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Author SHA1 Message Date
Marco Hutter bdcd200d47
Merge 1a8764265f into 41a0f18ba9 2025-11-25 18:28:48 -05:00
Don McCurdy 41a0f18ba9
Merge pull request #13018 from CesiumGS/billboard-depth-regression-fix
Fixes model-billboard depth interactions
2025-11-25 18:03:41 +00:00
Don McCurdy 8bd8ae7f63
Merge branch 'main' into billboard-depth-regression-fix 2025-11-25 13:02:57 -05:00
Marco Hutter 1a8764265f Squashed commit with cleanups and additional tests
deploy / deploy (push) Has been cancelled Details
2025-11-25 18:24:35 +01:00
Matt Schwartz 020749de32 Add to CHANGES.md 2025-11-05 09:27:19 -05:00
Matt Schwartz f4e49d7b64 Fixes model-billboard depth interactions 2025-11-05 09:12:11 -05:00
5 changed files with 1725 additions and 742 deletions

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@ -1,11 +1,12 @@
# Change Log
## 1.136
## 1.136 - 2025-12-01
### @cesium/engine
#### Fixes :wrench:
- Fixed depth testing bug with billboards and labels clipping through models [#13012](https://github.com/CesiumGS/cesium/issues/13012)
- Billboards using `imageSubRegion` now render as expected. [#12585](https://github.com/CesiumGS/cesium/issues/12585)
- Improved scaling of SVGs in billboards [#13020](https://github.com/CesiumGS/cesium/issues/13020)
- Fixed unexpected outline artifacts around billboards [#13038](https://github.com/CesiumGS/cesium/issues/13038)

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@ -34,6 +34,7 @@ import SDFSettings from "./SDFSettings.js";
import TextureAtlas from "../Renderer/TextureAtlas.js";
import VerticalOrigin from "./VerticalOrigin.js";
import Ellipsoid from "../Core/Ellipsoid.js";
import WebGLConstants from "../Core/WebGLConstants.js";
const SHOW_INDEX = Billboard.SHOW_INDEX;
const POSITION_INDEX = Billboard.POSITION_INDEX;
@ -2039,7 +2040,8 @@ BillboardCollection.prototype.update = function (frameState) {
) {
this._rsOpaque = RenderState.fromCache({
depthTest: {
enabled: false,
enabled: true,
func: WebGLConstants.LESS,
},
depthMask: true,
});
@ -2059,7 +2061,10 @@ BillboardCollection.prototype.update = function (frameState) {
) {
this._rsTranslucent = RenderState.fromCache({
depthTest: {
enabled: false,
enabled: true,
func: useTranslucentDepthMask
? WebGLConstants.LEQUAL
: WebGLConstants.LESS,
},
depthMask: useTranslucentDepthMask,
blending: BlendingState.ALPHA_BLEND,

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@ -48,8 +48,22 @@ class NDMap {
* this constructor.
*
* @param {string[]} dimensionNames
* @throws {DeveloperError} If the given array has length 0 or
* contains duplicate elements
*/
constructor(dimensionNames) {
if (dimensionNames.length === 0) {
throw new DeveloperError(
"The dimensionNames array may not have length 0",
);
} else {
const s = new Set(dimensionNames);
if (s.size !== dimensionNames.length) {
throw new DeveloperError(
`The dimensionNames array may not contain duplicate elements, but is ${dimensionNames}`,
);
}
}
this._dimensionNames = dimensionNames;
/**
@ -75,7 +89,7 @@ class NDMap {
* @returns {number} The size
*/
get size() {
return this._lookup.size();
return this._lookup.size;
}
/**
@ -198,7 +212,7 @@ class NDMap {
* @param {any} thisArg A value to use as this when executing the callback
*/
forEach(callback, thisArg) {
this._entries().forEach(callback, thisArg);
this.entries().forEach(callback, thisArg);
}
/**
@ -247,12 +261,18 @@ class LRUCache {
/**
* Creates a new instance with the given maximum size.
*
* @param {number} maxSize The maximum size
* @param {number} maximumSize The maximum size
* @param {Function|undefined} evictionCallback The callback that will
* receive the key and value of all evicted entries.
* @throws {DeveloperError} If the maximum size is not positive
*/
constructor(maxSize, evictionCallback) {
this._maxSize = maxSize;
constructor(maximumSize, evictionCallback) {
if (maximumSize <= 0) {
throw new DeveloperError(
`The maximumSize must be positive, but is ${maximumSize}`,
);
}
this._maximumSize = maximumSize;
this._evictionCallback = evictionCallback;
/**
@ -271,11 +291,17 @@ class LRUCache {
* of this cache, then the least recently used elements will
* be evicted until the size matches the maximum size.
*
* @param {number} maxSize The maximum size
* @param {number} maximumSize The maximum size
* @throws {DeveloperError} If the maximum size is not positive
*/
setMaximumSize(maxSize) {
this._maxSize = maxSize;
this._ensureMaxSize();
setMaximumSize(maximumSize) {
if (maximumSize <= 0) {
throw new DeveloperError(
`The maximumSize must be positive, but is ${maximumSize}`,
);
}
this._maximumSize = maximumSize;
this._ensureMaximumSize();
}
/**
@ -296,7 +322,7 @@ class LRUCache {
set(key, value) {
this._map.delete(key);
this._map.set(key, value);
this._ensureMaxSize();
this._ensureMaximumSize();
}
/**
@ -326,8 +352,8 @@ class LRUCache {
* This will evict as many entries as necessary, in the
* order of their least recent usage.
*/
_ensureMaxSize() {
this.trimToSize(this._maxSize);
_ensureMaximumSize() {
this.trimToSize(this._maximumSize);
}
/**
@ -490,6 +516,18 @@ class LoggingRequestListener extends RequestListener {
}
}
// TODO If something like the RequestHandle and RequestListener
// had to be designed from scratch, then it could be possible
// to come up with something that makes sense. Now, there's the
// question about how to align the sought-for "nice" solution
// with what is already there. A specific example is that
// the "requestAttempted" function does not really make sense,
// but has to be there, because this was once tracked in some
// tileset statistics. (Otherwise, VERY roughly, there could
// be the invariant of "cancelled+failed==attempted", but
// "attempted" can also mean that nothing really happened
// due to throttling, soooo... here we are...)
/**
* A class serving as a convenience wrapper around a request for
* a resource.
@ -686,7 +724,7 @@ class RequestHandle {
const request = new Request({
throttle: true,
throttleByServer: true,
type: RequestType.TILES3D,
type: RequestType.TILES3D, // XXX_DYNAMIC TODO Seems to be unused...
priorityFunction: priorityFunction,
});
return request;
@ -708,6 +746,8 @@ class RequestHandle {
const rejectionError = new Error("Request was cancelled");
rejectionError.code = RequestState.CANCELLED;
this._deferred.reject(rejectionError);
this._fireRequestCancelled();
this._fireRequestAttempted();
}
/**
@ -1361,7 +1401,7 @@ class Dynamic3DTileContent {
*
* @type {number}
*/
this._loadedContentHandlesMaxSize = 10;
this._loadedContentHandlesMaximumSize = 10;
/**
* The mapping from "keys" to arrays(!) of URIs for the dynamic content.
@ -1397,7 +1437,7 @@ class Dynamic3DTileContent {
* evicted from the '_loadedContentHandles'.
*
* This will be called when the size of the '_loadedContentHandles'
* is trimmed to the '_loadedContentHandlesMaxSize', and receive
* is trimmed to the '_loadedContentHandlesMaximumSize', and receive
* the least recently used content handles.
*
* It will call 'reset()' on the content handle, cancelling all
@ -1998,15 +2038,15 @@ class Dynamic3DTileContent {
// Ensure that at least the number of active contents
// is retained
const numActiveContents = activeContentUris.length;
this._loadedContentHandlesMaxSize = Math.max(
this._loadedContentHandlesMaxSize,
this._loadedContentHandlesMaximumSize = Math.max(
this._loadedContentHandlesMaximumSize,
numActiveContents,
);
// Trim the LRU cache to the target size, calling the
// '_loadedContentHandleEvicted' for the least recently
// used content handles.
loadedContentHandles.trimToSize(this._loadedContentHandlesMaxSize);
loadedContentHandles.trimToSize(this._loadedContentHandlesMaximumSize);
}
/**

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@ -131,7 +131,9 @@ void doThreePointDepthTest(float eyeDepth, bool applyTranslate) {
}
#endif
void doDepthTest() {
// Extra manual depth testing is done to allow more control over how a billboard is occluded
// by the globe when near and far from the camera.
void doDepthTest(float globeDepth) {
float temp = v_compressed.y;
temp = temp * SHIFT_RIGHT1;
float temp2 = (temp - floor(temp)) * SHIFT_LEFT1;
@ -156,14 +158,10 @@ void doDepthTest() {
}
#endif
// Automatic depth testing of billboards is disabled (@see BillboardCollection#update).
// Instead, we do one of two types of manual depth tests (potentially in addition to the test above), depending on the camera's distance to the billboard fragment.
// If we're far away, we just compare against a flat, camera-facing depth-plane at the ellipsoid's center.
// If we're close, we compare against the globe depth texture (which includes depth from the 3D tile pass).
vec2 fragSt = gl_FragCoord.xy / czm_viewport.zw;
float globeDepth = getGlobeDepthAtCoords(fragSt);
if (globeDepth == 0.0) return; // Not on globe
if (globeDepth == 0.0) return; // Not on globe
float distanceToEllipsoidCenter = -length(czm_viewerPositionWC); // depth is negative by convention
float testDistance = (eyeDepth > -u_coarseDepthTestDistance) ? globeDepth : distanceToEllipsoidCenter;
if (eyeDepth < testDistance) {
@ -175,7 +173,10 @@ void main()
{
if (v_splitDirection < 0.0 && gl_FragCoord.x > czm_splitPosition) discard;
if (v_splitDirection > 0.0 && gl_FragCoord.x < czm_splitPosition) discard;
doDepthTest();
vec2 fragSt = gl_FragCoord.xy / czm_viewport.zw;
float globeDepth = getGlobeDepthAtCoords(fragSt);
doDepthTest(globeDepth);
vec4 color = texture(u_atlas, v_textureCoordinates);
@ -243,6 +244,18 @@ void main()
out_FragColor = color;
#ifdef LOG_DEPTH
czm_writeLogDepth();
// If we've made it here, we passed our manual depth test, above. But the automatic depth test will
// still run, and some fragments of the billboard may clip against the globe. To prevent that,
// ensure the depth value we write out is in front of the globe depth.
float depthArg = v_depthFromNearPlusOne;
if (globeDepth != 0.0) { // On the globe
float globeDepthFromNearPlusOne = (-globeDepth - czm_currentFrustum.x) + 1.0;
float nudge = max(globeDepthFromNearPlusOne * 5e-6, czm_epsilon7);
float globeOnTop = max(1.0, globeDepthFromNearPlusOne - nudge);
depthArg = min(depthArg, globeOnTop);
}
czm_writeLogDepth(depthArg);
#endif
}

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