mirror of https://github.com/CesiumGS/cesium.git
466 lines
15 KiB
JavaScript
466 lines
15 KiB
JavaScript
import BoundingRectangle from "../Core/BoundingRectangle.js";
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import Cartesian3 from "../Core/Cartesian3.js";
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import CullingVolume from "../Core/CullingVolume.js";
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import defined from "../Core/defined.js";
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import getTimestamp from "../Core/getTimestamp.js";
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import Interval from "../Core/Interval.js";
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import CesiumMath from "../Core/Math.js";
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import Matrix4 from "../Core/Matrix4.js";
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import ClearCommand from "../Renderer/ClearCommand.js";
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import Pass from "../Renderer/Pass.js";
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import PassState from "../Renderer/PassState.js";
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import Camera from "./Camera.js";
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import EdgeFramebuffer from "./EdgeFramebuffer.js";
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import FrustumCommands from "./FrustumCommands.js";
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import GlobeDepth from "./GlobeDepth.js";
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import GlobeTranslucencyFramebuffer from "./GlobeTranslucencyFramebuffer.js";
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import OIT from "./OIT.js";
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import PickDepthFramebuffer from "./PickDepthFramebuffer.js";
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import PickFramebuffer from "./PickFramebuffer.js";
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import SceneFramebuffer from "./SceneFramebuffer.js";
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import SceneMode from "./SceneMode.js";
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import ShadowMap from "./ShadowMap.js";
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import TranslucentTileClassification from "./TranslucentTileClassification.js";
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function CommandExtent() {
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this.command = undefined;
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this.near = undefined;
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this.far = undefined;
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}
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/**
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* @alias View
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* @constructor
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*
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* @param {Scene} scene
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* @param {Camera} camera
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* @param {BoundingRectangle} viewport
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*
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* @private
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*/
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function View(scene, camera, viewport) {
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const context = scene.context;
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let globeDepth;
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if (context.depthTexture) {
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globeDepth = new GlobeDepth();
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}
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let oit;
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if (scene._useOIT && context.depthTexture) {
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oit = new OIT(context);
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}
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const passState = new PassState(context);
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passState.viewport = BoundingRectangle.clone(viewport);
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this.camera = camera;
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this._cameraClone = Camera.clone(camera);
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this._cameraStartFired = false;
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this._cameraMovedTime = undefined;
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this.viewport = viewport;
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this.passState = passState;
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this.pickFramebuffer = new PickFramebuffer(context);
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this.pickDepthFramebuffer = new PickDepthFramebuffer();
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this.sceneFramebuffer = new SceneFramebuffer();
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this.edgeFramebuffer = new EdgeFramebuffer();
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this.globeDepth = globeDepth;
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this.globeTranslucencyFramebuffer = new GlobeTranslucencyFramebuffer();
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this.oit = oit;
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this.translucentTileClassification = new TranslucentTileClassification(
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context,
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);
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/**
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* @type {PickDepth[]}
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*/
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this.pickDepths = [];
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this.frustumCommandsList = [];
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this.debugFrustumStatistics = undefined;
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// Array of all commands that get rendered into frustums along with their near / far values.
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// Acts similar to a ManagedArray.
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this._commandExtents = [];
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}
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const scratchPosition0 = new Cartesian3();
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const scratchPosition1 = new Cartesian3();
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/**
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* Check if two cameras have the same view.
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*
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* @param {Camera} camera0 The first camera for comparison.
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* @param {Camera} camera1 The second camera for comparison.
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* @param {number} epsilon The epsilon tolerance to use for equality testing.
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* @returns {boolean} <code>true</code> if the cameras are equal.
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*
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* @private
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*/
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function cameraEqual(camera0, camera1, epsilon) {
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const maximumPositionComponent = Math.max(
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Cartesian3.maximumComponent(
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Cartesian3.abs(camera0.position, scratchPosition0),
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),
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Cartesian3.maximumComponent(
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Cartesian3.abs(camera1.position, scratchPosition1),
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),
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);
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const scalar = 1 / Math.max(1, maximumPositionComponent);
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Cartesian3.multiplyByScalar(camera0.position, scalar, scratchPosition0);
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Cartesian3.multiplyByScalar(camera1.position, scalar, scratchPosition1);
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return (
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Cartesian3.equalsEpsilon(scratchPosition0, scratchPosition1, epsilon) &&
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Cartesian3.equalsEpsilon(camera0.direction, camera1.direction, epsilon) &&
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Cartesian3.equalsEpsilon(camera0.up, camera1.up, epsilon) &&
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Cartesian3.equalsEpsilon(camera0.right, camera1.right, epsilon) &&
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Matrix4.equalsEpsilon(camera0.transform, camera1.transform, epsilon) &&
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camera0.frustum.equalsEpsilon(camera1.frustum, epsilon)
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);
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}
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/**
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* Check if the camera position or direction has changed.
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*
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* @param {Scene} scene
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* @returns {boolean} <code>true</code> if the camera has been updated
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*
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* @private
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*/
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View.prototype.checkForCameraUpdates = function (scene) {
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const camera = this.camera;
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const cameraClone = this._cameraClone;
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if (!cameraEqual(camera, cameraClone, CesiumMath.EPSILON15)) {
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if (!this._cameraStartFired) {
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camera.moveStart.raiseEvent();
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this._cameraStartFired = true;
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}
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this._cameraMovedTime = getTimestamp();
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Camera.clone(camera, cameraClone);
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return true;
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}
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if (
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this._cameraStartFired &&
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getTimestamp() - this._cameraMovedTime > scene.cameraEventWaitTime
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) {
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camera.moveEnd.raiseEvent();
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this._cameraStartFired = false;
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}
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return false;
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};
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/**
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* Split the depth range of the scene into multiple frustums, and initialize
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* a list of {@link FrustumCommands} with the distances to the near and far
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* planes for each frustum.
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*
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* @param {View} view The view to which the frustum commands list is attached.
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* @param {Scene} scene The scene to be rendered.
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* @param {number} near The distance to the nearest object in the scene.
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* @param {number} far The distance to the farthest object in the scene.
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*
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* @private
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*/
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function updateFrustums(view, scene, near, far) {
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const { frameState } = scene;
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const { camera, useLogDepth } = frameState;
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const farToNearRatio = useLogDepth
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? scene.logarithmicDepthFarToNearRatio
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: scene.farToNearRatio;
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const is2D = scene.mode === SceneMode.SCENE2D;
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const nearToFarDistance2D = scene.nearToFarDistance2D;
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// Extend the far plane slightly further to prevent geometry clipping against the far plane.
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far *= 1.0 + CesiumMath.EPSILON2;
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// The computed near plane must be between the user defined near and far planes.
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// The computed far plane must between the user defined far and computed near.
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// This will handle the case where the computed near plane is further than the user defined far plane.
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near = Math.min(Math.max(near, camera.frustum.near), camera.frustum.far);
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far = Math.max(Math.min(far, camera.frustum.far), near);
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let numFrustums;
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if (is2D) {
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// The multifrustum for 2D is uniformly distributed. To avoid z-fighting in 2D,
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// the camera is moved to just before the frustum and the frustum depth is scaled
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// to be in [1.0, nearToFarDistance2D].
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far = Math.min(far, camera.position.z + scene.nearToFarDistance2D);
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near = Math.min(near, far);
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numFrustums = Math.ceil(
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Math.max(1.0, far - near) / scene.nearToFarDistance2D,
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);
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} else {
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// The multifrustum for 3D/CV is non-uniformly distributed.
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numFrustums = Math.ceil(Math.log(far / near) / Math.log(farToNearRatio));
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}
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const { frustumCommandsList } = view;
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frustumCommandsList.length = numFrustums;
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for (let m = 0; m < numFrustums; ++m) {
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let curNear;
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let curFar;
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if (is2D) {
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curNear = Math.min(
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far - nearToFarDistance2D,
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near + m * nearToFarDistance2D,
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);
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curFar = Math.min(far, curNear + nearToFarDistance2D);
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} else {
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curNear = Math.max(near, Math.pow(farToNearRatio, m) * near);
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curFar = Math.min(far, farToNearRatio * curNear);
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}
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let frustumCommands = frustumCommandsList[m];
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if (!defined(frustumCommands)) {
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frustumCommands = frustumCommandsList[m] = new FrustumCommands(
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curNear,
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curFar,
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);
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} else {
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frustumCommands.near = curNear;
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frustumCommands.far = curFar;
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}
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}
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}
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/**
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* Insert a command into the appropriate {@link FrustumCommands} based on the
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* range of depths covered by its bounding volume.
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*
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* @param {View} view
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* @param {Scene} scene
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* @param {CommandExtent} commandExtent
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*
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* @private
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*/
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function insertIntoBin(view, scene, commandExtent) {
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const { command, near, far } = commandExtent;
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if (scene.debugShowFrustums) {
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command.debugOverlappingFrustums = 0;
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}
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const { frustumCommandsList } = view;
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for (let i = 0; i < frustumCommandsList.length; ++i) {
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const frustumCommands = frustumCommandsList[i];
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if (near > frustumCommands.far) {
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continue;
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}
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if (far < frustumCommands.near) {
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break;
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}
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const pass = command.pass;
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const index = frustumCommands.indices[pass]++;
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frustumCommands.commands[pass][index] = command;
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if (scene.debugShowFrustums) {
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command.debugOverlappingFrustums |= 1 << i;
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}
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if (command.executeInClosestFrustum) {
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break;
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}
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}
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if (scene.debugShowFrustums) {
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const { debugFrustumStatistics } = view;
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const { debugOverlappingFrustums } = command;
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const cf = debugFrustumStatistics.commandsInFrustums;
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cf[debugOverlappingFrustums] = defined(cf[debugOverlappingFrustums])
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? cf[debugOverlappingFrustums] + 1
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: 1;
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++debugFrustumStatistics.totalCommands;
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}
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scene.updateDerivedCommands(command);
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}
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const scratchCullingVolume = new CullingVolume();
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const scratchNearFarInterval = new Interval();
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View.prototype.createPotentiallyVisibleSet = function (scene) {
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const { frameState } = scene;
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const { camera, commandList, shadowState } = frameState;
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const { positionWC, directionWC, frustum } = camera;
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const computeList = scene._computeCommandList;
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const overlayList = scene._overlayCommandList;
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if (scene.debugShowFrustums) {
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this.debugFrustumStatistics = {
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totalCommands: 0,
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commandsInFrustums: {},
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};
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}
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const frustumCommandsList = this.frustumCommandsList;
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for (let n = 0; n < frustumCommandsList.length; ++n) {
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for (let p = 0; p < Pass.NUMBER_OF_PASSES; ++p) {
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frustumCommandsList[n].indices[p] = 0;
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}
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}
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computeList.length = 0;
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overlayList.length = 0;
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const commandExtents = this._commandExtents;
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const commandExtentCapacity = commandExtents.length;
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let commandExtentCount = 0;
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let near = +Number.MAX_VALUE;
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let far = -Number.MAX_VALUE;
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const { shadowsEnabled } = shadowState;
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let shadowNear = +Number.MAX_VALUE;
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let shadowFar = -Number.MAX_VALUE;
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let shadowClosestObjectSize = Number.MAX_VALUE;
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const occluder =
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frameState.mode === SceneMode.SCENE3D ? frameState.occluder : undefined;
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// get user culling volume minus the far plane.
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let { cullingVolume } = frameState;
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const planes = scratchCullingVolume.planes;
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for (let k = 0; k < 5; ++k) {
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planes[k] = cullingVolume.planes[k];
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}
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cullingVolume = scratchCullingVolume;
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for (let i = 0; i < commandList.length; ++i) {
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const command = commandList[i];
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const { pass, boundingVolume } = command;
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if (pass === Pass.COMPUTE) {
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computeList.push(command);
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} else if (pass === Pass.OVERLAY) {
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overlayList.push(command);
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} else {
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let commandNear;
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let commandFar;
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if (defined(boundingVolume)) {
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if (!scene.isVisible(cullingVolume, command, occluder)) {
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continue;
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}
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const nearFarInterval = boundingVolume.computePlaneDistances(
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positionWC,
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directionWC,
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scratchNearFarInterval,
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);
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commandNear = nearFarInterval.start;
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commandFar = nearFarInterval.stop;
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near = Math.min(near, commandNear);
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far = Math.max(far, commandFar);
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// Compute a tight near and far plane for commands that receive shadows. This helps compute
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// good splits for cascaded shadow maps. Ignore commands that exceed the maximum distance.
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// When moving the camera low LOD globe tiles begin to load, whose bounding volumes
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// throw off the near/far fitting for the shadow map. Only update for globe tiles that the
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// camera isn't inside.
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if (
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shadowsEnabled &&
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command.receiveShadows &&
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commandNear < ShadowMap.MAXIMUM_DISTANCE &&
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!(pass === Pass.GLOBE && commandNear < -100.0 && commandFar > 100.0)
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) {
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// Get the smallest bounding volume the camera is near. This is used to place more shadow detail near the object.
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const size = commandFar - commandNear;
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if (pass !== Pass.GLOBE && commandNear < 100.0) {
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shadowClosestObjectSize = Math.min(shadowClosestObjectSize, size);
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}
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shadowNear = Math.min(shadowNear, commandNear);
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shadowFar = Math.max(shadowFar, commandFar);
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}
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} else if (command instanceof ClearCommand) {
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// Clear commands don't need a bounding volume - just add the clear to all frustums.
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commandNear = frustum.near;
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commandFar = frustum.far;
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} else {
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// If command has no bounding volume we need to use the camera's
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// worst-case near and far planes to avoid clipping something important.
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commandNear = frustum.near;
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commandFar = frustum.far;
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near = Math.min(near, commandNear);
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far = Math.max(far, commandFar);
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}
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let extent = commandExtents[commandExtentCount];
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if (!defined(extent)) {
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extent = commandExtents[commandExtentCount] = new CommandExtent();
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}
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extent.command = command;
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extent.near = commandNear;
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extent.far = commandFar;
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commandExtentCount++;
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}
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}
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if (shadowsEnabled) {
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shadowNear = Math.min(Math.max(shadowNear, frustum.near), frustum.far);
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shadowFar = Math.max(Math.min(shadowFar, frustum.far), shadowNear);
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// Use the computed near and far for shadows
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shadowState.nearPlane = shadowNear;
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shadowState.farPlane = shadowFar;
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shadowState.closestObjectSize = shadowClosestObjectSize;
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}
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updateFrustums(this, scene, near, far);
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for (let c = 0; c < commandExtentCount; c++) {
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insertIntoBin(this, scene, commandExtents[c]);
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}
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// Dereference old commands
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if (commandExtentCount < commandExtentCapacity) {
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for (let c = commandExtentCount; c < commandExtentCapacity; c++) {
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const commandExtent = commandExtents[c];
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if (!defined(commandExtent.command)) {
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// If the command is undefined, it's assumed that all
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// subsequent commmands were set to undefined as well,
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// so no need to loop over them all
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break;
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}
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commandExtent.command = undefined;
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}
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}
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const numFrustums = frustumCommandsList.length;
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const { frustumSplits } = frameState;
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frustumSplits.length = numFrustums + 1;
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for (let j = 0; j < numFrustums; ++j) {
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frustumSplits[j] = frustumCommandsList[j].near;
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if (j === numFrustums - 1) {
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frustumSplits[j + 1] = frustumCommandsList[j].far;
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}
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}
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};
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View.prototype.destroy = function () {
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this.pickFramebuffer = this.pickFramebuffer && this.pickFramebuffer.destroy();
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this.pickDepthFramebuffer =
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this.pickDepthFramebuffer && this.pickDepthFramebuffer.destroy();
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this.sceneFramebuffer =
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this.sceneFramebuffer && this.sceneFramebuffer.destroy();
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this.edgeFramebuffer = this.edgeFramebuffer && this.edgeFramebuffer.destroy();
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this.globeDepth = this.globeDepth && this.globeDepth.destroy();
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this.oit = this.oit && this.oit.destroy();
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this.translucentTileClassification =
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this.translucentTileClassification &&
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this.translucentTileClassification.destroy();
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this.globeTranslucencyFramebuffer =
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this.globeTranslucencyFramebuffer &&
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this.globeTranslucencyFramebuffer.destroy();
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const pickDepths = this.pickDepths;
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for (let i = 0; i < pickDepths.length; ++i) {
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pickDepths[i].destroy();
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}
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};
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export default View;
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