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 Cartesian3 from '../Core/Cartesian3.js';
import CullingVolume from '../Core/CullingVolume.js';
import defined from '../Core/defined.js';
import getTimestamp from '../Core/getTimestamp.js';
import Interval from '../Core/Interval.js';
import CesiumMath from '../Core/Math.js';
import Matrix4 from '../Core/Matrix4.js';
import ClearCommand from '../Renderer/ClearCommand.js';
import Pass from '../Renderer/Pass.js';
import PassState from '../Renderer/PassState.js';
import Camera from './Camera.js';
import FrustumCommands from './FrustumCommands.js';
import GlobeDepth from './GlobeDepth.js';
import OIT from './OIT.js';
import PickDepthFramebuffer from './PickDepthFramebuffer.js';
import PickFramebuffer from './PickFramebuffer.js';
import SceneFramebuffer from './SceneFramebuffer.js';
import SceneMode from './SceneMode.js';
import ShadowMap from './ShadowMap.js';
/**
* @private
*/
function View(scene, camera, viewport) {
var context = scene.context;
var frustumCommandsList = [];
// Initial guess at frustums.
var near = camera.frustum.near;
var far = camera.frustum.far;
var farToNearRatio = scene.logarithmicDepthBuffer ? scene.logarithmicDepthFarToNearRatio : scene.farToNearRatio;
var numFrustums = Math.ceil(Math.log(far / near) / Math.log(farToNearRatio));
updateFrustums(near, far, farToNearRatio, numFrustums, scene.logarithmicDepthBuffer, frustumCommandsList, false, undefined);
var globeDepth;
if (context.depthTexture) {
globeDepth = new GlobeDepth();
}
var oit;
if (scene._useOIT && context.depthTexture) {
oit = new OIT(context);
}
var passState = new PassState(context);
passState.viewport = BoundingRectangle.clone(viewport);
this.camera = camera;
this._cameraClone = Camera.clone(camera);
this._cameraStartFired = false;
this._cameraMovedTime = undefined;
this.viewport = viewport;
this.passState = passState;
this.pickFramebuffer = new PickFramebuffer(context);
this.pickDepthFramebuffer = new PickDepthFramebuffer();
this.sceneFramebuffer = new SceneFramebuffer();
this.globeDepth = globeDepth;
this.oit = oit;
this.pickDepths = [];
this.debugGlobeDepths = [];
this.frustumCommandsList = frustumCommandsList;
this.debugFrustumStatistics = undefined;
this.updateFrustums = false;
}
var scratchPosition0 = new Cartesian3();
var scratchPosition1 = new Cartesian3();
function maxComponent(a, b) {
var x = Math.max(Math.abs(a.x), Math.abs(b.x));
var y = Math.max(Math.abs(a.y), Math.abs(b.y));
var z = Math.max(Math.abs(a.z), Math.abs(b.z));
return Math.max(Math.max(x, y), z);
}
function cameraEqual(camera0, camera1, epsilon) {
var scalar = 1 / Math.max(1, maxComponent(camera0.position, camera1.position));
Cartesian3.multiplyByScalar(camera0.position, scalar, scratchPosition0);
Cartesian3.multiplyByScalar(camera1.position, scalar, scratchPosition1);
return Cartesian3.equalsEpsilon(scratchPosition0, scratchPosition1, epsilon) &&
Cartesian3.equalsEpsilon(camera0.direction, camera1.direction, epsilon) &&
Cartesian3.equalsEpsilon(camera0.up, camera1.up, epsilon) &&
Cartesian3.equalsEpsilon(camera0.right, camera1.right, epsilon) &&
Matrix4.equalsEpsilon(camera0.transform, camera1.transform, epsilon) &&
camera0.frustum.equalsEpsilon(camera1.frustum, epsilon);
}
View.prototype.checkForCameraUpdates = function(scene) {
var camera = this.camera;
var cameraClone = this._cameraClone;
if (!cameraEqual(camera, cameraClone, CesiumMath.EPSILON15)) {
if (!this._cameraStartFired) {
camera.moveStart.raiseEvent();
this._cameraStartFired = true;
}
this._cameraMovedTime = getTimestamp();
Camera.clone(camera, cameraClone);
return true;
}
if (this._cameraStartFired && getTimestamp() - this._cameraMovedTime > scene.cameraEventWaitTime) {
camera.moveEnd.raiseEvent();
this._cameraStartFired = false;
}
return false;
};
function updateFrustums(near, far, farToNearRatio, numFrustums, logDepth, frustumCommandsList, is2D, nearToFarDistance2D) {
frustumCommandsList.length = numFrustums;
for (var m = 0; m < numFrustums; ++m) {
var curNear;
var curFar;
if (is2D) {
curNear = Math.min(far - nearToFarDistance2D, near + m * nearToFarDistance2D);
curFar = Math.min(far, curNear + nearToFarDistance2D);
} else {
curNear = Math.max(near, Math.pow(farToNearRatio, m) * near);
curFar = farToNearRatio * curNear;
if (!logDepth) {
curFar = Math.min(far, curFar);
}
}
var frustumCommands = frustumCommandsList[m];
if (!defined(frustumCommands)) {
frustumCommands = frustumCommandsList[m] = new FrustumCommands(curNear, curFar);
} else {
frustumCommands.near = curNear;
frustumCommands.far = curFar;
}
}
}
function insertIntoBin(scene, view, command, distance) {
if (scene.debugShowFrustums) {
command.debugOverlappingFrustums = 0;
}
var frustumCommandsList = view.frustumCommandsList;
var length = frustumCommandsList.length;
for (var i = 0; i < length; ++i) {
var frustumCommands = frustumCommandsList[i];
var curNear = frustumCommands.near;
var curFar = frustumCommands.far;
if (distance.start > curFar) {
continue;
}
if (distance.stop < curNear) {
break;
}
var pass = command.pass;
var index = frustumCommands.indices[pass]++;
frustumCommands.commands[pass][index] = command;
if (scene.debugShowFrustums) {
command.debugOverlappingFrustums |= (1 << i);
}
if (command.executeInClosestFrustum) {
break;
}
}
if (scene.debugShowFrustums) {
var cf = view.debugFrustumStatistics.commandsInFrustums;
cf[command.debugOverlappingFrustums] = defined(cf[command.debugOverlappingFrustums]) ? cf[command.debugOverlappingFrustums] + 1 : 1;
++view.debugFrustumStatistics.totalCommands;
}
scene.updateDerivedCommands(command);
}
var scratchCullingVolume = new CullingVolume();
var distances = new Interval();
View.prototype.createPotentiallyVisibleSet = function(scene) {
var frameState = scene.frameState;
var camera = frameState.camera;
var direction = camera.directionWC;
var position = camera.positionWC;
var computeList = scene._computeCommandList;
var overlayList = scene._overlayCommandList;
var commandList = frameState.commandList;
if (scene.debugShowFrustums) {
this.debugFrustumStatistics = {
totalCommands : 0,
commandsInFrustums : {}
};
}
var frustumCommandsList = this.frustumCommandsList;
var numberOfFrustums = frustumCommandsList.length;
var numberOfPasses = Pass.NUMBER_OF_PASSES;
for (var n = 0; n < numberOfFrustums; ++n) {
for (var p = 0; p < numberOfPasses; ++p) {
frustumCommandsList[n].indices[p] = 0;
}
}
computeList.length = 0;
overlayList.length = 0;
var near = Number.MAX_VALUE;
var far = -Number.MAX_VALUE;
var undefBV = false;
var shadowsEnabled = frameState.shadowState.shadowsEnabled;
var shadowNear = Number.MAX_VALUE;
var shadowFar = -Number.MAX_VALUE;
var shadowClosestObjectSize = Number.MAX_VALUE;
var occluder = (frameState.mode === SceneMode.SCENE3D) ? frameState.occluder: undefined;
var cullingVolume = frameState.cullingVolume;
// get user culling volume minus the far plane.
var planes = scratchCullingVolume.planes;
for (var k = 0; k < 5; ++k) {
planes[k] = cullingVolume.planes[k];
}
cullingVolume = scratchCullingVolume;
var length = commandList.length;
for (var i = 0; i < length; ++i) {
var command = commandList[i];
var pass = command.pass;
if (pass === Pass.COMPUTE) {
computeList.push(command);
} else if (pass === Pass.OVERLAY) {
overlayList.push(command);
} else {
var boundingVolume = command.boundingVolume;
if (defined(boundingVolume)) {
if (!scene.isVisible(command, cullingVolume, occluder)) {
continue;
}
distances = boundingVolume.computePlaneDistances(position, direction, distances);
near = Math.min(near, distances.start);
far = Math.max(far, distances.stop);
// Compute a tight near and far plane for commands that receive shadows. This helps compute
// good splits for cascaded shadow maps. Ignore commands that exceed the maximum distance.
// When moving the camera low LOD globe tiles begin to load, whose bounding volumes
// throw off the near/far fitting for the shadow map. Only update for globe tiles that the
// camera isn't inside.
if (shadowsEnabled && command.receiveShadows && (distances.start < ShadowMap.MAXIMUM_DISTANCE) &&
!((pass === Pass.GLOBE) && (distances.start < -100.0) && (distances.stop > 100.0))) {
// Get the smallest bounding volume the camera is near. This is used to place more shadow detail near the object.
var size = distances.stop - distances.start;
if ((pass !== Pass.GLOBE) && (distances.start < 100.0)) {
shadowClosestObjectSize = Math.min(shadowClosestObjectSize, size);
}
shadowNear = Math.min(shadowNear, distances.start);
shadowFar = Math.max(shadowFar, distances.stop);
}
} else {
// Clear commands don't need a bounding volume - just add the clear to all frustums.
// If another command has no bounding volume, though, we need to use the camera's
// worst-case near and far planes to avoid clipping something important.
distances.start = camera.frustum.near;
distances.stop = camera.frustum.far;
undefBV = !(command instanceof ClearCommand);
}
insertIntoBin(scene, this, command, distances);
}
}
if (undefBV) {
near = camera.frustum.near;
far = camera.frustum.far;
} else {
// The computed near plane must be between the user defined near and far planes.
// The computed far plane must between the user defined far and computed near.
// This will handle the case where the computed near plane is further than the user defined far plane.
near = Math.min(Math.max(near, camera.frustum.near), camera.frustum.far);
far = Math.max(Math.min(far, camera.frustum.far), near);
if (shadowsEnabled) {
shadowNear = Math.min(Math.max(shadowNear, camera.frustum.near), camera.frustum.far);
shadowFar = Math.max(Math.min(shadowFar, camera.frustum.far), shadowNear);
}
}
// Use the computed near and far for shadows
if (shadowsEnabled) {
frameState.shadowState.nearPlane = shadowNear;
frameState.shadowState.farPlane = shadowFar;
frameState.shadowState.closestObjectSize = shadowClosestObjectSize;
}
// Exploit temporal coherence. If the frustums haven't changed much, use the frustums computed
// last frame, else compute the new frustums and sort them by frustum again.
var is2D = scene.mode === SceneMode.SCENE2D;
var logDepth = frameState.useLogDepth;
var farToNearRatio = logDepth ? scene.logarithmicDepthFarToNearRatio : scene.farToNearRatio;
var numFrustums;
if (is2D) {
// The multifrustum for 2D is uniformly distributed. To avoid z-fighting in 2D,
// the camera is moved to just before the frustum and the frustum depth is scaled
// to be in [1.0, nearToFarDistance2D].
far = Math.min(far, camera.position.z + scene.nearToFarDistance2D);
near = Math.min(near, far);
numFrustums = Math.ceil(Math.max(1.0, far - near) / scene.nearToFarDistance2D);
} else {
// The multifrustum for 3D/CV is non-uniformly distributed.
numFrustums = Math.ceil(Math.log(far / near) / Math.log(farToNearRatio));
}
if (this.updateFrustums || (near !== Number.MAX_VALUE && (numFrustums !== numberOfFrustums || (frustumCommandsList.length !== 0 &&
(near < frustumCommandsList[0].near || (far > frustumCommandsList[numberOfFrustums - 1].far && (logDepth || !CesiumMath.equalsEpsilon(far, frustumCommandsList[numberOfFrustums - 1].far, CesiumMath.EPSILON8)))))))) {
this.updateFrustums = false;
updateFrustums(near, far, farToNearRatio, numFrustums, logDepth, frustumCommandsList, is2D, scene.nearToFarDistance2D);
this.createPotentiallyVisibleSet(scene);
}
var frustumSplits = frameState.frustumSplits;
frustumSplits.length = numFrustums + 1;
for (var j = 0; j < numFrustums; ++j) {
frustumSplits[j] = frustumCommandsList[j].near;
if (j === numFrustums - 1) {
frustumSplits[j + 1] = frustumCommandsList[j].far;
}
}
};
View.prototype.destroy = function() {
this.pickFramebuffer = this.pickFramebuffer && this.pickFramebuffer.destroy();
this.pickDepthFramebuffer = this.pickDepthFramebuffer && this.pickDepthFramebuffer.destroy();
this.sceneFramebuffer = this.sceneFramebuffer && this.sceneFramebuffer.destroy();
this.globeDepth = this.globeDepth && this.globeDepth.destroy();
this.oit = this.oit && this.oit.destroy();
var i;
var length;
var pickDepths = this.pickDepths;
var debugGlobeDepths = this.debugGlobeDepths;
length = pickDepths.length;
for (i = 0; i < length; ++i) {
pickDepths[i].destroy();
}
length = debugGlobeDepths.length;
for (i = 0; i < length; ++i) {
debugGlobeDepths[i].destroy();
}
};
export default View;