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casic-smartcity-well-front / static / Cesium / Scene / PickFramebuffer.js
[wangxitong] on 8 Jul 2021 4 KB mars3d总览
import BoundingRectangle from "../Core/BoundingRectangle.js";
import Color from "../Core/Color.js";
import defaultValue from "../Core/defaultValue.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import Framebuffer from "../Renderer/Framebuffer.js";
import PassState from "../Renderer/PassState.js";
import Renderbuffer from "../Renderer/Renderbuffer.js";
import RenderbufferFormat from "../Renderer/RenderbufferFormat.js";
import Texture from "../Renderer/Texture.js";

/**
 * @private
 */
function PickFramebuffer(context) {
  // Override per-command states
  var passState = new PassState(context);
  passState.blendingEnabled = false;
  passState.scissorTest = {
    enabled: true,
    rectangle: new BoundingRectangle(),
  };
  passState.viewport = new BoundingRectangle();

  this._context = context;
  this._fb = undefined;
  this._passState = passState;
  this._width = 0;
  this._height = 0;
}
PickFramebuffer.prototype.begin = function (screenSpaceRectangle, viewport) {
  var context = this._context;
  var width = viewport.width;
  var height = viewport.height;

  BoundingRectangle.clone(
    screenSpaceRectangle,
    this._passState.scissorTest.rectangle
  );

  // Initially create or recreate renderbuffers and framebuffer used for picking
  if (!defined(this._fb) || this._width !== width || this._height !== height) {
    this._width = width;
    this._height = height;

    this._fb = this._fb && this._fb.destroy();
    this._fb = new Framebuffer({
      context: context,
      colorTextures: [
        new Texture({
          context: context,
          width: width,
          height: height,
        }),
      ],
      depthStencilRenderbuffer: new Renderbuffer({
        context: context,
        width: width,
        height: height,
        format: RenderbufferFormat.DEPTH_STENCIL,
      }),
    });
    this._passState.framebuffer = this._fb;
  }

  this._passState.viewport.width = width;
  this._passState.viewport.height = height;

  return this._passState;
};

var colorScratch = new Color();

PickFramebuffer.prototype.end = function (screenSpaceRectangle) {
  var width = defaultValue(screenSpaceRectangle.width, 1.0);
  var height = defaultValue(screenSpaceRectangle.height, 1.0);

  var context = this._context;
  var pixels = context.readPixels({
    x: screenSpaceRectangle.x,
    y: screenSpaceRectangle.y,
    width: width,
    height: height,
    framebuffer: this._fb,
  });

  var max = Math.max(width, height);
  var length = max * max;
  var halfWidth = Math.floor(width * 0.5);
  var halfHeight = Math.floor(height * 0.5);

  var x = 0;
  var y = 0;
  var dx = 0;
  var dy = -1;

  // Spiral around the center pixel, this is a workaround until
  // we can access the depth buffer on all browsers.

  // The region does not have to square and the dimensions do not have to be odd, but
  // loop iterations would be wasted. Prefer square regions where the size is odd.
  for (var i = 0; i < length; ++i) {
    if (
      -halfWidth <= x &&
      x <= halfWidth &&
      -halfHeight <= y &&
      y <= halfHeight
    ) {
      var index = 4 * ((halfHeight - y) * width + x + halfWidth);

      colorScratch.red = Color.byteToFloat(pixels[index]);
      colorScratch.green = Color.byteToFloat(pixels[index + 1]);
      colorScratch.blue = Color.byteToFloat(pixels[index + 2]);
      colorScratch.alpha = Color.byteToFloat(pixels[index + 3]);

      var object = context.getObjectByPickColor(colorScratch);
      if (defined(object)) {
        return object;
      }
    }

    // if (top right || bottom left corners) || (top left corner) || (bottom right corner + (1, 0))
    // change spiral direction
    if (x === y || (x < 0 && -x === y) || (x > 0 && x === 1 - y)) {
      var temp = dx;
      dx = -dy;
      dy = temp;
    }

    x += dx;
    y += dy;
  }

  return undefined;
};

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

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