import ApproximateTerrainHeights from '../Core/ApproximateTerrainHeights.js';
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import ComponentDatatype from '../Core/ComponentDatatype.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 destroyObject from '../Core/destroyObject.js';
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import DeveloperError from '../Core/DeveloperError.js';
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import GeometryInstance from '../Core/GeometryInstance.js';
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import GeometryInstanceAttribute from '../Core/GeometryInstanceAttribute.js';
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import GroundPolylineGeometry from '../Core/GroundPolylineGeometry.js';
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import DrawCommand from '../Renderer/DrawCommand.js';
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import Pass from '../Renderer/Pass.js';
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import RenderState from '../Renderer/RenderState.js';
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import ShaderProgram from '../Renderer/ShaderProgram.js';
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import ShaderSource from '../Renderer/ShaderSource.js';
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import PolylineShadowVolumeFS from '../Shaders/PolylineShadowVolumeFS.js';
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import PolylineShadowVolumeMorphFS from '../Shaders/PolylineShadowVolumeMorphFS.js';
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import PolylineShadowVolumeMorphVS from '../Shaders/PolylineShadowVolumeMorphVS.js';
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import PolylineShadowVolumeVS from '../Shaders/PolylineShadowVolumeVS.js';
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import when from '../ThirdParty/when.js';
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import BlendingState from './BlendingState.js';
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import ClassificationType from './ClassificationType.js';
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import CullFace from './CullFace.js';
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import PolylineColorAppearance from './PolylineColorAppearance.js';
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import PolylineMaterialAppearance from './PolylineMaterialAppearance.js';
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import Primitive from './Primitive.js';
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import SceneMode from './SceneMode.js';
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import StencilConstants from './StencilConstants.js';
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import StencilFunction from './StencilFunction.js';
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import StencilOperation from './StencilOperation.js';
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/**
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* A GroundPolylinePrimitive represents a polyline draped over the terrain or 3D Tiles in the {@link Scene}.
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* <p>
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* Only to be used with GeometryInstances containing {@link GroundPolylineGeometry}.
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* </p>
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*
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* @alias GroundPolylinePrimitive
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* @constructor
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*
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* @param {Object} [options] Object with the following properties:
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* @param {Array|GeometryInstance} [options.geometryInstances] GeometryInstances containing GroundPolylineGeometry
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* @param {Appearance} [options.appearance] The Appearance used to render the polyline. Defaults to a white color {@link Material} on a {@link PolylineMaterialAppearance}.
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* @param {Boolean} [options.show=true] Determines if this primitive will be shown.
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* @param {Boolean} [options.interleave=false] When <code>true</code>, geometry vertex attributes are interleaved, which can slightly improve rendering performance but increases load time.
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* @param {Boolean} [options.releaseGeometryInstances=true] When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
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* @param {Boolean} [options.allowPicking=true] When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
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* @param {Boolean} [options.asynchronous=true] Determines if the primitive will be created asynchronously or block until ready. If false initializeTerrainHeights() must be called first.
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* @param {ClassificationType} [options.classificationType=ClassificationType.BOTH] Determines whether terrain, 3D Tiles or both will be classified.
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* @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
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* @param {Boolean} [options.debugShowShadowVolume=false] For debugging only. Determines if the shadow volume for each geometry in the primitive is drawn. Must be <code>true</code> on creation to have effect.
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*
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* @example
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* // 1. Draw a polyline on terrain with a basic color material
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*
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* var instance = new Cesium.GeometryInstance({
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* geometry : new Cesium.GroundPolylineGeometry({
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* positions : Cesium.Cartesian3.fromDegreesArray([
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* -112.1340164450331, 36.05494287836128,
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* -112.08821010582645, 36.097804071380715
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* ]),
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* width : 4.0
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* }),
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* id : 'object returned when this instance is picked and to get/set per-instance attributes'
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* });
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*
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* scene.groundPrimitives.add(new Cesium.GroundPolylinePrimitive({
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* geometryInstances : instance,
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* appearance : new Cesium.PolylineMaterialAppearance()
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* }));
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*
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* // 2. Draw a looped polyline on terrain with per-instance color and a distance display condition.
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* // Distance display conditions for polylines on terrain are based on an approximate terrain height
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* // instead of true terrain height.
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*
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* var instance = new Cesium.GeometryInstance({
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* geometry : new Cesium.GroundPolylineGeometry({
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* positions : Cesium.Cartesian3.fromDegreesArray([
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* -112.1340164450331, 36.05494287836128,
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* -112.08821010582645, 36.097804071380715,
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* -112.13296079730024, 36.168769146801104
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* ]),
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* loop : true,
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* width : 4.0
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* }),
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* attributes : {
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* color : Cesium.ColorGeometryInstanceAttribute.fromColor(Cesium.Color.fromCssColorString('green').withAlpha(0.7)),
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* distanceDisplayCondition : new Cesium.DistanceDisplayConditionGeometryInstanceAttribute(1000, 30000)
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* },
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* id : 'object returned when this instance is picked and to get/set per-instance attributes'
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* });
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*
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* scene.groundPrimitives.add(new Cesium.GroundPolylinePrimitive({
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* geometryInstances : instance,
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* appearance : new Cesium.PolylineColorAppearance()
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* }));
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*/
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function GroundPolylinePrimitive(options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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/**
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* The geometry instances rendered with this primitive. This may
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* be <code>undefined</code> if <code>options.releaseGeometryInstances</code>
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* is <code>true</code> when the primitive is constructed.
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* <p>
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* Changing this property after the primitive is rendered has no effect.
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* </p>
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*
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* @readonly
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* @type {Array|GeometryInstance}
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*
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* @default undefined
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*/
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this.geometryInstances = options.geometryInstances;
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this._hasPerInstanceColors = true;
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var appearance = options.appearance;
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if (!defined(appearance)) {
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appearance = new PolylineMaterialAppearance();
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}
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/**
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* The {@link Appearance} used to shade this primitive. Each geometry
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* instance is shaded with the same appearance. Some appearances, like
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* {@link PolylineColorAppearance} allow giving each instance unique
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* properties.
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*
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* @type Appearance
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*
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* @default undefined
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*/
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this.appearance = appearance;
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/**
|
* Determines if the primitive will be shown. This affects all geometry
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* instances in the primitive.
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*
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* @type {Boolean}
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*
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* @default true
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*/
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this.show = defaultValue(options.show, true);
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/**
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* Determines whether terrain, 3D Tiles or both will be classified.
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*
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* @type {ClassificationType}
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*
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* @default ClassificationType.BOTH
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*/
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this.classificationType = defaultValue(options.classificationType, ClassificationType.BOTH);
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/**
|
* This property is for debugging only; it is not for production use nor is it optimized.
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* <p>
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* Draws the bounding sphere for each draw command in the primitive.
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* </p>
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*
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* @type {Boolean}
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*
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* @default false
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*/
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this.debugShowBoundingVolume = defaultValue(options.debugShowBoundingVolume, false);
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// Shadow volume is shown by removing a discard in the shader, so this isn't toggleable.
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this._debugShowShadowVolume = defaultValue(options.debugShowShadowVolume, false);
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this._primitiveOptions = {
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geometryInstances : undefined,
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appearance : undefined,
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vertexCacheOptimize : false,
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interleave : defaultValue(options.interleave, false),
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releaseGeometryInstances : defaultValue(options.releaseGeometryInstances, true),
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allowPicking : defaultValue(options.allowPicking, true),
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asynchronous : defaultValue(options.asynchronous, true),
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compressVertices : false,
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_createShaderProgramFunction : undefined,
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_createCommandsFunction : undefined,
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_updateAndQueueCommandsFunction : undefined
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};
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// Used when inserting in an OrderedPrimitiveCollection
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this._zIndex = undefined;
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this._ready = false;
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this._readyPromise = when.defer();
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this._primitive = undefined;
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this._sp = undefined;
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this._sp2D = undefined;
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this._spMorph = undefined;
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this._renderState = getRenderState(false);
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this._renderState3DTiles = getRenderState(true);
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this._renderStateMorph = RenderState.fromCache({
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cull : {
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enabled : true,
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face : CullFace.FRONT // Geometry is "inverted," so cull front when materials on volume instead of on terrain (morph)
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},
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depthTest : {
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enabled : true
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},
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blending : BlendingState.ALPHA_BLEND,
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depthMask : false
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});
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}
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Object.defineProperties(GroundPolylinePrimitive.prototype, {
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/**
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* Determines if geometry vertex attributes are interleaved, which can slightly improve rendering performance.
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*
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* @memberof GroundPolylinePrimitive.prototype
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*
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* @type {Boolean}
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* @readonly
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*
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* @default false
|
*/
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interleave : {
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get : function() {
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return this._primitiveOptions.interleave;
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}
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},
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/**
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* When <code>true</code>, the primitive does not keep a reference to the input <code>geometryInstances</code> to save memory.
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*
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* @memberof GroundPolylinePrimitive.prototype
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*
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* @type {Boolean}
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* @readonly
|
*
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* @default true
|
*/
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releaseGeometryInstances : {
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get : function() {
|
return this._primitiveOptions.releaseGeometryInstances;
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}
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},
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/**
|
* When <code>true</code>, each geometry instance will only be pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
|
*
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* @memberof GroundPolylinePrimitive.prototype
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*
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* @type {Boolean}
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* @readonly
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*
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* @default true
|
*/
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allowPicking : {
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get : function() {
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return this._primitiveOptions.allowPicking;
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}
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},
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/**
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* Determines if the geometry instances will be created and batched on a web worker.
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*
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* @memberof GroundPolylinePrimitive.prototype
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*
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* @type {Boolean}
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* @readonly
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*
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* @default true
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*/
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asynchronous : {
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get : function() {
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return this._primitiveOptions.asynchronous;
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}
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},
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/**
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* Determines if the primitive is complete and ready to render. If this property is
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* true, the primitive will be rendered the next time that {@link GroundPolylinePrimitive#update}
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* is called.
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*
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* @memberof GroundPolylinePrimitive.prototype
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*
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* @type {Boolean}
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* @readonly
|
*/
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ready : {
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get : function() {
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return this._ready;
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}
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},
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/**
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* Gets a promise that resolves when the primitive is ready to render.
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* @memberof GroundPolylinePrimitive.prototype
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* @type {Promise.<GroundPolylinePrimitive>}
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* @readonly
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*/
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readyPromise : {
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get : function() {
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return this._readyPromise.promise;
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}
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},
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/**
|
* This property is for debugging only; it is not for production use nor is it optimized.
|
* <p>
|
* If true, draws the shadow volume for each geometry in the primitive.
|
* </p>
|
*
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* @memberof GroundPolylinePrimitive.prototype
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*
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* @type {Boolean}
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* @readonly
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*
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* @default false
|
*/
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debugShowShadowVolume : {
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get : function() {
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return this._debugShowShadowVolume;
|
}
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}
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});
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/**
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* Initializes the minimum and maximum terrain heights. This only needs to be called if you are creating the
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* GroundPolylinePrimitive synchronously.
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*
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* @returns {Promise} A promise that will resolve once the terrain heights have been loaded.
|
*/
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GroundPolylinePrimitive.initializeTerrainHeights = function() {
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return ApproximateTerrainHeights.initialize();
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};
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function createShaderProgram(groundPolylinePrimitive, frameState, appearance) {
|
var context = frameState.context;
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var primitive = groundPolylinePrimitive._primitive;
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var attributeLocations = primitive._attributeLocations;
|
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var vs = primitive._batchTable.getVertexShaderCallback()(PolylineShadowVolumeVS);
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vs = Primitive._appendShowToShader(primitive, vs);
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vs = Primitive._appendDistanceDisplayConditionToShader(primitive, vs);
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vs = Primitive._modifyShaderPosition(groundPolylinePrimitive, vs, frameState.scene3DOnly);
|
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var vsMorph = primitive._batchTable.getVertexShaderCallback()(PolylineShadowVolumeMorphVS);
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vsMorph = Primitive._appendShowToShader(primitive, vsMorph);
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vsMorph = Primitive._appendDistanceDisplayConditionToShader(primitive, vsMorph);
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vsMorph = Primitive._modifyShaderPosition(groundPolylinePrimitive, vsMorph, frameState.scene3DOnly);
|
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// Access pick color from fragment shader.
|
// Helps with varying budget.
|
var fs = primitive._batchTable.getVertexShaderCallback()(PolylineShadowVolumeFS);
|
|
var vsDefines = ['GLOBE_MINIMUM_ALTITUDE ' + frameState.mapProjection.ellipsoid.minimumRadius.toFixed(1)];
|
var colorDefine = '';
|
var materialShaderSource = '';
|
if (defined(appearance.material)) {
|
materialShaderSource = defined(appearance.material) ? appearance.material.shaderSource : '';
|
|
// Check for use of v_width and v_polylineAngle in material shader
|
// to determine whether these varyings should be active in the vertex shader.
|
if (materialShaderSource.search(/varying\s+float\s+v_polylineAngle;/g) !== -1) {
|
vsDefines.push('ANGLE_VARYING');
|
}
|
if (materialShaderSource.search(/varying\s+float\s+v_width;/g) !== -1) {
|
vsDefines.push('WIDTH_VARYING');
|
}
|
} else {
|
colorDefine = 'PER_INSTANCE_COLOR';
|
}
|
|
vsDefines.push(colorDefine);
|
var fsDefines = groundPolylinePrimitive.debugShowShadowVolume ? ['DEBUG_SHOW_VOLUME', colorDefine] : [colorDefine];
|
|
var vsColor3D = new ShaderSource({
|
defines : vsDefines,
|
sources : [vs]
|
});
|
var fsColor3D = new ShaderSource({
|
defines : fsDefines,
|
sources : [materialShaderSource, fs]
|
});
|
groundPolylinePrimitive._sp = ShaderProgram.replaceCache({
|
context : context,
|
shaderProgram : primitive._sp,
|
vertexShaderSource : vsColor3D,
|
fragmentShaderSource : fsColor3D,
|
attributeLocations : attributeLocations
|
});
|
|
// Derive 2D/CV
|
var colorProgram2D = context.shaderCache.getDerivedShaderProgram(groundPolylinePrimitive._sp, '2dColor');
|
if (!defined(colorProgram2D)) {
|
var vsColor2D = new ShaderSource({
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defines : vsDefines.concat(['COLUMBUS_VIEW_2D']),
|
sources : [vs]
|
});
|
colorProgram2D = context.shaderCache.createDerivedShaderProgram(groundPolylinePrimitive._sp, '2dColor', {
|
context : context,
|
shaderProgram : groundPolylinePrimitive._sp2D,
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vertexShaderSource : vsColor2D,
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fragmentShaderSource : fsColor3D,
|
attributeLocations : attributeLocations
|
});
|
}
|
groundPolylinePrimitive._sp2D = colorProgram2D;
|
|
// Derive Morph
|
var colorProgramMorph = context.shaderCache.getDerivedShaderProgram(groundPolylinePrimitive._sp, 'MorphColor');
|
if (!defined(colorProgramMorph)) {
|
var vsColorMorph = new ShaderSource({
|
defines : vsDefines.concat(['MAX_TERRAIN_HEIGHT ' + ApproximateTerrainHeights._defaultMaxTerrainHeight.toFixed(1)]),
|
sources : [vsMorph]
|
});
|
|
fs = primitive._batchTable.getVertexShaderCallback()(PolylineShadowVolumeMorphFS);
|
var fsColorMorph = new ShaderSource({
|
defines : fsDefines,
|
sources : [materialShaderSource, fs]
|
});
|
colorProgramMorph = context.shaderCache.createDerivedShaderProgram(groundPolylinePrimitive._sp, 'MorphColor', {
|
context : context,
|
shaderProgram : groundPolylinePrimitive._spMorph,
|
vertexShaderSource : vsColorMorph,
|
fragmentShaderSource : fsColorMorph,
|
attributeLocations : attributeLocations
|
});
|
}
|
groundPolylinePrimitive._spMorph = colorProgramMorph;
|
}
|
|
function getRenderState(mask3DTiles) {
|
return RenderState.fromCache({
|
cull : {
|
enabled : true // prevent double-draw. Geometry is "inverted" (reversed winding order) so we're drawing backfaces.
|
},
|
blending : BlendingState.ALPHA_BLEND,
|
depthMask : false,
|
stencilTest : {
|
enabled : mask3DTiles,
|
frontFunction : StencilFunction.EQUAL,
|
frontOperation : {
|
fail : StencilOperation.KEEP,
|
zFail : StencilOperation.KEEP,
|
zPass : StencilOperation.KEEP
|
},
|
backFunction : StencilFunction.EQUAL,
|
backOperation : {
|
fail : StencilOperation.KEEP,
|
zFail : StencilOperation.KEEP,
|
zPass : StencilOperation.KEEP
|
},
|
reference : StencilConstants.CESIUM_3D_TILE_MASK,
|
mask : StencilConstants.CESIUM_3D_TILE_MASK
|
}
|
});
|
}
|
|
function createCommands(groundPolylinePrimitive, appearance, material, translucent, colorCommands, pickCommands) {
|
var primitive = groundPolylinePrimitive._primitive;
|
var length = primitive._va.length;
|
colorCommands.length = length;
|
pickCommands.length = length;
|
|
var isPolylineColorAppearance = appearance instanceof PolylineColorAppearance;
|
|
var materialUniforms = isPolylineColorAppearance ? {} : material._uniforms;
|
var uniformMap = primitive._batchTable.getUniformMapCallback()(materialUniforms);
|
|
for (var i = 0; i < length; i++) {
|
var vertexArray = primitive._va[i];
|
|
var command = colorCommands[i];
|
if (!defined(command)) {
|
command = colorCommands[i] = new DrawCommand({
|
owner : groundPolylinePrimitive,
|
primitiveType : primitive._primitiveType
|
});
|
}
|
|
command.vertexArray = vertexArray;
|
command.renderState = groundPolylinePrimitive._renderState;
|
command.shaderProgram = groundPolylinePrimitive._sp;
|
command.uniformMap = uniformMap;
|
command.pass = Pass.TERRAIN_CLASSIFICATION;
|
command.pickId = 'czm_batchTable_pickColor(v_endPlaneNormalEcAndBatchId.w)';
|
|
var derivedTilesetCommand = DrawCommand.shallowClone(command, command.derivedCommands.tileset);
|
derivedTilesetCommand.renderState = groundPolylinePrimitive._renderState3DTiles;
|
derivedTilesetCommand.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
|
command.derivedCommands.tileset = derivedTilesetCommand;
|
|
// derive for 2D
|
var derived2DCommand = DrawCommand.shallowClone(command, command.derivedCommands.color2D);
|
derived2DCommand.shaderProgram = groundPolylinePrimitive._sp2D;
|
command.derivedCommands.color2D = derived2DCommand;
|
|
var derived2DTilesetCommand = DrawCommand.shallowClone(derivedTilesetCommand, derivedTilesetCommand.derivedCommands.color2D);
|
derived2DTilesetCommand.shaderProgram = groundPolylinePrimitive._sp2D;
|
derivedTilesetCommand.derivedCommands.color2D = derived2DTilesetCommand;
|
|
// derive for Morph
|
var derivedMorphCommand = DrawCommand.shallowClone(command, command.derivedCommands.colorMorph);
|
derivedMorphCommand.renderState = groundPolylinePrimitive._renderStateMorph;
|
derivedMorphCommand.shaderProgram = groundPolylinePrimitive._spMorph;
|
derivedMorphCommand.pickId = 'czm_batchTable_pickColor(v_batchId)';
|
command.derivedCommands.colorMorph = derivedMorphCommand;
|
}
|
}
|
|
function updateAndQueueCommand(groundPolylinePrimitive, command, frameState, modelMatrix, cull, boundingVolume, debugShowBoundingVolume) {
|
// Use derived appearance command for morph and 2D
|
if (frameState.mode === SceneMode.MORPHING) {
|
command = command.derivedCommands.colorMorph;
|
} else if (frameState.mode !== SceneMode.SCENE3D) {
|
command = command.derivedCommands.color2D;
|
}
|
command.modelMatrix = modelMatrix;
|
command.boundingVolume = boundingVolume;
|
command.cull = cull;
|
command.debugShowBoundingVolume = debugShowBoundingVolume;
|
|
frameState.commandList.push(command);
|
}
|
|
function updateAndQueueCommands(groundPolylinePrimitive, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume) {
|
var primitive = groundPolylinePrimitive._primitive;
|
|
Primitive._updateBoundingVolumes(primitive, frameState, modelMatrix); // Expected to be identity - GroundPrimitives don't support other model matrices
|
|
var boundingSpheres;
|
if (frameState.mode === SceneMode.SCENE3D) {
|
boundingSpheres = primitive._boundingSphereWC;
|
} else if (frameState.mode === SceneMode.COLUMBUS_VIEW) {
|
boundingSpheres = primitive._boundingSphereCV;
|
} else if (frameState.mode === SceneMode.SCENE2D && defined(primitive._boundingSphere2D)) {
|
boundingSpheres = primitive._boundingSphere2D;
|
} else if (defined(primitive._boundingSphereMorph)) {
|
boundingSpheres = primitive._boundingSphereMorph;
|
}
|
|
var morphing = frameState.mode === SceneMode.MORPHING;
|
var classificationType = groundPolylinePrimitive.classificationType;
|
var queueTerrainCommands = (classificationType !== ClassificationType.CESIUM_3D_TILE);
|
var queue3DTilesCommands = (classificationType !== ClassificationType.TERRAIN) && !morphing;
|
|
var command;
|
var passes = frameState.passes;
|
if (passes.render || (passes.pick && primitive.allowPicking)) {
|
var colorLength = colorCommands.length;
|
for (var j = 0; j < colorLength; ++j) {
|
var boundingVolume = boundingSpheres[j];
|
if (queueTerrainCommands) {
|
command = colorCommands[j];
|
updateAndQueueCommand(groundPolylinePrimitive, command, frameState, modelMatrix, cull, boundingVolume, debugShowBoundingVolume);
|
}
|
if (queue3DTilesCommands) {
|
command = colorCommands[j].derivedCommands.tileset;
|
updateAndQueueCommand(groundPolylinePrimitive, command, frameState, modelMatrix, cull, boundingVolume, debugShowBoundingVolume);
|
}
|
}
|
}
|
}
|
|
/**
|
* Called when {@link Viewer} or {@link CesiumWidget} render the scene to
|
* get the draw commands needed to render this primitive.
|
* <p>
|
* Do not call this function directly. This is documented just to
|
* list the exceptions that may be propagated when the scene is rendered:
|
* </p>
|
*
|
* @exception {DeveloperError} For synchronous GroundPolylinePrimitives, you must call GroundPolylinePrimitives.initializeTerrainHeights() and wait for the returned promise to resolve.
|
* @exception {DeveloperError} All GeometryInstances must have color attributes to use PolylineColorAppearance with GroundPolylinePrimitive.
|
*/
|
GroundPolylinePrimitive.prototype.update = function(frameState) {
|
if (!defined(this._primitive) && !defined(this.geometryInstances)) {
|
return;
|
}
|
|
if (!ApproximateTerrainHeights.initialized) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!this.asynchronous) {
|
throw new DeveloperError('For synchronous GroundPolylinePrimitives, you must call GroundPolylinePrimitives.initializeTerrainHeights() and wait for the returned promise to resolve.');
|
}
|
//>>includeEnd('debug');
|
|
GroundPolylinePrimitive.initializeTerrainHeights();
|
return;
|
}
|
|
var i;
|
|
var that = this;
|
var primitiveOptions = this._primitiveOptions;
|
if (!defined(this._primitive)) {
|
var geometryInstances = Array.isArray(this.geometryInstances) ? this.geometryInstances : [this.geometryInstances];
|
var geometryInstancesLength = geometryInstances.length;
|
var groundInstances = new Array(geometryInstancesLength);
|
|
var attributes;
|
|
// Check if each instance has a color attribute.
|
for (i = 0; i < geometryInstancesLength; ++i) {
|
attributes = geometryInstances[i].attributes;
|
if (!defined(attributes) || !defined(attributes.color)) {
|
this._hasPerInstanceColors = false;
|
break;
|
}
|
}
|
|
for (i = 0; i < geometryInstancesLength; ++i) {
|
var geometryInstance = geometryInstances[i];
|
attributes = {};
|
var instanceAttributes = geometryInstance.attributes;
|
for (var attributeKey in instanceAttributes) {
|
if (instanceAttributes.hasOwnProperty(attributeKey)) {
|
attributes[attributeKey] = instanceAttributes[attributeKey];
|
}
|
}
|
|
// Automatically create line width attribute if not already given
|
if (!defined(attributes.width)) {
|
attributes.width = new GeometryInstanceAttribute({
|
componentDatatype : ComponentDatatype.UNSIGNED_BYTE,
|
componentsPerAttribute : 1.0,
|
value : [geometryInstance.geometry.width]
|
});
|
}
|
|
// Update each geometry for framestate.scene3DOnly = true and projection
|
geometryInstance.geometry._scene3DOnly = frameState.scene3DOnly;
|
GroundPolylineGeometry.setProjectionAndEllipsoid(geometryInstance.geometry, frameState.mapProjection);
|
|
groundInstances[i] = new GeometryInstance({
|
geometry : geometryInstance.geometry,
|
attributes : attributes,
|
id : geometryInstance.id,
|
pickPrimitive : that
|
});
|
}
|
|
primitiveOptions.geometryInstances = groundInstances;
|
primitiveOptions.appearance = this.appearance;
|
|
primitiveOptions._createShaderProgramFunction = function(primitive, frameState, appearance) {
|
createShaderProgram(that, frameState, appearance);
|
};
|
primitiveOptions._createCommandsFunction = function(primitive, appearance, material, translucent, twoPasses, colorCommands, pickCommands) {
|
createCommands(that, appearance, material, translucent, colorCommands, pickCommands);
|
};
|
primitiveOptions._updateAndQueueCommandsFunction = function(primitive, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume, twoPasses) {
|
updateAndQueueCommands(that, frameState, colorCommands, pickCommands, modelMatrix, cull, debugShowBoundingVolume);
|
};
|
|
this._primitive = new Primitive(primitiveOptions);
|
this._primitive.readyPromise.then(function(primitive) {
|
that._ready = true;
|
|
if (that.releaseGeometryInstances) {
|
that.geometryInstances = undefined;
|
}
|
|
var error = primitive._error;
|
if (!defined(error)) {
|
that._readyPromise.resolve(that);
|
} else {
|
that._readyPromise.reject(error);
|
}
|
});
|
}
|
|
if (this.appearance instanceof PolylineColorAppearance && !this._hasPerInstanceColors) {
|
throw new DeveloperError('All GeometryInstances must have color attributes to use PolylineColorAppearance with GroundPolylinePrimitive.');
|
}
|
|
this._primitive.appearance = this.appearance;
|
this._primitive.show = this.show;
|
this._primitive.debugShowBoundingVolume = this.debugShowBoundingVolume;
|
this._primitive.update(frameState);
|
};
|
|
/**
|
* Returns the modifiable per-instance attributes for a {@link GeometryInstance}.
|
*
|
* @param {*} id The id of the {@link GeometryInstance}.
|
* @returns {Object} The typed array in the attribute's format or undefined if the is no instance with id.
|
*
|
* @exception {DeveloperError} must call update before calling getGeometryInstanceAttributes.
|
*
|
* @example
|
* var attributes = primitive.getGeometryInstanceAttributes('an id');
|
* attributes.color = Cesium.ColorGeometryInstanceAttribute.toValue(Cesium.Color.AQUA);
|
* attributes.show = Cesium.ShowGeometryInstanceAttribute.toValue(true);
|
*/
|
GroundPolylinePrimitive.prototype.getGeometryInstanceAttributes = function(id) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(this._primitive)) {
|
throw new DeveloperError('must call update before calling getGeometryInstanceAttributes');
|
}
|
//>>includeEnd('debug');
|
return this._primitive.getGeometryInstanceAttributes(id);
|
};
|
|
/**
|
* Checks if the given Scene supports GroundPolylinePrimitives.
|
* GroundPolylinePrimitives require support for the WEBGL_depth_texture extension.
|
*
|
* @param {Scene} scene The current scene.
|
* @returns {Boolean} Whether or not the current scene supports GroundPolylinePrimitives.
|
*/
|
GroundPolylinePrimitive.isSupported = function(scene) {
|
return scene.frameState.context.depthTexture;
|
};
|
|
/**
|
* Returns true if this object was destroyed; otherwise, false.
|
* <p>
|
* 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.
|
* </p>
|
*
|
* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
|
*
|
* @see GroundPolylinePrimitive#destroy
|
*/
|
GroundPolylinePrimitive.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.
|
* <p>
|
* 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.
|
* </p>
|
*
|
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
|
*
|
* @example
|
* e = e && e.destroy();
|
*
|
* @see GroundPolylinePrimitive#isDestroyed
|
*/
|
GroundPolylinePrimitive.prototype.destroy = function() {
|
this._primitive = this._primitive && this._primitive.destroy();
|
this._sp = this._sp && this._sp.destroy();
|
|
// Derived programs, destroyed above if they existed.
|
this._sp2D = undefined;
|
this._spMorph = undefined;
|
|
return destroyObject(this);
|
};
|
export default GroundPolylinePrimitive;
|