUS_VIEW) {
BoundingSphere.clone(boundingVolume2D, drawCommand.boundingVolume);
}
var position = SceneTransforms.computeActualWgs84Position(frameState, sunPosition, scratchCartesian4);
var dist = Cartesian3.magnitude(Cartesian3.subtract(position, frameState.camera.position, scratchCartesian4));
var projMatrix = context.uniformState.projection;
var positionEC = scratchPositionEC;
positionEC.x = 0;
positionEC.y = 0;
positionEC.z = -dist;
positionEC.w = 1;
var positionCC = Matrix4.multiplyByVector(projMatrix, positionEC, scratchCartesian4);
var positionWC = SceneTransforms.clipToGLWindowCoordinates(passState.viewport, positionCC, scratchPositionWC);
positionEC.x = CesiumMath.SOLAR_RADIUS;
var limbCC = Matrix4.multiplyByVector(projMatrix, positionEC, scratchCartesian4);
var limbWC = SceneTransforms.clipToGLWindowCoordinates(passState.viewport, limbCC, scratchLimbWC);
this._size = Cartesian2.magnitude(Cartesian2.subtract(limbWC, positionWC, scratchCartesian4));
this._size = 2.0 * this._size * (1.0 + 2.0 * this._glowLengthTS);
this._size = Math.ceil(this._size);
return this._commands;
};
/**
* 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} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
*
* @see Sun#destroy
*/
Sun.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
* sun = sun && sun.destroy();
*
* @see Sun#isDestroyed
*/
Sun.prototype.destroy = function() {
var command = this._drawCommand;
command.vertexArray = command.vertexArray && command.vertexArray.destroy();
command.shaderProgram = command.shaderProgram && command.shaderProgram.destroy();
this._texture = this._texture && this._texture.destroy();
return destroyObject(this);
};
export default Sun;