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casic-smartcity-well-front / static / Cesium / Scene / DepthPlane.js
[wangxitong] on 8 Jul 2021 6 KB mars3d总览
import BoundingSphere from "../Core/BoundingSphere.js";
import Cartesian3 from "../Core/Cartesian3.js";
import ComponentDatatype from "../Core/ComponentDatatype.js";
import defined from "../Core/defined.js";
import FeatureDetection from "../Core/FeatureDetection.js";
import Geometry from "../Core/Geometry.js";
import GeometryAttribute from "../Core/GeometryAttribute.js";
import OrthographicFrustum from "../Core/OrthographicFrustum.js";
import PrimitiveType from "../Core/PrimitiveType.js";
import BufferUsage from "../Renderer/BufferUsage.js";
import DrawCommand from "../Renderer/DrawCommand.js";
import Pass from "../Renderer/Pass.js";
import RenderState from "../Renderer/RenderState.js";
import ShaderProgram from "../Renderer/ShaderProgram.js";
import ShaderSource from "../Renderer/ShaderSource.js";
import VertexArray from "../Renderer/VertexArray.js";
import DepthPlaneFS from "../Shaders/DepthPlaneFS.js";
import DepthPlaneVS from "../Shaders/DepthPlaneVS.js";
import SceneMode from "./SceneMode.js";

/**
 * @private
 */
function DepthPlane() {
  this._rs = undefined;
  this._sp = undefined;
  this._va = undefined;
  this._command = undefined;
  this._mode = undefined;
  this._useLogDepth = false;
}

var depthQuadScratch = FeatureDetection.supportsTypedArrays()
  ? new Float32Array(12)
  : [];
var scratchCartesian1 = new Cartesian3();
var scratchCartesian2 = new Cartesian3();
var scratchCartesian3 = new Cartesian3();
var scratchCartesian4 = new Cartesian3();
var scratchCartesian5 = new Cartesian3();

function computeDepthQuad(ellipsoid, frameState) {
  var radii = ellipsoid.radii;
  var camera = frameState.camera;
  var center, eastOffset, northOffset;

  if (camera.frustum instanceof OrthographicFrustum) {
    center = Cartesian3.ZERO;
    eastOffset = camera.rightWC;
    northOffset = camera.upWC;
  } else {
    var p = camera.positionWC;

    // Find the corresponding position in the scaled space of the ellipsoid.
    var q = Cartesian3.multiplyComponents(
      ellipsoid.oneOverRadii,
      p,
      scratchCartesian1
    );

    var qUnit = Cartesian3.normalize(q, scratchCartesian2);

    // Determine the east and north directions at q.
    var eUnit = Cartesian3.normalize(
      Cartesian3.cross(Cartesian3.UNIT_Z, q, scratchCartesian3),
      scratchCartesian3
    );
    var nUnit = Cartesian3.normalize(
      Cartesian3.cross(qUnit, eUnit, scratchCartesian4),
      scratchCartesian4
    );

    var qMagnitude = Cartesian3.magnitude(q);

    // Determine the radius of the 'limb' of the ellipsoid.
    var wMagnitude = Math.sqrt(qMagnitude * qMagnitude - 1.0);

    // Compute the center and offsets.
    center = Cartesian3.multiplyByScalar(
      qUnit,
      1.0 / qMagnitude,
      scratchCartesian1
    );
    var scalar = wMagnitude / qMagnitude;
    eastOffset = Cartesian3.multiplyByScalar(eUnit, scalar, scratchCartesian2);
    northOffset = Cartesian3.multiplyByScalar(nUnit, scalar, scratchCartesian3);
  }

  // A conservative measure for the longitudes would be to use the min/max longitudes of the bounding frustum.
  var upperLeft = Cartesian3.add(center, northOffset, scratchCartesian5);
  Cartesian3.subtract(upperLeft, eastOffset, upperLeft);
  Cartesian3.multiplyComponents(radii, upperLeft, upperLeft);
  Cartesian3.pack(upperLeft, depthQuadScratch, 0);

  var lowerLeft = Cartesian3.subtract(center, northOffset, scratchCartesian5);
  Cartesian3.subtract(lowerLeft, eastOffset, lowerLeft);
  Cartesian3.multiplyComponents(radii, lowerLeft, lowerLeft);
  Cartesian3.pack(lowerLeft, depthQuadScratch, 3);

  var upperRight = Cartesian3.add(center, northOffset, scratchCartesian5);
  Cartesian3.add(upperRight, eastOffset, upperRight);
  Cartesian3.multiplyComponents(radii, upperRight, upperRight);
  Cartesian3.pack(upperRight, depthQuadScratch, 6);

  var lowerRight = Cartesian3.subtract(center, northOffset, scratchCartesian5);
  Cartesian3.add(lowerRight, eastOffset, lowerRight);
  Cartesian3.multiplyComponents(radii, lowerRight, lowerRight);
  Cartesian3.pack(lowerRight, depthQuadScratch, 9);

  return depthQuadScratch;
}

DepthPlane.prototype.update = function (frameState) {
  this._mode = frameState.mode;
  if (frameState.mode !== SceneMode.SCENE3D) {
    return;
  }

  var context = frameState.context;
  var ellipsoid = frameState.mapProjection.ellipsoid;
  var useLogDepth = frameState.useLogDepth;

  if (!defined(this._command)) {
    this._rs = RenderState.fromCache({
      // Write depth, not color
      cull: {
        enabled: true,
      },
      depthTest: {
        enabled: true,
      },
      colorMask: {
        red: false,
        green: false,
        blue: false,
        alpha: false,
      },
    });

    this._command = new DrawCommand({
      renderState: this._rs,
      boundingVolume: new BoundingSphere(
        Cartesian3.ZERO,
        ellipsoid.maximumRadius
      ),
      pass: Pass.OPAQUE,
      owner: this,
    });
  }

  if (!defined(this._sp) || this._useLogDepth !== useLogDepth) {
    this._useLogDepth = useLogDepth;

    var vs = new ShaderSource({
      sources: [DepthPlaneVS],
    });
    var fs = new ShaderSource({
      sources: [DepthPlaneFS],
    });
    if (useLogDepth) {
      var extension =
        "#ifdef GL_EXT_frag_depth \n" +
        "#extension GL_EXT_frag_depth : enable \n" +
        "#endif \n\n";

      fs.sources.push(extension);
      fs.defines.push("LOG_DEPTH");
      vs.defines.push("LOG_DEPTH");
    }

    this._sp = ShaderProgram.replaceCache({
      shaderProgram: this._sp,
      context: context,
      vertexShaderSource: vs,
      fragmentShaderSource: fs,
      attributeLocations: {
        position: 0,
      },
    });

    this._command.shaderProgram = this._sp;
  }

  // update depth plane
  var depthQuad = computeDepthQuad(ellipsoid, frameState);

  // depth plane
  if (!defined(this._va)) {
    var geometry = new Geometry({
      attributes: {
        position: new GeometryAttribute({
          componentDatatype: ComponentDatatype.FLOAT,
          componentsPerAttribute: 3,
          values: depthQuad,
        }),
      },
      indices: [0, 1, 2, 2, 1, 3],
      primitiveType: PrimitiveType.TRIANGLES,
    });

    this._va = VertexArray.fromGeometry({
      context: context,
      geometry: geometry,
      attributeLocations: {
        position: 0,
      },
      bufferUsage: BufferUsage.DYNAMIC_DRAW,
    });

    this._command.vertexArray = this._va;
  } else {
    this._va.getAttribute(0).vertexBuffer.copyFromArrayView(depthQuad);
  }
};

DepthPlane.prototype.execute = function (context, passState) {
  if (this._mode === SceneMode.SCENE3D) {
    this._command.execute(context, passState);
  }
};

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

DepthPlane.prototype.destroy = function () {
  this._sp = this._sp && this._sp.destroy();
  this._va = this._va && this._va.destroy();
};
export default DepthPlane;