import defined from '../Core/defined.js';
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import DrawCommand from '../Renderer/DrawCommand.js';
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import RenderState from '../Renderer/RenderState.js';
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import ShaderSource from '../Renderer/ShaderSource.js';
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/**
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* @private
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*/
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function DerivedCommand() {}
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var fragDepthRegex = /\bgl_FragDepthEXT\b/;
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var discardRegex = /\bdiscard\b/;
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function getDepthOnlyShaderProgram(context, shaderProgram) {
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var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, 'depthOnly');
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if (!defined(shader)) {
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var attributeLocations = shaderProgram._attributeLocations;
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var fs = shaderProgram.fragmentShaderSource;
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var i;
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var writesDepthOrDiscards = false;
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var sources = fs.sources;
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var length = sources.length;
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for (i = 0; i < length; ++i) {
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if (fragDepthRegex.test(sources[i]) || discardRegex.test(sources[i])) {
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writesDepthOrDiscards = true;
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break;
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}
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}
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var usesLogDepth = false;
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var defines = fs.defines;
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length = defines.length;
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for (i = 0; i < length; ++i) {
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if (defines[i] === 'LOG_DEPTH') {
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usesLogDepth = true;
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break;
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}
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}
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var source;
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if (!writesDepthOrDiscards && !usesLogDepth) {
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source =
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'void main() \n' +
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'{ \n' +
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' gl_FragColor = vec4(1.0); \n' +
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'} \n';
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fs = new ShaderSource({
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sources : [source]
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});
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} else if (!writesDepthOrDiscards && usesLogDepth) {
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source =
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'#ifdef GL_EXT_frag_depth \n' +
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'#extension GL_EXT_frag_depth : enable \n' +
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'#endif \n\n' +
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'void main() \n' +
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'{ \n' +
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' gl_FragColor = vec4(1.0); \n' +
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' czm_writeLogDepth(); \n' +
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'} \n';
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fs = new ShaderSource({
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defines : ['LOG_DEPTH'],
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sources : [source]
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});
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}
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shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, 'depthOnly', {
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vertexShaderSource : shaderProgram.vertexShaderSource,
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fragmentShaderSource : fs,
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attributeLocations : attributeLocations
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});
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}
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return shader;
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}
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function getDepthOnlyRenderState(scene, renderState) {
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var cache = scene._depthOnlyRenderStateCache;
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var depthOnlyState = cache[renderState.id];
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if (!defined(depthOnlyState)) {
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var rs = RenderState.getState(renderState);
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rs.depthMask = true;
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rs.colorMask = {
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red : false,
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green : false,
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blue : false,
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alpha : false
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};
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depthOnlyState = RenderState.fromCache(rs);
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cache[renderState.id] = depthOnlyState;
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}
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return depthOnlyState;
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}
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DerivedCommand.createDepthOnlyDerivedCommand = function(scene, command, context, result) {
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// For a depth only pass, we bind a framebuffer with only a depth attachment (no color attachments),
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// do not write color, and write depth. If the fragment shader doesn't modify the fragment depth
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// or discard, the driver can replace the fragment shader with a pass-through shader. We're unsure if this
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// actually happens so we modify the shader to use a pass-through fragment shader.
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if (!defined(result)) {
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result = {};
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}
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var shader;
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var renderState;
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if (defined(result.depthOnlyCommand)) {
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shader = result.depthOnlyCommand.shaderProgram;
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renderState = result.depthOnlyCommand.renderState;
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}
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result.depthOnlyCommand = DrawCommand.shallowClone(command, result.depthOnlyCommand);
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if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
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result.depthOnlyCommand.shaderProgram = getDepthOnlyShaderProgram(context, command.shaderProgram);
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result.depthOnlyCommand.renderState = getDepthOnlyRenderState(scene, command.renderState);
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result.shaderProgramId = command.shaderProgram.id;
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} else {
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result.depthOnlyCommand.shaderProgram = shader;
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result.depthOnlyCommand.renderState = renderState;
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}
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return result;
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};
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var writeLogDepthRegex = /\s+czm_writeLogDepth\(/;
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var vertexlogDepthRegex = /\s+czm_vertexLogDepth\(/;
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var extensionRegex = /\s*#extension\s+GL_EXT_frag_depth\s*:\s*enable/;
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function getLogDepthShaderProgram(context, shaderProgram) {
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var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, 'logDepth');
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if (!defined(shader)) {
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var attributeLocations = shaderProgram._attributeLocations;
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var vs = shaderProgram.vertexShaderSource.clone();
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var fs = shaderProgram.fragmentShaderSource.clone();
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vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
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vs.defines.push('LOG_DEPTH');
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fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
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fs.defines.push('LOG_DEPTH');
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var i;
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var logMain;
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var writesLogDepth = false;
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var sources = vs.sources;
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var length = sources.length;
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for (i = 0; i < length; ++i) {
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if (vertexlogDepthRegex.test(sources[i])) {
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writesLogDepth = true;
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break;
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}
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}
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if (!writesLogDepth) {
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for (i = 0; i < length; ++i) {
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sources[i] = ShaderSource.replaceMain(sources[i], 'czm_log_depth_main');
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}
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logMain =
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'\n\n' +
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'void main() \n' +
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'{ \n' +
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' czm_log_depth_main(); \n' +
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' czm_vertexLogDepth(); \n' +
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'} \n';
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sources.push(logMain);
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}
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var addExtension = true;
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writesLogDepth = false;
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sources = fs.sources;
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length = sources.length;
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for (i = 0; i < length; ++i) {
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if (writeLogDepthRegex.test(sources[i])) {
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writesLogDepth = true;
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}
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if (extensionRegex.test(sources[i])) {
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addExtension = false;
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}
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}
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var logSource = '';
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if (addExtension) {
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logSource +=
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'#ifdef GL_EXT_frag_depth \n' +
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'#extension GL_EXT_frag_depth : enable \n' +
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'#endif \n\n';
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}
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if (!writesLogDepth) {
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for (i = 0; i < length; i++) {
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sources[i] = ShaderSource.replaceMain(sources[i], 'czm_log_depth_main');
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}
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logSource +=
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'\n' +
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'void main() \n' +
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'{ \n' +
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' czm_log_depth_main(); \n' +
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' czm_writeLogDepth(); \n' +
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'} \n';
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}
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sources.push(logSource);
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shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, 'logDepth', {
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vertexShaderSource : vs,
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fragmentShaderSource : fs,
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attributeLocations : attributeLocations
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});
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}
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return shader;
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}
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DerivedCommand.createLogDepthCommand = function(command, context, result) {
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if (!defined(result)) {
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result = {};
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}
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var shader;
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if (defined(result.command)) {
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shader = result.command.shaderProgram;
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}
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result.command = DrawCommand.shallowClone(command, result.command);
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if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
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result.command.shaderProgram = getLogDepthShaderProgram(context, command.shaderProgram);
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result.shaderProgramId = command.shaderProgram.id;
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} else {
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result.command.shaderProgram = shader;
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}
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return result;
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};
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function getPickShaderProgram(context, shaderProgram, pickId) {
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var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, 'pick');
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if (!defined(shader)) {
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var attributeLocations = shaderProgram._attributeLocations;
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var fs = shaderProgram.fragmentShaderSource;
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var sources = fs.sources;
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var length = sources.length;
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var newMain =
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'void main() \n' +
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'{ \n' +
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' czm_non_pick_main(); \n' +
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' if (gl_FragColor.a == 0.0) { \n' +
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' discard; \n' +
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' } \n' +
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' gl_FragColor = ' + pickId + '; \n' +
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'} \n';
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var newSources = new Array(length + 1);
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for (var i = 0; i < length; ++i) {
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newSources[i] = ShaderSource.replaceMain(sources[i], 'czm_non_pick_main');
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}
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newSources[length] = newMain;
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fs = new ShaderSource({
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sources : newSources,
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defines : fs.defines
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});
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shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, 'pick', {
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vertexShaderSource : shaderProgram.vertexShaderSource,
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fragmentShaderSource : fs,
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attributeLocations : attributeLocations
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});
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}
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return shader;
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}
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function getPickRenderState(scene, renderState) {
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var cache = scene.picking.pickRenderStateCache;
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var pickState = cache[renderState.id];
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if (!defined(pickState)) {
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var rs = RenderState.getState(renderState);
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rs.blending.enabled = false;
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// Turns on depth writing for opaque and translucent passes
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// Overlapping translucent geometry on the globe surface may exhibit z-fighting
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// during the pick pass which may not match the rendered scene. Once
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// terrain is on by default and ground primitives are used instead
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// this will become less of a problem.
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rs.depthMask = true;
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pickState = RenderState.fromCache(rs);
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cache[renderState.id] = pickState;
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}
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return pickState;
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}
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DerivedCommand.createPickDerivedCommand = function(scene, command, context, result) {
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if (!defined(result)) {
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result = {};
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}
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var shader;
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var renderState;
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if (defined(result.pickCommand)) {
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shader = result.pickCommand.shaderProgram;
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renderState = result.pickCommand.renderState;
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}
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result.pickCommand = DrawCommand.shallowClone(command, result.pickCommand);
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if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
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result.pickCommand.shaderProgram = getPickShaderProgram(context, command.shaderProgram, command.pickId);
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result.pickCommand.renderState = getPickRenderState(scene, command.renderState);
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result.shaderProgramId = command.shaderProgram.id;
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} else {
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result.pickCommand.shaderProgram = shader;
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result.pickCommand.renderState = renderState;
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}
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return result;
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};
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function getHdrShaderProgram(context, shaderProgram) {
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var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, 'HDR');
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if (!defined(shader)) {
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var attributeLocations = shaderProgram._attributeLocations;
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var vs = shaderProgram.vertexShaderSource.clone();
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var fs = shaderProgram.fragmentShaderSource.clone();
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vs.defines = defined(vs.defines) ? vs.defines.slice(0) : [];
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vs.defines.push('HDR');
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fs.defines = defined(fs.defines) ? fs.defines.slice(0) : [];
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fs.defines.push('HDR');
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shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, 'HDR', {
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vertexShaderSource : vs,
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fragmentShaderSource : fs,
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attributeLocations : attributeLocations
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});
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}
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return shader;
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}
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DerivedCommand.createHdrCommand = function(command, context, result) {
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if (!defined(result)) {
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result = {};
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}
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var shader;
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if (defined(result.command)) {
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shader = result.command.shaderProgram;
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}
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result.command = DrawCommand.shallowClone(command, result.command);
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if (!defined(shader) || result.shaderProgramId !== command.shaderProgram.id) {
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result.command.shaderProgram = getHdrShaderProgram(context, command.shaderProgram);
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result.shaderProgramId = command.shaderProgram.id;
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} else {
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result.command.shaderProgram = shader;
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}
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return result;
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};
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export default DerivedCommand;
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