cesium
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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
525 lines (476 loc) • 16.2 kB
JavaScript
import Check from "../Core/Check.js";
import defaultValue from "../Core/defaultValue.js";
import defined from "../Core/defined.js";
import DeveloperError from "../Core/DeveloperError.js";
import Buffer from "../Renderer/Buffer.js";
import BufferUsage from "../Renderer/BufferUsage.js";
import AttributeType from "./AttributeType.js";
import JobType from "./JobType.js";
import ModelComponents from "./ModelComponents.js";
import ResourceLoader from "./ResourceLoader.js";
import ResourceLoaderState from "./ResourceLoaderState.js";
import AttributeCompression from "../Core/AttributeCompression.js";
import ComponentDatatype from "../Core/ComponentDatatype.js";
/**
* Loads a vertex buffer from a glTF buffer view.
* <p>
* Implements the {@link ResourceLoader} interface.
* </p>
*
* @alias GltfVertexBufferLoader
* @constructor
* @augments ResourceLoader
*
* @param {Object} options Object with the following properties:
* @param {ResourceCache} options.resourceCache The {@link ResourceCache} (to avoid circular dependencies).
* @param {Object} options.gltf The glTF JSON.
* @param {Resource} options.gltfResource The {@link Resource} containing the glTF.
* @param {Resource} options.baseResource The {@link Resource} that paths in the glTF JSON are relative to.
* @param {Number} [options.bufferViewId] The bufferView ID corresponding to the vertex buffer.
* @param {Object} [options.draco] The Draco extension object.
* @param {String} [options.attributeSemantic] The attribute semantic, e.g. POSITION or NORMAL.
* @param {Number} [options.accessorId] The accessor id.
* @param {String} [options.cacheKey] The cache key of the resource.
* @param {Boolean} [options.asynchronous=true] Determines if WebGL resource creation will be spread out over several frames or block until all WebGL resources are created.
* @param {Boolean} [options.dequantize=false] Determines whether or not the vertex buffer will be dequantized on the CPU.
* @param {Boolean} [options.loadBuffer=false] Load vertex buffer as a GPU vertex buffer.
* @param {Boolean} [options.loadTypedArray=false] Load vertex buffer as a typed array.
*
* @exception {DeveloperError} One of options.bufferViewId and options.draco must be defined.
* @exception {DeveloperError} When options.draco is defined options.attributeSemantic must also be defined.
* @exception {DeveloperError} When options.draco is defined options.accessorId must also be defined.
*
* @private
*/
export default function GltfVertexBufferLoader(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
const resourceCache = options.resourceCache;
const gltf = options.gltf;
const gltfResource = options.gltfResource;
const baseResource = options.baseResource;
const bufferViewId = options.bufferViewId;
const draco = options.draco;
const attributeSemantic = options.attributeSemantic;
const accessorId = options.accessorId;
const cacheKey = options.cacheKey;
const asynchronous = defaultValue(options.asynchronous, true);
const dequantize = defaultValue(options.dequantize, false);
const loadBuffer = defaultValue(options.loadBuffer, false);
const loadTypedArray = defaultValue(options.loadTypedArray, false);
//>>includeStart('debug', pragmas.debug);
Check.typeOf.func("options.resourceCache", resourceCache);
Check.typeOf.object("options.gltf", gltf);
Check.typeOf.object("options.gltfResource", gltfResource);
Check.typeOf.object("options.baseResource", baseResource);
if (!loadBuffer && !loadTypedArray) {
throw new DeveloperError(
"At least one of loadBuffer and loadTypedArray must be true."
);
}
const hasBufferViewId = defined(bufferViewId);
const hasDraco = defined(draco);
const hasAttributeSemantic = defined(attributeSemantic);
const hasAccessorId = defined(accessorId);
if (hasBufferViewId === hasDraco) {
throw new DeveloperError(
"One of options.bufferViewId and options.draco must be defined."
);
}
if (hasDraco && !hasAttributeSemantic) {
throw new DeveloperError(
"When options.draco is defined options.attributeSemantic must also be defined."
);
}
if (hasDraco && !hasAccessorId) {
throw new DeveloperError(
"When options.draco is defined options.accessorId must also be defined."
);
}
if (hasDraco) {
Check.typeOf.object("options.draco", draco);
Check.typeOf.string("options.attributeSemantic", attributeSemantic);
Check.typeOf.number("options.accessorId", accessorId);
}
//>>includeEnd('debug');
this._resourceCache = resourceCache;
this._gltfResource = gltfResource;
this._baseResource = baseResource;
this._gltf = gltf;
this._bufferViewId = bufferViewId;
this._draco = draco;
this._attributeSemantic = attributeSemantic;
this._accessorId = accessorId;
this._cacheKey = cacheKey;
this._asynchronous = asynchronous;
this._dequantize = dequantize;
this._loadBuffer = loadBuffer;
this._loadTypedArray = loadTypedArray;
this._bufferViewLoader = undefined;
this._dracoLoader = undefined;
this._quantization = undefined;
this._typedArray = undefined;
this._buffer = undefined;
this._state = ResourceLoaderState.UNLOADED;
this._promise = undefined;
this._process = function (loader, frameState) {};
}
if (defined(Object.create)) {
GltfVertexBufferLoader.prototype = Object.create(ResourceLoader.prototype);
GltfVertexBufferLoader.prototype.constructor = GltfVertexBufferLoader;
}
Object.defineProperties(GltfVertexBufferLoader.prototype, {
/**
* A promise that resolves to the resource when the resource is ready, or undefined if the resource hasn't started loading.
*
* @memberof GltfVertexBufferLoader.prototype
*
* @type {Promise.<GltfVertexBufferLoader>|undefined}
* @readonly
* @private
*/
promise: {
get: function () {
return this._promise;
},
},
/**
* The cache key of the resource.
*
* @memberof GltfVertexBufferLoader.prototype
*
* @type {String}
* @readonly
* @private
*/
cacheKey: {
get: function () {
return this._cacheKey;
},
},
/**
* The vertex buffer. This is only defined when <code>loadAsTypedArray</code> is false.
*
* @memberof GltfVertexBufferLoader.prototype
*
* @type {Buffer}
* @readonly
* @private
*/
buffer: {
get: function () {
return this._buffer;
},
},
/**
* The typed array containing vertex buffer data. This is only defined when <code>loadAsTypedArray</code> is true.
*
* @memberof GltfVertexBufferLoader.prototype
*
* @type {Uint8Array}
* @readonly
* @private
*/
typedArray: {
get: function () {
return this._typedArray;
},
},
/**
* Information about the quantized vertex attribute after Draco decode.
*
* @memberof GltfVertexBufferLoader.prototype
*
* @type {ModelComponents.Quantization}
* @readonly
* @private
*/
quantization: {
get: function () {
return this._quantization;
},
},
});
/**
* Loads the resource.
* @returns {Promise.<GltfVertexBufferLoader>} A promise which resolves to the loader when the resource loading is completed.
* @private
*/
GltfVertexBufferLoader.prototype.load = function () {
let promise;
if (defined(this._draco)) {
promise = loadFromDraco(this);
} else {
promise = loadFromBufferView(this);
}
const that = this;
const scratchVertexBufferJob = new CreateVertexBufferJob();
const processPromise = new Promise(function (resolve) {
that._process = function (loader, frameState) {
if (loader._state === ResourceLoaderState.READY) {
return;
}
const typedArray = loader._typedArray;
const dequantize = loader._dequantize;
if (defined(loader._dracoLoader)) {
loader._dracoLoader.process(frameState);
}
if (defined(loader._bufferViewLoader)) {
loader._bufferViewLoader.process(frameState);
}
if (!defined(typedArray)) {
// Buffer view hasn't been loaded yet
return;
}
const accessor = loader._gltf.accessors[loader._accessorId];
let buffer;
if (loader._loadBuffer && loader._asynchronous) {
const vertexBufferJob = scratchVertexBufferJob;
vertexBufferJob.set(
typedArray,
dequantize,
accessor.componentType,
accessor.type,
accessor.count,
frameState.context
);
const jobScheduler = frameState.jobScheduler;
if (!jobScheduler.execute(vertexBufferJob, JobType.BUFFER)) {
// Job scheduler is full. Try again next frame.
return;
}
buffer = vertexBufferJob.buffer;
} else if (loader._loadBuffer) {
buffer = createVertexBuffer(
typedArray,
dequantize,
accessor.componentType,
accessor.type,
accessor.count,
frameState.context
);
}
// Unload everything except the vertex buffer
loader.unload();
loader._buffer = buffer;
loader._typedArray = loader._loadTypedArray ? typedArray : undefined;
loader._state = ResourceLoaderState.READY;
resolve(loader);
};
});
this._promise = promise
.then(function () {
if (that.isDestroyed()) {
return;
}
return processPromise;
})
.catch(function (error) {
if (that.isDestroyed()) {
return;
}
return handleError(that, error);
});
return this._promise;
};
function getQuantizationInformation(
dracoQuantization,
componentDatatype,
componentCount,
type
) {
const quantizationBits = dracoQuantization.quantizationBits;
const normalizationRange = (1 << quantizationBits) - 1;
const normalizationDivisor = 1.0 / normalizationRange;
const quantization = new ModelComponents.Quantization();
quantization.componentDatatype = componentDatatype;
quantization.octEncoded = dracoQuantization.octEncoded;
quantization.octEncodedZXY = true;
quantization.type = type;
if (quantization.octEncoded) {
quantization.type = AttributeType.VEC2;
quantization.normalizationRange = normalizationRange;
} else {
const MathType = AttributeType.getMathType(type);
if (MathType === Number) {
const dimensions = dracoQuantization.range;
quantization.quantizedVolumeOffset = dracoQuantization.minValues[0];
quantization.quantizedVolumeDimensions = dimensions;
quantization.normalizationRange = normalizationRange;
quantization.quantizedVolumeStepSize = dimensions * normalizationDivisor;
} else {
quantization.quantizedVolumeOffset = MathType.unpack(
dracoQuantization.minValues
);
quantization.normalizationRange = MathType.unpack(
new Array(componentCount).fill(normalizationRange)
);
const packedDimensions = new Array(componentCount).fill(
dracoQuantization.range
);
quantization.quantizedVolumeDimensions = MathType.unpack(
packedDimensions
);
// Computing the step size
const packedSteps = packedDimensions.map(function (dimension) {
return dimension * normalizationDivisor;
});
quantization.quantizedVolumeStepSize = MathType.unpack(packedSteps);
}
}
return quantization;
}
function loadFromDraco(vertexBufferLoader) {
const resourceCache = vertexBufferLoader._resourceCache;
const dracoLoader = resourceCache.loadDraco({
gltf: vertexBufferLoader._gltf,
draco: vertexBufferLoader._draco,
gltfResource: vertexBufferLoader._gltfResource,
baseResource: vertexBufferLoader._baseResource,
});
vertexBufferLoader._dracoLoader = dracoLoader;
vertexBufferLoader._state = ResourceLoaderState.LOADING;
return dracoLoader.promise.then(function () {
if (vertexBufferLoader.isDestroyed()) {
return;
}
// Get the typed array and quantization information
const decodedVertexAttributes = dracoLoader.decodedData.vertexAttributes;
const attributeSemantic = vertexBufferLoader._attributeSemantic;
const dracoAttribute = decodedVertexAttributes[attributeSemantic];
const accessorId = vertexBufferLoader._accessorId;
const accessor = vertexBufferLoader._gltf.accessors[accessorId];
const type = accessor.type;
const typedArray = dracoAttribute.array;
const dracoQuantization = dracoAttribute.data.quantization;
if (defined(dracoQuantization)) {
vertexBufferLoader._quantization = getQuantizationInformation(
dracoQuantization,
dracoAttribute.data.componentDatatype,
dracoAttribute.data.componentsPerAttribute,
type
);
}
// Now wait for process() to run to finish loading
vertexBufferLoader._typedArray = typedArray;
vertexBufferLoader._state = ResourceLoaderState.PROCESSING;
return vertexBufferLoader;
});
}
function loadFromBufferView(vertexBufferLoader) {
const resourceCache = vertexBufferLoader._resourceCache;
const bufferViewLoader = resourceCache.loadBufferView({
gltf: vertexBufferLoader._gltf,
bufferViewId: vertexBufferLoader._bufferViewId,
gltfResource: vertexBufferLoader._gltfResource,
baseResource: vertexBufferLoader._baseResource,
});
vertexBufferLoader._state = ResourceLoaderState.LOADING;
vertexBufferLoader._bufferViewLoader = bufferViewLoader;
return bufferViewLoader.promise.then(function () {
if (vertexBufferLoader.isDestroyed()) {
return;
}
// Now wait for process() to run to finish loading
vertexBufferLoader._typedArray = bufferViewLoader.typedArray;
vertexBufferLoader._state = ResourceLoaderState.PROCESSING;
return vertexBufferLoader;
});
}
function handleError(vertexBufferLoader, error) {
vertexBufferLoader.unload();
vertexBufferLoader._state = ResourceLoaderState.FAILED;
const errorMessage = "Failed to load vertex buffer";
error = vertexBufferLoader.getError(errorMessage, error);
return Promise.reject(error);
}
function CreateVertexBufferJob() {
this.typedArray = undefined;
this.dequantize = undefined;
this.componentType = undefined;
this.type = undefined;
this.count = undefined;
this.context = undefined;
this.buffer = undefined;
}
CreateVertexBufferJob.prototype.set = function (
typedArray,
dequantize,
componentType,
type,
count,
context
) {
this.typedArray = typedArray;
this.dequantize = dequantize;
this.componentType = componentType;
this.type = type;
this.count = count;
this.context = context;
};
CreateVertexBufferJob.prototype.execute = function () {
this.buffer = createVertexBuffer(
this.typedArray,
this.dequantize,
this.componentType,
this.type,
this.count,
this.context
);
};
function createVertexBuffer(
typedArray,
dequantize,
componentType,
type,
count,
context
) {
if (dequantize && componentType !== ComponentDatatype.FLOAT) {
typedArray = AttributeCompression.dequantize(
typedArray,
componentType,
type,
count
);
}
const buffer = Buffer.createVertexBuffer({
typedArray: typedArray,
context: context,
usage: BufferUsage.STATIC_DRAW,
});
buffer.vertexArrayDestroyable = false;
return buffer;
}
/**
* Processes the resource until it becomes ready.
*
* @param {FrameState} frameState The frame state.
* @private
*/
GltfVertexBufferLoader.prototype.process = function (frameState) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("frameState", frameState);
//>>includeEnd('debug');
return this._process(this, frameState);
};
/**
* Unloads the resource.
* @private
*/
GltfVertexBufferLoader.prototype.unload = function () {
if (defined(this._buffer)) {
this._buffer.destroy();
}
const resourceCache = this._resourceCache;
if (defined(this._bufferViewLoader)) {
resourceCache.unload(this._bufferViewLoader);
}
if (defined(this._dracoLoader)) {
resourceCache.unload(this._dracoLoader);
}
this._bufferViewLoader = undefined;
this._dracoLoader = undefined;
this._typedArray = undefined;
this._buffer = undefined;
this._gltf = undefined;
};