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qd_cnooc_front / static / Cesium / Scene / PointCloudEyeDomeLighting.js
[wangxitong] on 27 Nov 2021 9 KB first commit
import Cartesian2 from "../Core/Cartesian2.js";
import Color from "../Core/Color.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import PixelFormat from "../Core/PixelFormat.js";
import PrimitiveType from "../Core/PrimitiveType.js";
import ClearCommand from "../Renderer/ClearCommand.js";
import DrawCommand from "../Renderer/DrawCommand.js";
import Framebuffer from "../Renderer/Framebuffer.js";
import Pass from "../Renderer/Pass.js";
import PixelDatatype from "../Renderer/PixelDatatype.js";
import RenderState from "../Renderer/RenderState.js";
import Sampler from "../Renderer/Sampler.js";
import ShaderSource from "../Renderer/ShaderSource.js";
import Texture from "../Renderer/Texture.js";
import BlendingState from "../Scene/BlendingState.js";
import StencilConstants from "../Scene/StencilConstants.js";
import PointCloudEyeDomeLightingShader from "../Shaders/PostProcessStages/PointCloudEyeDomeLighting.js";

/**
 * Eye dome lighting. Does not support points with per-point translucency, but does allow translucent styling against the globe.
 * Requires support for EXT_frag_depth and WEBGL_draw_buffers extensions in WebGL 1.0.
 *
 * @private
 */
function PointCloudEyeDomeLighting() {
  this._framebuffer = undefined;
  this._colorGBuffer = undefined; // color gbuffer
  this._depthGBuffer = undefined; // depth gbuffer
  this._depthTexture = undefined; // needed to write depth so camera based on depth works
  this._drawCommand = undefined;
  this._clearCommand = undefined;

  this._strength = 1.0;
  this._radius = 1.0;
}

function destroyFramebuffer(processor) {
  var framebuffer = processor._framebuffer;
  if (!defined(framebuffer)) {
    return;
  }

  processor._colorGBuffer.destroy();
  processor._depthGBuffer.destroy();
  processor._depthTexture.destroy();
  framebuffer.destroy();

  processor._framebuffer = undefined;
  processor._colorGBuffer = undefined;
  processor._depthGBuffer = undefined;
  processor._depthTexture = undefined;
  processor._drawCommand = undefined;
  processor._clearCommand = undefined;
}

function createFramebuffer(processor, context) {
  var screenWidth = context.drawingBufferWidth;
  var screenHeight = context.drawingBufferHeight;

  var colorGBuffer = new Texture({
    context: context,
    width: screenWidth,
    height: screenHeight,
    pixelFormat: PixelFormat.RGBA,
    pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
    sampler: Sampler.NEAREST,
  });

  var depthGBuffer = new Texture({
    context: context,
    width: screenWidth,
    height: screenHeight,
    pixelFormat: PixelFormat.RGBA,
    pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
    sampler: Sampler.NEAREST,
  });

  var depthTexture = new Texture({
    context: context,
    width: screenWidth,
    height: screenHeight,
    pixelFormat: PixelFormat.DEPTH_COMPONENT,
    pixelDatatype: PixelDatatype.UNSIGNED_INT,
    sampler: Sampler.NEAREST,
  });

  processor._framebuffer = new Framebuffer({
    context: context,
    colorTextures: [colorGBuffer, depthGBuffer],
    depthTexture: depthTexture,
    destroyAttachments: false,
  });
  processor._colorGBuffer = colorGBuffer;
  processor._depthGBuffer = depthGBuffer;
  processor._depthTexture = depthTexture;
}

var distanceAndEdlStrengthScratch = new Cartesian2();

function createCommands(processor, context) {
  var blendFS = new ShaderSource({
    defines: ["LOG_DEPTH_WRITE"],
    sources: [PointCloudEyeDomeLightingShader],
  });

  var blendUniformMap = {
    u_pointCloud_colorGBuffer: function () {
      return processor._colorGBuffer;
    },
    u_pointCloud_depthGBuffer: function () {
      return processor._depthGBuffer;
    },
    u_distanceAndEdlStrength: function () {
      distanceAndEdlStrengthScratch.x = processor._radius;
      distanceAndEdlStrengthScratch.y = processor._strength;
      return distanceAndEdlStrengthScratch;
    },
  };

  var blendRenderState = RenderState.fromCache({
    blending: BlendingState.ALPHA_BLEND,
    depthMask: true,
    depthTest: {
      enabled: true,
    },
    stencilTest: StencilConstants.setCesium3DTileBit(),
    stencilMask: StencilConstants.CESIUM_3D_TILE_MASK,
  });

  processor._drawCommand = context.createViewportQuadCommand(blendFS, {
    uniformMap: blendUniformMap,
    renderState: blendRenderState,
    pass: Pass.CESIUM_3D_TILE,
    owner: processor,
  });

  processor._clearCommand = new ClearCommand({
    framebuffer: processor._framebuffer,
    color: new Color(0.0, 0.0, 0.0, 0.0),
    depth: 1.0,
    renderState: RenderState.fromCache(),
    pass: Pass.CESIUM_3D_TILE,
    owner: processor,
  });
}

function createResources(processor, context) {
  var screenWidth = context.drawingBufferWidth;
  var screenHeight = context.drawingBufferHeight;
  var colorGBuffer = processor._colorGBuffer;
  var nowDirty = false;
  var resized =
    defined(colorGBuffer) &&
    (colorGBuffer.width !== screenWidth ||
      colorGBuffer.height !== screenHeight);

  if (!defined(colorGBuffer) || resized) {
    destroyFramebuffer(processor);
    createFramebuffer(processor, context);
    createCommands(processor, context);
    nowDirty = true;
  }
  return nowDirty;
}

function isSupported(context) {
  return context.drawBuffers && context.fragmentDepth;
}

PointCloudEyeDomeLighting.isSupported = isSupported;

function getECShaderProgram(context, shaderProgram) {
  var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, "EC");
  if (!defined(shader)) {
    var attributeLocations = shaderProgram._attributeLocations;

    var fs = shaderProgram.fragmentShaderSource.clone();

    fs.sources = fs.sources.map(function (source) {
      source = ShaderSource.replaceMain(
        source,
        "czm_point_cloud_post_process_main"
      );
      source = source.replace(/gl_FragColor/g, "gl_FragData[0]");
      return source;
    });

    fs.sources.unshift("#extension GL_EXT_draw_buffers : enable \n");
    fs.sources.push(
      "void main() \n" +
        "{ \n" +
        "    czm_point_cloud_post_process_main(); \n" +
        "#ifdef LOG_DEPTH\n" +
        "    czm_writeLogDepth();\n" +
        "    gl_FragData[1] = czm_packDepth(gl_FragDepthEXT); \n" +
        "#else\n" +
        "    gl_FragData[1] = czm_packDepth(gl_FragCoord.z);\n" +
        "#endif\n" +
        "}"
    );

    shader = context.shaderCache.createDerivedShaderProgram(
      shaderProgram,
      "EC",
      {
        vertexShaderSource: shaderProgram.vertexShaderSource,
        fragmentShaderSource: fs,
        attributeLocations: attributeLocations,
      }
    );
  }

  return shader;
}

PointCloudEyeDomeLighting.prototype.update = function (
  frameState,
  commandStart,
  pointCloudShading,
  boundingVolume
) {
  if (!isSupported(frameState.context)) {
    return;
  }

  this._strength = pointCloudShading.eyeDomeLightingStrength;
  this._radius =
    pointCloudShading.eyeDomeLightingRadius * frameState.pixelRatio;

  var dirty = createResources(this, frameState.context);

  // Hijack existing point commands to render into an offscreen FBO.
  var i;
  var commandList = frameState.commandList;
  var commandEnd = commandList.length;

  for (i = commandStart; i < commandEnd; ++i) {
    var command = commandList[i];
    if (
      command.primitiveType !== PrimitiveType.POINTS ||
      command.pass === Pass.TRANSLUCENT
    ) {
      continue;
    }
    var derivedCommand = command.derivedCommands.pointCloudProcessor;
    if (
      !defined(derivedCommand) ||
      command.dirty ||
      dirty ||
      derivedCommand.framebuffer !== this._framebuffer
    ) {
      // Prevent crash when tiles out-of-view come in-view during context size change
      derivedCommand = DrawCommand.shallowClone(command);
      command.derivedCommands.pointCloudProcessor = derivedCommand;

      derivedCommand.framebuffer = this._framebuffer;
      derivedCommand.shaderProgram = getECShaderProgram(
        frameState.context,
        command.shaderProgram
      );
      derivedCommand.castShadows = false;
      derivedCommand.receiveShadows = false;
    }

    commandList[i] = derivedCommand;
  }

  var clearCommand = this._clearCommand;
  var blendCommand = this._drawCommand;

  blendCommand.boundingVolume = boundingVolume;

  // Blend EDL into the main FBO
  commandList.push(blendCommand);
  commandList.push(clearCommand);
};

/**
 * Returns true if this object was destroyed; otherwise, false.
 * <br /><br />
 * If this object was destroyed, it should not be used; calling any function other than
 * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
 *
 * @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
 *
 * @see PointCloudEyeDomeLighting#destroy
 */
PointCloudEyeDomeLighting.prototype.isDestroyed = function () {
  return false;
};

/**
 * Destroys the WebGL resources held by this object.  Destroying an object allows for deterministic
 * release of WebGL resources, instead of relying on the garbage collector to destroy this object.
 * <br /><br />
 * Once an object is destroyed, it should not be used; calling any function other than
 * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.  Therefore,
 * assign the return value (<code>undefined</code>) to the object as done in the example.
 *
 * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
 *
 * @example
 * processor = processor && processor.destroy();
 *
 * @see PointCloudEyeDomeLighting#isDestroyed
 */
PointCloudEyeDomeLighting.prototype.destroy = function () {
  destroyFramebuffer(this);
  return destroyObject(this);
};
export default PointCloudEyeDomeLighting;