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casic-smartcity-well-front / static / Cesium / Scene / BrdfLutGenerator.js
[wangxitong] on 8 Jul 2021 2 KB mars3d总览
import BoundingRectangle from "../Core/BoundingRectangle.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import PixelFormat from "../Core/PixelFormat.js";
import Framebuffer from "../Renderer/Framebuffer.js";
import PixelDatatype from "../Renderer/PixelDatatype.js";
import RenderState from "../Renderer/RenderState.js";
import Sampler from "../Renderer/Sampler.js";
import Texture from "../Renderer/Texture.js";
import BrdfLutGeneratorFS from "../Shaders/BrdfLutGeneratorFS.js";

/**
 * @private
 */
function BrdfLutGenerator() {
  this._framebuffer = undefined;
  this._colorTexture = undefined;
  this._drawCommand = undefined;
}

Object.defineProperties(BrdfLutGenerator.prototype, {
  colorTexture: {
    get: function () {
      return this._colorTexture;
    },
  },
});

function createCommand(generator, context) {
  var framebuffer = generator._framebuffer;

  var drawCommand = context.createViewportQuadCommand(BrdfLutGeneratorFS, {
    framebuffer: framebuffer,
    renderState: RenderState.fromCache({
      viewport: new BoundingRectangle(0.0, 0.0, 256.0, 256.0),
    }),
  });

  generator._drawCommand = drawCommand;
}

function createFramebuffer(generator, context) {
  var colorTexture = new Texture({
    context: context,
    width: 256,
    height: 256,
    pixelFormat: PixelFormat.RGBA,
    pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
    sampler: Sampler.NEAREST,
  });

  generator._colorTexture = colorTexture;

  var framebuffer = new Framebuffer({
    context: context,
    colorTextures: [colorTexture],
    destroyAttachments: false,
  });

  generator._framebuffer = framebuffer;
}

BrdfLutGenerator.prototype.update = function (frameState) {
  if (!defined(this._colorTexture)) {
    var context = frameState.context;

    createFramebuffer(this, context);
    createCommand(this, context);
    this._drawCommand.execute(context);
    this._framebuffer = this._framebuffer && this._framebuffer.destroy();
    this._drawCommand.shaderProgram =
      this._drawCommand.shaderProgram &&
      this._drawCommand.shaderProgram.destroy();
  }
};

BrdfLutGenerator.prototype.isDestroyed = function () {
  return false;
};

BrdfLutGenerator.prototype.destroy = function () {
  this._colorTexture = this._colorTexture && this._colorTexture.destroy();
  return destroyObject(this);
};
export default BrdfLutGenerator;