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casic-smartcity-well-front / static / Cesium / Workers / AttributeCompression-953fe0fc.js
[wangxitong] on 8 Jul 2021 14 KB mars3d总览
/* This file is automatically rebuilt by the Cesium build process. */
define(['exports', './Cartesian2-ea36f114', './Check-c23b5bd5', './when-9f8cafad', './Math-cf2f57e0'], function (exports, Cartesian2, Check, when, _Math) { 'use strict';

  var RIGHT_SHIFT = 1.0 / 256.0;
  var LEFT_SHIFT = 256.0;

  /**
   * Attribute compression and decompression functions.
   *
   * @namespace AttributeCompression
   *
   * @private
   */
  var AttributeCompression = {};

  /**
   * Encodes a normalized vector into 2 SNORM values in the range of [0-rangeMax] following the 'oct' encoding.
   *
   * Oct encoding is a compact representation of unit length vectors.
   * The 'oct' encoding is described in "A Survey of Efficient Representations of Independent Unit Vectors",
   * Cigolle et al 2014: {@link http://jcgt.org/published/0003/02/01/}
   *
   * @param {Cartesian3} vector The normalized vector to be compressed into 2 component 'oct' encoding.
   * @param {Cartesian2} result The 2 component oct-encoded unit length vector.
   * @param {Number} rangeMax The maximum value of the SNORM range. The encoded vector is stored in log2(rangeMax+1) bits.
   * @returns {Cartesian2} The 2 component oct-encoded unit length vector.
   *
   * @exception {DeveloperError} vector must be normalized.
   *
   * @see AttributeCompression.octDecodeInRange
   */
  AttributeCompression.octEncodeInRange = function (vector, rangeMax, result) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.defined("vector", vector);
    Check.Check.defined("result", result);
    var magSquared = Cartesian2.Cartesian3.magnitudeSquared(vector);
    if (Math.abs(magSquared - 1.0) > _Math.CesiumMath.EPSILON6) {
      throw new Check.DeveloperError("vector must be normalized.");
    }
    //>>includeEnd('debug');

    result.x =
      vector.x / (Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z));
    result.y =
      vector.y / (Math.abs(vector.x) + Math.abs(vector.y) + Math.abs(vector.z));
    if (vector.z < 0) {
      var x = result.x;
      var y = result.y;
      result.x = (1.0 - Math.abs(y)) * _Math.CesiumMath.signNotZero(x);
      result.y = (1.0 - Math.abs(x)) * _Math.CesiumMath.signNotZero(y);
    }

    result.x = _Math.CesiumMath.toSNorm(result.x, rangeMax);
    result.y = _Math.CesiumMath.toSNorm(result.y, rangeMax);

    return result;
  };

  /**
   * Encodes a normalized vector into 2 SNORM values in the range of [0-255] following the 'oct' encoding.
   *
   * @param {Cartesian3} vector The normalized vector to be compressed into 2 byte 'oct' encoding.
   * @param {Cartesian2} result The 2 byte oct-encoded unit length vector.
   * @returns {Cartesian2} The 2 byte oct-encoded unit length vector.
   *
   * @exception {DeveloperError} vector must be normalized.
   *
   * @see AttributeCompression.octEncodeInRange
   * @see AttributeCompression.octDecode
   */
  AttributeCompression.octEncode = function (vector, result) {
    return AttributeCompression.octEncodeInRange(vector, 255, result);
  };

  var octEncodeScratch = new Cartesian2.Cartesian2();
  var uint8ForceArray = new Uint8Array(1);
  function forceUint8(value) {
    uint8ForceArray[0] = value;
    return uint8ForceArray[0];
  }
  /**
   * @param {Cartesian3} vector The normalized vector to be compressed into 4 byte 'oct' encoding.
   * @param {Cartesian4} result The 4 byte oct-encoded unit length vector.
   * @returns {Cartesian4} The 4 byte oct-encoded unit length vector.
   *
   * @exception {DeveloperError} vector must be normalized.
   *
   * @see AttributeCompression.octEncodeInRange
   * @see AttributeCompression.octDecodeFromCartesian4
   */
  AttributeCompression.octEncodeToCartesian4 = function (vector, result) {
    AttributeCompression.octEncodeInRange(vector, 65535, octEncodeScratch);
    result.x = forceUint8(octEncodeScratch.x * RIGHT_SHIFT);
    result.y = forceUint8(octEncodeScratch.x);
    result.z = forceUint8(octEncodeScratch.y * RIGHT_SHIFT);
    result.w = forceUint8(octEncodeScratch.y);
    return result;
  };

  /**
   * Decodes a unit-length vector in 'oct' encoding to a normalized 3-component vector.
   *
   * @param {Number} x The x component of the oct-encoded unit length vector.
   * @param {Number} y The y component of the oct-encoded unit length vector.
   * @param {Number} rangeMax The maximum value of the SNORM range. The encoded vector is stored in log2(rangeMax+1) bits.
   * @param {Cartesian3} result The decoded and normalized vector
   * @returns {Cartesian3} The decoded and normalized vector.
   *
   * @exception {DeveloperError} x and y must be unsigned normalized integers between 0 and rangeMax.
   *
   * @see AttributeCompression.octEncodeInRange
   */
  AttributeCompression.octDecodeInRange = function (x, y, rangeMax, result) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.defined("result", result);
    if (x < 0 || x > rangeMax || y < 0 || y > rangeMax) {
      throw new Check.DeveloperError(
        "x and y must be unsigned normalized integers between 0 and " + rangeMax
      );
    }
    //>>includeEnd('debug');

    result.x = _Math.CesiumMath.fromSNorm(x, rangeMax);
    result.y = _Math.CesiumMath.fromSNorm(y, rangeMax);
    result.z = 1.0 - (Math.abs(result.x) + Math.abs(result.y));

    if (result.z < 0.0) {
      var oldVX = result.x;
      result.x = (1.0 - Math.abs(result.y)) * _Math.CesiumMath.signNotZero(oldVX);
      result.y = (1.0 - Math.abs(oldVX)) * _Math.CesiumMath.signNotZero(result.y);
    }

    return Cartesian2.Cartesian3.normalize(result, result);
  };

  /**
   * Decodes a unit-length vector in 2 byte 'oct' encoding to a normalized 3-component vector.
   *
   * @param {Number} x The x component of the oct-encoded unit length vector.
   * @param {Number} y The y component of the oct-encoded unit length vector.
   * @param {Cartesian3} result The decoded and normalized vector.
   * @returns {Cartesian3} The decoded and normalized vector.
   *
   * @exception {DeveloperError} x and y must be an unsigned normalized integer between 0 and 255.
   *
   * @see AttributeCompression.octDecodeInRange
   */
  AttributeCompression.octDecode = function (x, y, result) {
    return AttributeCompression.octDecodeInRange(x, y, 255, result);
  };

  /**
   * Decodes a unit-length vector in 4 byte 'oct' encoding to a normalized 3-component vector.
   *
   * @param {Cartesian4} encoded The oct-encoded unit length vector.
   * @param {Cartesian3} result The decoded and normalized vector.
   * @returns {Cartesian3} The decoded and normalized vector.
   *
   * @exception {DeveloperError} x, y, z, and w must be unsigned normalized integers between 0 and 255.
   *
   * @see AttributeCompression.octDecodeInRange
   * @see AttributeCompression.octEncodeToCartesian4
   */
  AttributeCompression.octDecodeFromCartesian4 = function (encoded, result) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.typeOf.object("encoded", encoded);
    Check.Check.typeOf.object("result", result);
    //>>includeEnd('debug');
    var x = encoded.x;
    var y = encoded.y;
    var z = encoded.z;
    var w = encoded.w;
    //>>includeStart('debug', pragmas.debug);
    if (
      x < 0 ||
      x > 255 ||
      y < 0 ||
      y > 255 ||
      z < 0 ||
      z > 255 ||
      w < 0 ||
      w > 255
    ) {
      throw new Check.DeveloperError(
        "x, y, z, and w must be unsigned normalized integers between 0 and 255"
      );
    }
    //>>includeEnd('debug');

    var xOct16 = x * LEFT_SHIFT + y;
    var yOct16 = z * LEFT_SHIFT + w;
    return AttributeCompression.octDecodeInRange(xOct16, yOct16, 65535, result);
  };

  /**
   * Packs an oct encoded vector into a single floating-point number.
   *
   * @param {Cartesian2} encoded The oct encoded vector.
   * @returns {Number} The oct encoded vector packed into a single float.
   *
   */
  AttributeCompression.octPackFloat = function (encoded) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.defined("encoded", encoded);
    //>>includeEnd('debug');
    return 256.0 * encoded.x + encoded.y;
  };

  var scratchEncodeCart2 = new Cartesian2.Cartesian2();

  /**
   * Encodes a normalized vector into 2 SNORM values in the range of [0-255] following the 'oct' encoding and
   * stores those values in a single float-point number.
   *
   * @param {Cartesian3} vector The normalized vector to be compressed into 2 byte 'oct' encoding.
   * @returns {Number} The 2 byte oct-encoded unit length vector.
   *
   * @exception {DeveloperError} vector must be normalized.
   */
  AttributeCompression.octEncodeFloat = function (vector) {
    AttributeCompression.octEncode(vector, scratchEncodeCart2);
    return AttributeCompression.octPackFloat(scratchEncodeCart2);
  };

  /**
   * Decodes a unit-length vector in 'oct' encoding packed in a floating-point number to a normalized 3-component vector.
   *
   * @param {Number} value The oct-encoded unit length vector stored as a single floating-point number.
   * @param {Cartesian3} result The decoded and normalized vector
   * @returns {Cartesian3} The decoded and normalized vector.
   *
   */
  AttributeCompression.octDecodeFloat = function (value, result) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.defined("value", value);
    //>>includeEnd('debug');

    var temp = value / 256.0;
    var x = Math.floor(temp);
    var y = (temp - x) * 256.0;

    return AttributeCompression.octDecode(x, y, result);
  };

  /**
   * Encodes three normalized vectors into 6 SNORM values in the range of [0-255] following the 'oct' encoding and
   * packs those into two floating-point numbers.
   *
   * @param {Cartesian3} v1 A normalized vector to be compressed.
   * @param {Cartesian3} v2 A normalized vector to be compressed.
   * @param {Cartesian3} v3 A normalized vector to be compressed.
   * @param {Cartesian2} result The 'oct' encoded vectors packed into two floating-point numbers.
   * @returns {Cartesian2} The 'oct' encoded vectors packed into two floating-point numbers.
   *
   */
  AttributeCompression.octPack = function (v1, v2, v3, result) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.defined("v1", v1);
    Check.Check.defined("v2", v2);
    Check.Check.defined("v3", v3);
    Check.Check.defined("result", result);
    //>>includeEnd('debug');

    var encoded1 = AttributeCompression.octEncodeFloat(v1);
    var encoded2 = AttributeCompression.octEncodeFloat(v2);

    var encoded3 = AttributeCompression.octEncode(v3, scratchEncodeCart2);
    result.x = 65536.0 * encoded3.x + encoded1;
    result.y = 65536.0 * encoded3.y + encoded2;
    return result;
  };

  /**
   * Decodes three unit-length vectors in 'oct' encoding packed into a floating-point number to a normalized 3-component vector.
   *
   * @param {Cartesian2} packed The three oct-encoded unit length vectors stored as two floating-point number.
   * @param {Cartesian3} v1 One decoded and normalized vector.
   * @param {Cartesian3} v2 One decoded and normalized vector.
   * @param {Cartesian3} v3 One decoded and normalized vector.
   */
  AttributeCompression.octUnpack = function (packed, v1, v2, v3) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.defined("packed", packed);
    Check.Check.defined("v1", v1);
    Check.Check.defined("v2", v2);
    Check.Check.defined("v3", v3);
    //>>includeEnd('debug');

    var temp = packed.x / 65536.0;
    var x = Math.floor(temp);
    var encodedFloat1 = (temp - x) * 65536.0;

    temp = packed.y / 65536.0;
    var y = Math.floor(temp);
    var encodedFloat2 = (temp - y) * 65536.0;

    AttributeCompression.octDecodeFloat(encodedFloat1, v1);
    AttributeCompression.octDecodeFloat(encodedFloat2, v2);
    AttributeCompression.octDecode(x, y, v3);
  };

  /**
   * Pack texture coordinates into a single float. The texture coordinates will only preserve 12 bits of precision.
   *
   * @param {Cartesian2} textureCoordinates The texture coordinates to compress.  Both coordinates must be in the range 0.0-1.0.
   * @returns {Number} The packed texture coordinates.
   *
   */
  AttributeCompression.compressTextureCoordinates = function (
    textureCoordinates
  ) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.defined("textureCoordinates", textureCoordinates);
    //>>includeEnd('debug');

    // Move x and y to the range 0-4095;
    var x = (textureCoordinates.x * 4095.0) | 0;
    var y = (textureCoordinates.y * 4095.0) | 0;
    return 4096.0 * x + y;
  };

  /**
   * Decompresses texture coordinates that were packed into a single float.
   *
   * @param {Number} compressed The compressed texture coordinates.
   * @param {Cartesian2} result The decompressed texture coordinates.
   * @returns {Cartesian2} The modified result parameter.
   *
   */
  AttributeCompression.decompressTextureCoordinates = function (
    compressed,
    result
  ) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.defined("compressed", compressed);
    Check.Check.defined("result", result);
    //>>includeEnd('debug');

    var temp = compressed / 4096.0;
    var xZeroTo4095 = Math.floor(temp);
    result.x = xZeroTo4095 / 4095.0;
    result.y = (compressed - xZeroTo4095 * 4096) / 4095;
    return result;
  };

  function zigZagDecode(value) {
    return (value >> 1) ^ -(value & 1);
  }

  /**
   * Decodes delta and ZigZag encoded vertices. This modifies the buffers in place.
   *
   * @param {Uint16Array} uBuffer The buffer view of u values.
   * @param {Uint16Array} vBuffer The buffer view of v values.
   * @param {Uint16Array} [heightBuffer] The buffer view of height values.
   *
   * @see {@link https://github.com/CesiumGS/quantized-mesh|quantized-mesh-1.0 terrain format}
   */
  AttributeCompression.zigZagDeltaDecode = function (
    uBuffer,
    vBuffer,
    heightBuffer
  ) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.defined("uBuffer", uBuffer);
    Check.Check.defined("vBuffer", vBuffer);
    Check.Check.typeOf.number.equals(
      "uBuffer.length",
      "vBuffer.length",
      uBuffer.length,
      vBuffer.length
    );
    if (when.defined(heightBuffer)) {
      Check.Check.typeOf.number.equals(
        "uBuffer.length",
        "heightBuffer.length",
        uBuffer.length,
        heightBuffer.length
      );
    }
    //>>includeEnd('debug');

    var count = uBuffer.length;

    var u = 0;
    var v = 0;
    var height = 0;

    for (var i = 0; i < count; ++i) {
      u += zigZagDecode(uBuffer[i]);
      v += zigZagDecode(vBuffer[i]);

      uBuffer[i] = u;
      vBuffer[i] = v;

      if (when.defined(heightBuffer)) {
        height += zigZagDecode(heightBuffer[i]);
        heightBuffer[i] = height;
      }
    }
  };

  exports.AttributeCompression = AttributeCompression;

});