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Sun.js
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Sun.js
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import BoundingSphere from "../Core/BoundingSphere.js";
import Cartesian2 from "../Core/Cartesian2.js";
import Cartesian3 from "../Core/Cartesian3.js";
import Cartesian4 from "../Core/Cartesian4.js";
import ComponentDatatype from "../Core/ComponentDatatype.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import IndexDatatype from "../Core/IndexDatatype.js";
import CesiumMath from "../Core/Math.js";
import Matrix4 from "../Core/Matrix4.js";
import PixelFormat from "../Core/PixelFormat.js";
import PrimitiveType from "../Core/PrimitiveType.js";
import Buffer from "../Renderer/Buffer.js";
import BufferUsage from "../Renderer/BufferUsage.js";
import ComputeCommand from "../Renderer/ComputeCommand.js";
import DrawCommand from "../Renderer/DrawCommand.js";
import PixelDatatype from "../Renderer/PixelDatatype.js";
import RenderState from "../Renderer/RenderState.js";
import ShaderProgram from "../Renderer/ShaderProgram.js";
import Texture from "../Renderer/Texture.js";
import VertexArray from "../Renderer/VertexArray.js";
import SunFS from "../Shaders/SunFS.js";
import SunTextureFS from "../Shaders/SunTextureFS.js";
import SunVS from "../Shaders/SunVS.js";
import BlendingState from "./BlendingState.js";
import SceneMode from "./SceneMode.js";
import SceneTransforms from "./SceneTransforms.js";
/**
* Draws a sun billboard.
* <p>This is only supported in 3D and Columbus view.</p>
*
* @alias Sun
* @constructor
*
*
* @example
* scene.sun = new Cesium.Sun();
*
* @see Scene#sun
*/
function Sun() {
/**
* Determines if the sun will be shown.
*
* @type {Boolean}
* @default true
*/
this.show = true;
this._drawCommand = new DrawCommand({
primitiveType: PrimitiveType.TRIANGLES,
boundingVolume: new BoundingSphere(),
owner: this,
});
this._commands = {
drawCommand: this._drawCommand,
computeCommand: undefined,
};
this._boundingVolume = new BoundingSphere();
this._boundingVolume2D = new BoundingSphere();
this._texture = undefined;
this._drawingBufferWidth = undefined;
this._drawingBufferHeight = undefined;
this._radiusTS = undefined;
this._size = undefined;
this.glowFactor = 1.0;
this._glowFactorDirty = false;
this._useHdr = undefined;
const that = this;
this._uniformMap = {
u_texture: function () {
return that._texture;
},
u_size: function () {
return that._size;
},
};
}
Object.defineProperties(Sun.prototype, {
/**
* Gets or sets a number that controls how "bright" the Sun's lens flare appears
* to be. Zero shows just the Sun's disc without any flare.
* Use larger values for a more pronounced flare around the Sun.
*
* @memberof Sun.prototype
* @type {Number}
* @default 1.0
*/
glowFactor: {
get: function () {
return this._glowFactor;
},
set: function (glowFactor) {
glowFactor = Math.max(glowFactor, 0.0);
this._glowFactor = glowFactor;
this._glowFactorDirty = true;
},
},
});
const scratchPositionWC = new Cartesian2();
const scratchLimbWC = new Cartesian2();
const scratchPositionEC = new Cartesian4();
const scratchCartesian4 = new Cartesian4();
/**
* @private
*/
Sun.prototype.update = function (frameState, passState, useHdr) {
if (!this.show) {
return undefined;
}
const mode = frameState.mode;
if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) {
return undefined;
}
if (!frameState.passes.render) {
return undefined;
}
const context = frameState.context;
const drawingBufferWidth = passState.viewport.width;
const drawingBufferHeight = passState.viewport.height;
if (
!defined(this._texture) ||
drawingBufferWidth !== this._drawingBufferWidth ||
drawingBufferHeight !== this._drawingBufferHeight ||
this._glowFactorDirty ||
useHdr !== this._useHdr
) {
this._texture = this._texture && this._texture.destroy();
this._drawingBufferWidth = drawingBufferWidth;
this._drawingBufferHeight = drawingBufferHeight;
this._glowFactorDirty = false;
this._useHdr = useHdr;
let size = Math.max(drawingBufferWidth, drawingBufferHeight);
size = Math.pow(2.0, Math.ceil(Math.log(size) / Math.log(2.0)) - 2.0);
// The size computed above can be less than 1.0 if size < 4.0. This will probably
// never happen in practice, but does in the tests. Clamp to 1.0 to prevent WebGL
// errors in the tests.
size = Math.max(1.0, size);
const pixelDatatype = useHdr
? context.halfFloatingPointTexture
? PixelDatatype.HALF_FLOAT
: PixelDatatype.FLOAT
: PixelDatatype.UNSIGNED_BYTE;
this._texture = new Texture({
context: context,
width: size,
height: size,
pixelFormat: PixelFormat.RGBA,
pixelDatatype: pixelDatatype,
});
this._glowLengthTS = this._glowFactor * 5.0;
this._radiusTS = (1.0 / (1.0 + 2.0 * this._glowLengthTS)) * 0.5;
const that = this;
const uniformMap = {
u_radiusTS: function () {
return that._radiusTS;
},
};
this._commands.computeCommand = new ComputeCommand({
fragmentShaderSource: SunTextureFS,
outputTexture: this._texture,
uniformMap: uniformMap,
persists: false,
owner: this,
postExecute: function () {
that._commands.computeCommand = undefined;
},
});
}
const drawCommand = this._drawCommand;
if (!defined(drawCommand.vertexArray)) {
const attributeLocations = {
direction: 0,
};
const directions = new Uint8Array(4 * 2);
directions[0] = 0;
directions[1] = 0;
directions[2] = 255;
directions[3] = 0.0;
directions[4] = 255;
directions[5] = 255;
directions[6] = 0.0;
directions[7] = 255;
const vertexBuffer = Buffer.createVertexBuffer({
context: context,
typedArray: directions,
usage: BufferUsage.STATIC_DRAW,
});
const attributes = [
{
index: attributeLocations.direction,
vertexBuffer: vertexBuffer,
componentsPerAttribute: 2,
normalize: true,
componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
},
];
// Workaround Internet Explorer 11.0.8 lack of TRIANGLE_FAN
const indexBuffer = Buffer.createIndexBuffer({
context: context,
typedArray: new Uint16Array([0, 1, 2, 0, 2, 3]),
usage: BufferUsage.STATIC_DRAW,
indexDatatype: IndexDatatype.UNSIGNED_SHORT,
});
drawCommand.vertexArray = new VertexArray({
context: context,
attributes: attributes,
indexBuffer: indexBuffer,
});
drawCommand.shaderProgram = ShaderProgram.fromCache({
context: context,
vertexShaderSource: SunVS,
fragmentShaderSource: SunFS,
attributeLocations: attributeLocations,
});
drawCommand.renderState = RenderState.fromCache({
blending: BlendingState.ALPHA_BLEND,
});
drawCommand.uniformMap = this._uniformMap;
}
const sunPosition = context.uniformState.sunPositionWC;
const sunPositionCV = context.uniformState.sunPositionColumbusView;
const boundingVolume = this._boundingVolume;
const boundingVolume2D = this._boundingVolume2D;
Cartesian3.clone(sunPosition, boundingVolume.center);
boundingVolume2D.center.x = sunPositionCV.z;
boundingVolume2D.center.y = sunPositionCV.x;
boundingVolume2D.center.z = sunPositionCV.y;
boundingVolume.radius =
CesiumMath.SOLAR_RADIUS + CesiumMath.SOLAR_RADIUS * this._glowLengthTS;
boundingVolume2D.radius = boundingVolume.radius;
if (mode === SceneMode.SCENE3D) {
BoundingSphere.clone(boundingVolume, drawCommand.boundingVolume);
} else if (mode === SceneMode.COLUMBUS_VIEW) {
BoundingSphere.clone(boundingVolume2D, drawCommand.boundingVolume);
}
const position = SceneTransforms.computeActualWgs84Position(
frameState,
sunPosition,
scratchCartesian4
);
const dist = Cartesian3.magnitude(
Cartesian3.subtract(position, frameState.camera.position, scratchCartesian4)
);
const projMatrix = context.uniformState.projection;
const positionEC = scratchPositionEC;
positionEC.x = 0;
positionEC.y = 0;
positionEC.z = -dist;
positionEC.w = 1;
const positionCC = Matrix4.multiplyByVector(
projMatrix,
positionEC,
scratchCartesian4
);
const positionWC = SceneTransforms.clipToGLWindowCoordinates(
passState.viewport,
positionCC,
scratchPositionWC
);
positionEC.x = CesiumMath.SOLAR_RADIUS;
const limbCC = Matrix4.multiplyByVector(
projMatrix,
positionEC,
scratchCartesian4
);
const limbWC = SceneTransforms.clipToGLWindowCoordinates(
passState.viewport,
limbCC,
scratchLimbWC
);
this._size = Cartesian2.magnitude(
Cartesian2.subtract(limbWC, positionWC, scratchCartesian4)
);
this._size = 2.0 * this._size * (1.0 + 2.0 * this._glowLengthTS);
this._size = Math.ceil(this._size);
return this._commands;
};
/**
* 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 Sun#destroy
*/
Sun.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
* sun = sun && sun.destroy();
*
* @see Sun#isDestroyed
*/
Sun.prototype.destroy = function () {
const command = this._drawCommand;
command.vertexArray = command.vertexArray && command.vertexArray.destroy();
command.shaderProgram =
command.shaderProgram && command.shaderProgram.destroy();
this._texture = this._texture && this._texture.destroy();
return destroyObject(this);
};
export default Sun;