mirror of https://github.com/CesiumGS/cesium.git
497 lines
13 KiB
JavaScript
497 lines
13 KiB
JavaScript
import buildDrawCommands from "./buildDrawCommands.js";
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import BoundingSphere from "../../Core/BoundingSphere.js";
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import Check from "../../Core/Check.js";
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import clone from "../../Core/clone.js";
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import defaultValue from "../../Core/defaultValue.js";
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import defined from "../../Core/defined.js";
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import Matrix4 from "../../Core/Matrix4.js";
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import ModelColorPipelineStage from "./ModelColorPipelineStage.js";
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import ModelExperimentalPrimitive from "./ModelExperimentalPrimitive.js";
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import ModelExperimentalNode from "./ModelExperimentalNode.js";
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import ModelExperimentalUtility from "./ModelExperimentalUtility.js";
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import ModelRenderResources from "./ModelRenderResources.js";
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import NodeRenderResources from "./NodeRenderResources.js";
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import PrimitiveRenderResources from "./PrimitiveRenderResources.js";
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import RenderState from "../../Renderer/RenderState.js";
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import ShadowMode from "../ShadowMode.js";
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/**
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* An in memory representation of the scene graph for a {@link ModelExperimental}
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*
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* @param {Object} options An object containing the following options
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* @param {ModelExperimental} options.model The model this scene graph belongs to
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* @param {ModelComponents} options.modelComponents The model components describing the model
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*
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* @alias ModelExperimentalSceneGraph
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* @constructor
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*
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* @private
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*/
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export default function ModelExperimentalSceneGraph(options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object("options.model", options.model);
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Check.typeOf.object("options.modelComponents", options.modelComponents);
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//>>includeEnd('debug');
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/**
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* A reference to the {@link ModelExperimental} that owns this scene graph.
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*
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* @type {ModelExperimental}
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* @readonly
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*
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* @private
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*/
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this._model = options.model;
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/**
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* The model components that represent the contents of the 3D model file.
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*
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* @type {ModelComponents}
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* @readonly
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*
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* @private
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*/
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this._modelComponents = options.modelComponents;
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/**
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* Pipeline stages to apply across the model.
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*
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* @type {Object[]}
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* @readonly
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*
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* @private
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*/
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this._pipelineStages = [];
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/**
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* Update stages to apply across the model.
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*
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* @type {Object[]}
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* @readonly
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*
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* @private
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*/
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this._updateStages = [];
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/**
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* The runtime nodes that make up the scene graph
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*
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* @type {ModelExperimentalNode[]}
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* @readonly
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*
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* @private
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*/
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this._runtimeNodes = [];
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/**
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* The indices of the root nodes in the runtime nodes array.
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*
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* @type {Number[]}
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* @readonly
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*
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* @private
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*/
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this._rootNodes = [];
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/**
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* Once computed, the {@link DrawCommand}s that are used to render this
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* scene graph are stored here.
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*
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* @type {DrawCommand[]}
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* @readonly
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*
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* @private
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*/
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this._drawCommands = [];
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/**
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* Pipeline stages to apply to this model. This
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* is an array of classes, each with a static method called
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* <code>process()</code>
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*
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* @type {Object[]}
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* @readonly
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*
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* @private
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*/
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this.modelPipelineStages = [];
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this._boundingSphere = undefined;
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this._computedModelMatrix = Matrix4.clone(this._model.modelMatrix);
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initialize(this);
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}
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Object.defineProperties(ModelExperimentalSceneGraph.prototype, {
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/**
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* The model components this scene graph represents.
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*
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* @type {ModelComponents}
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* @readonly
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*
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* @private
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*/
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components: {
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get: function () {
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return this._modelComponents;
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},
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},
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/**
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* The axis-corrected model matrix.
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*
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* @type {Matrix4}
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* @readonly
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*
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* @private
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*/
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computedModelMatrix: {
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get: function () {
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return this._computedModelMatrix;
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},
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},
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/**
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* The bounding sphere containing all the primitives in the scene graph.
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*
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* @type {BoundingSphere}
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* @readonly
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*
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* @private
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*/
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boundingSphere: {
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get: function () {
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return this._boundingSphere;
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},
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},
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});
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function initialize(sceneGraph) {
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const components = sceneGraph._modelComponents;
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const scene = components.scene;
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const model = sceneGraph._model;
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sceneGraph._computedModelMatrix = Matrix4.multiplyTransformation(
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model.modelMatrix,
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components.transform,
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new Matrix4()
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);
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ModelExperimentalUtility.correctModelMatrix(
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sceneGraph._computedModelMatrix,
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components.upAxis,
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components.forwardAxis
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);
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Matrix4.multiplyByUniformScale(
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sceneGraph._computedModelMatrix,
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model._modifiedScale,
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sceneGraph._computedModelMatrix
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);
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const rootNodes = scene.nodes;
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for (let i = 0; i < rootNodes.length; i++) {
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const rootNode = scene.nodes[i];
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const rootNodeTransform = ModelExperimentalUtility.getNodeTransform(
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rootNode
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);
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const rootNodeIndex = traverseSceneGraph(
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sceneGraph,
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rootNode,
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rootNodeTransform
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);
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sceneGraph._rootNodes.push(rootNodeIndex);
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}
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}
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/**
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* Recursively traverse through the nodes in the scene graph, using depth-first
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* post-order traversal.
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*
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* @param {ModelSceneGraph} sceneGraph The scene graph
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* @param {ModelComponents.Node} node The current node
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* @param {Matrix4} transform The current computed transform for this node.
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*
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* @returns {Number} The index of this node in the runtimeNodes array.
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*
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* @private
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*/
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function traverseSceneGraph(sceneGraph, node, transform) {
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// The indices of the children of this node in the runtimeNodes array.
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const childrenIndices = [];
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// Traverse through scene graph.
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let i;
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if (defined(node.children)) {
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for (i = 0; i < node.children.length; i++) {
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const childNode = node.children[i];
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const childNodeTransform = Matrix4.multiply(
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transform,
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ModelExperimentalUtility.getNodeTransform(childNode),
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new Matrix4()
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);
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const childIndex = traverseSceneGraph(
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sceneGraph,
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childNode,
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childNodeTransform
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);
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childrenIndices.push(childIndex);
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}
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}
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// Process node and mesh primitives.
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const runtimeNode = new ModelExperimentalNode({
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node: node,
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transform: transform,
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children: childrenIndices,
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sceneGraph: sceneGraph,
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});
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if (defined(node.primitives)) {
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for (i = 0; i < node.primitives.length; i++) {
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runtimeNode.runtimePrimitives.push(
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new ModelExperimentalPrimitive({
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primitive: node.primitives[i],
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node: node,
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model: sceneGraph._model,
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})
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);
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}
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}
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sceneGraph._runtimeNodes.push(runtimeNode);
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// The position of the runtime node in the array.
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return sceneGraph._runtimeNodes.length - 1;
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}
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/**
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* Generates the draw commands for each primitive in the model.
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*
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* @param {FrameState} frameState The current frame state. This is needed to
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* allocate GPU resources as needed.
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*
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* @private
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*/
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ModelExperimentalSceneGraph.prototype.buildDrawCommands = function (
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frameState
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) {
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const model = this._model;
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const modelRenderResources = new ModelRenderResources(model);
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this.configurePipeline();
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const modelPipelineStages = this.modelPipelineStages;
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let i, j, k;
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for (i = 0; i < modelPipelineStages.length; i++) {
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const modelPipelineStage = modelPipelineStages[i];
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modelPipelineStage.process(modelRenderResources, model, frameState);
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}
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const boundingSpheres = [];
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for (i = 0; i < this._runtimeNodes.length; i++) {
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const runtimeNode = this._runtimeNodes[i];
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runtimeNode.configurePipeline();
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const nodePipelineStages = runtimeNode.pipelineStages;
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const nodeRenderResources = new NodeRenderResources(
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modelRenderResources,
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runtimeNode
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);
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for (j = 0; j < nodePipelineStages.length; j++) {
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const nodePipelineStage = nodePipelineStages[j];
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nodePipelineStage.process(
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nodeRenderResources,
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runtimeNode.node,
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frameState
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);
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}
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for (j = 0; j < runtimeNode.runtimePrimitives.length; j++) {
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const runtimePrimitive = runtimeNode.runtimePrimitives[j];
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runtimePrimitive.configurePipeline();
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const primitivePipelineStages = runtimePrimitive.pipelineStages;
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const primitiveRenderResources = new PrimitiveRenderResources(
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nodeRenderResources,
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runtimePrimitive
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);
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for (k = 0; k < primitivePipelineStages.length; k++) {
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const primitivePipelineStage = primitivePipelineStages[k];
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primitivePipelineStage.process(
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primitiveRenderResources,
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runtimePrimitive.primitive,
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frameState
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);
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}
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runtimePrimitive.boundingSphere = BoundingSphere.clone(
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primitiveRenderResources.boundingSphere
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);
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boundingSpheres.push(runtimePrimitive.boundingSphere);
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const drawCommands = buildDrawCommands(
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primitiveRenderResources,
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frameState
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);
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runtimePrimitive.drawCommands = drawCommands;
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}
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}
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this._boundingSphere = BoundingSphere.fromBoundingSpheres(boundingSpheres);
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BoundingSphere.transform(
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this._boundingSphere,
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model.modelMatrix,
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model._boundingSphere
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);
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model._initialRadius = model._boundingSphere.radius;
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model._boundingSphere.radius *= model._clampedScale;
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};
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/**
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* Configure the model pipeline stages. If the pipeline needs to be re-run, call
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* this method again to ensure the correct sequence of pipeline stages are
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* used.
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*
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* @private
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*/
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ModelExperimentalSceneGraph.prototype.configurePipeline = function () {
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const modelPipelineStages = this.modelPipelineStages;
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modelPipelineStages.length = 0;
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const model = this._model;
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if (defined(model.color)) {
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modelPipelineStages.push(ModelColorPipelineStage);
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}
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};
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ModelExperimentalSceneGraph.prototype.update = function (frameState) {
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let i, j, k;
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for (i = 0; i < this._runtimeNodes.length; i++) {
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const runtimeNode = this._runtimeNodes[i];
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for (j = 0; j < runtimeNode.updateStages.length; j++) {
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const nodeUpdateStage = runtimeNode.updateStages[j];
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nodeUpdateStage.update(runtimeNode, this, frameState);
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}
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for (j = 0; j < runtimeNode.runtimePrimitives.length; j++) {
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const runtimePrimitive = runtimeNode.runtimePrimitives[j];
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for (k = 0; k < runtimePrimitive.updateStages.length; k++) {
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const stage = runtimePrimitive.updateStages[k];
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stage.update(runtimePrimitive);
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}
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}
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}
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};
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ModelExperimentalSceneGraph.prototype.updateModelMatrix = function () {
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const model = this._model;
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const scale = model._modifiedScale;
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Matrix4.clone(model.modelMatrix, this._computedModelMatrix);
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Matrix4.multiply(
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this._computedModelMatrix,
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this._modelComponents.transform,
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this._computedModelMatrix
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);
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ModelExperimentalUtility.correctModelMatrix(
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this._computedModelMatrix,
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this._modelComponents.upAxis,
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this._modelComponents.forwardAxis
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);
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Matrix4.multiplyByUniformScale(
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this._computedModelMatrix,
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scale,
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this._computedModelMatrix
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);
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const rootNodes = this._rootNodes;
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for (let i = 0; i < rootNodes.length; i++) {
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const node = this._runtimeNodes[rootNodes[i]];
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node.updateModelMatrix();
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}
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};
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function forEachRuntimePrimitive(sceneGraph, callback) {
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for (let i = 0; i < sceneGraph._runtimeNodes.length; i++) {
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const runtimeNode = sceneGraph._runtimeNodes[i];
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for (let j = 0; j < runtimeNode.runtimePrimitives.length; j++) {
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const runtimePrimitive = runtimeNode.runtimePrimitives[j];
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callback(runtimePrimitive);
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}
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}
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}
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/**
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* Traverses through all draw commands and changes the back-face culling setting.
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*
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* @param {Boolean} backFaceCulling The new value for the back-face culling setting.
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*
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* @private
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*/
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ModelExperimentalSceneGraph.prototype.updateBackFaceCulling = function (
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backFaceCulling
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) {
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const model = this._model;
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forEachRuntimePrimitive(this, function (runtimePrimitive) {
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for (let k = 0; k < runtimePrimitive.drawCommands.length; k++) {
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const drawCommand = runtimePrimitive.drawCommands[k];
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const renderState = clone(drawCommand.renderState, true);
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const doubleSided = runtimePrimitive.primitive.material.doubleSided;
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const translucent = defined(model.color) && model.color.alpha < 1.0;
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renderState.cull.enabled =
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backFaceCulling && !doubleSided && !translucent;
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drawCommand.renderState = RenderState.fromCache(renderState);
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}
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});
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};
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/**
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* Traverses through all draw commands and changes the shadow settings.
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*
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* @param {ShadowMode} shadowMode The new shadow settings.
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*
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* @private
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*/
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ModelExperimentalSceneGraph.prototype.updateShadows = function (shadowMode) {
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const model = this._model;
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const castShadows = ShadowMode.castShadows(model.shadows);
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const receiveShadows = ShadowMode.receiveShadows(model.shadows);
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forEachRuntimePrimitive(this, function (runtimePrimitive) {
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for (let k = 0; k < runtimePrimitive.drawCommands.length; k++) {
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const drawCommand = runtimePrimitive.drawCommands[k];
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drawCommand.castShadows = castShadows;
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drawCommand.receiveShadows = receiveShadows;
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}
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});
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};
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/**
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* Returns an array of draw commands, obtained by traversing through the scene graph and collecting
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* the draw commands associated with each primitive.
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*
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* @private
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*/
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ModelExperimentalSceneGraph.prototype.getDrawCommands = function () {
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const drawCommands = [];
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forEachRuntimePrimitive(this, function (runtimePrimitive) {
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drawCommands.push.apply(drawCommands, runtimePrimitive.drawCommands);
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});
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return drawCommands;
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};
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