-
Notifications
You must be signed in to change notification settings - Fork 3.5k
/
Copy pathDerivedCommand.js
431 lines (371 loc) · 11.2 KB
/
DerivedCommand.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
import defined from "../Core/defined.js";
import DrawCommand from "../Renderer/DrawCommand.js";
import RenderState from "../Renderer/RenderState.js";
import ShaderSource from "../Renderer/ShaderSource.js";
/**
* @private
*/
function DerivedCommand() {}
const fragDepthRegex = /\bgl_FragDepth\b/;
const discardRegex = /\bdiscard\b/;
function getDepthOnlyShaderProgram(context, shaderProgram) {
let shader = context.shaderCache.getDerivedShaderProgram(
shaderProgram,
"depthOnly"
);
if (!defined(shader)) {
const attributeLocations = shaderProgram._attributeLocations;
let fs = shaderProgram.fragmentShaderSource;
let i;
let writesDepthOrDiscards = false;
const sources = fs.sources;
let length = sources.length;
for (i = 0; i < length; ++i) {
if (fragDepthRegex.test(sources[i]) || discardRegex.test(sources[i])) {
writesDepthOrDiscards = true;
break;
}
}
let usesLogDepth = false;
const defines = fs.defines;
length = defines.length;
for (i = 0; i < length; ++i) {
if (defines[i] === "LOG_DEPTH") {
usesLogDepth = true;
break;
}
}
let source;
if (!writesDepthOrDiscards && !usesLogDepth) {
source =
"void main() \n" +
"{ \n" +
" out_FragColor = vec4(1.0); \n" +
"} \n";
fs = new ShaderSource({
sources: [source],
});
} else if (!writesDepthOrDiscards && usesLogDepth) {
source =
"void main() \n" +
"{ \n" +
" out_FragColor = vec4(1.0); \n" +
" czm_writeLogDepth(); \n" +
"} \n";
fs = new ShaderSource({
defines: ["LOG_DEPTH"],
sources: [source],
});
}
shader = context.shaderCache.createDerivedShaderProgram(
shaderProgram,
"depthOnly",
{
vertexShaderSource: shaderProgram.vertexShaderSource,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
}
);
}
return shader;
}
function getDepthOnlyRenderState(scene, renderState) {
const cache = scene._depthOnlyRenderStateCache;
let depthOnlyState = cache[renderState.id];
if (!defined(depthOnlyState)) {
const rs = RenderState.getState(renderState);
rs.depthMask = true;
rs.colorMask = {
red: false,
green: false,
blue: false,
alpha: false,
};
depthOnlyState = RenderState.fromCache(rs);
cache[renderState.id] = depthOnlyState;
}
return depthOnlyState;
}
DerivedCommand.createDepthOnlyDerivedCommand = function (
scene,
command,
context,
result
) {
// For a depth only pass, we bind a framebuffer with only a depth attachment (no color attachments),
// do not write color, and write depth. If the fragment shader doesn't modify the fragment depth
// or discard, the driver can replace the fragment shader with a pass-through shader. We're unsure if this
// actually happens so we modify the shader to use a pass-through fragment shader.
if (!defined(result)) {
result = {};
}
let shader;
let renderState;
if (defined(result.depthOnlyCommand)) {
shader = result.depthOnlyCommand.shaderProgram;
renderState = result.depthOnlyCommand.renderState;
}
result.depthOnlyCommand = DrawCommand.shallowClone(
command,
result.depthOnlyCommand
);
if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
result.depthOnlyCommand.shaderProgram = getDepthOnlyShaderProgram(
context,
command.shaderProgram
);
result.depthOnlyCommand.renderState = getDepthOnlyRenderState(
scene,
command.renderState
);
result.shaderProgramId = command.shaderProgram.id;
} else {
result.depthOnlyCommand.shaderProgram = shader;
result.depthOnlyCommand.renderState = renderState;
}
return result;
};
const writeLogDepthRegex = /\s+czm_writeLogDepth\(/;
const vertexlogDepthRegex = /\s+czm_vertexLogDepth\(/;
function getLogDepthShaderProgram(context, shaderProgram) {
const disableLogDepthWrite =
shaderProgram.fragmentShaderSource.defines.indexOf("LOG_DEPTH_READ_ONLY") >=
0;
if (disableLogDepthWrite) {
return shaderProgram;
}
let shader = context.shaderCache.getDerivedShaderProgram(
shaderProgram,
"logDepth"
);
if (!defined(shader)) {
const attributeLocations = shaderProgram._attributeLocations;
const vs = shaderProgram.vertexShaderSource.clone();
const fs = shaderProgram.fragmentShaderSource.clone();
vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
vs.defines.push("LOG_DEPTH");
fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
fs.defines.push("LOG_DEPTH");
let i;
let logMain;
let writesLogDepth = false;
let sources = vs.sources;
let length = sources.length;
for (i = 0; i < length; ++i) {
if (vertexlogDepthRegex.test(sources[i])) {
writesLogDepth = true;
break;
}
}
if (!writesLogDepth) {
for (i = 0; i < length; ++i) {
sources[i] = ShaderSource.replaceMain(sources[i], "czm_log_depth_main");
}
logMain =
"\n\n" +
"void main() \n" +
"{ \n" +
" czm_log_depth_main(); \n" +
" czm_vertexLogDepth(); \n" +
"} \n";
sources.push(logMain);
}
sources = fs.sources;
length = sources.length;
writesLogDepth = false;
for (i = 0; i < length; ++i) {
if (writeLogDepthRegex.test(sources[i])) {
writesLogDepth = true;
}
}
// This define indicates that a log depth value is written by the shader but doesn't use czm_writeLogDepth.
if (fs.defines.indexOf("LOG_DEPTH_WRITE") !== -1) {
writesLogDepth = true;
}
let logSource = "";
if (!writesLogDepth) {
for (i = 0; i < length; i++) {
sources[i] = ShaderSource.replaceMain(sources[i], "czm_log_depth_main");
}
logSource +=
"\n" +
"void main() \n" +
"{ \n" +
" czm_log_depth_main(); \n" +
" czm_writeLogDepth(); \n" +
"} \n";
}
sources.push(logSource);
shader = context.shaderCache.createDerivedShaderProgram(
shaderProgram,
"logDepth",
{
vertexShaderSource: vs,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
}
);
}
return shader;
}
DerivedCommand.createLogDepthCommand = function (command, context, result) {
if (!defined(result)) {
result = {};
}
let shader;
if (defined(result.command)) {
shader = result.command.shaderProgram;
}
result.command = DrawCommand.shallowClone(command, result.command);
if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
result.command.shaderProgram = getLogDepthShaderProgram(
context,
command.shaderProgram
);
result.shaderProgramId = command.shaderProgram.id;
} else {
result.command.shaderProgram = shader;
}
return result;
};
function getPickShaderProgram(context, shaderProgram, pickId) {
let shader = context.shaderCache.getDerivedShaderProgram(
shaderProgram,
"pick"
);
if (!defined(shader)) {
const attributeLocations = shaderProgram._attributeLocations;
let fs = shaderProgram.fragmentShaderSource;
const sources = fs.sources;
const length = sources.length;
const hasFragData = sources.some((source) =>
source.includes("out_FragData")
);
const outputColorVariable = hasFragData
? "out_FragData_0"
: "out_FragColor";
const newMain = `void main ()
{
czm_non_pick_main();
if (${outputColorVariable}.a == 0.0) {
discard;
}
${outputColorVariable} = ${pickId};
} `;
const newSources = new Array(length + 1);
for (let i = 0; i < length; ++i) {
newSources[i] = ShaderSource.replaceMain(sources[i], "czm_non_pick_main");
}
newSources[length] = newMain;
fs = new ShaderSource({
sources: newSources,
defines: fs.defines,
});
shader = context.shaderCache.createDerivedShaderProgram(
shaderProgram,
"pick",
{
vertexShaderSource: shaderProgram.vertexShaderSource,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
}
);
}
return shader;
}
function getPickRenderState(scene, renderState) {
const cache = scene.picking.pickRenderStateCache;
let pickState = cache[renderState.id];
if (!defined(pickState)) {
const rs = RenderState.getState(renderState);
rs.blending.enabled = false;
// Turns on depth writing for opaque and translucent passes
// Overlapping translucent geometry on the globe surface may exhibit z-fighting
// during the pick pass which may not match the rendered scene. Once
// terrain is on by default and ground primitives are used instead
// this will become less of a problem.
rs.depthMask = true;
pickState = RenderState.fromCache(rs);
cache[renderState.id] = pickState;
}
return pickState;
}
DerivedCommand.createPickDerivedCommand = function (
scene,
command,
context,
result
) {
if (!defined(result)) {
result = {};
}
let shader;
let renderState;
if (defined(result.pickCommand)) {
shader = result.pickCommand.shaderProgram;
renderState = result.pickCommand.renderState;
}
result.pickCommand = DrawCommand.shallowClone(command, result.pickCommand);
if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
result.pickCommand.shaderProgram = getPickShaderProgram(
context,
command.shaderProgram,
command.pickId
);
result.pickCommand.renderState = getPickRenderState(
scene,
command.renderState
);
result.shaderProgramId = command.shaderProgram.id;
} else {
result.pickCommand.shaderProgram = shader;
result.pickCommand.renderState = renderState;
}
return result;
};
function getHdrShaderProgram(context, shaderProgram) {
let shader = context.shaderCache.getDerivedShaderProgram(
shaderProgram,
"HDR"
);
if (!defined(shader)) {
const attributeLocations = shaderProgram._attributeLocations;
const vs = shaderProgram.vertexShaderSource.clone();
const fs = shaderProgram.fragmentShaderSource.clone();
vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
vs.defines.push("HDR");
fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
fs.defines.push("HDR");
shader = context.shaderCache.createDerivedShaderProgram(
shaderProgram,
"HDR",
{
vertexShaderSource: vs,
fragmentShaderSource: fs,
attributeLocations: attributeLocations,
}
);
}
return shader;
}
DerivedCommand.createHdrCommand = function (command, context, result) {
if (!defined(result)) {
result = {};
}
let shader;
if (defined(result.command)) {
shader = result.command.shaderProgram;
}
result.command = DrawCommand.shallowClone(command, result.command);
if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
result.command.shaderProgram = getHdrShaderProgram(
context,
command.shaderProgram
);
result.shaderProgramId = command.shaderProgram.id;
} else {
result.command.shaderProgram = shader;
}
return result;
};
export default DerivedCommand;