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 Cartographic from '../Core/Cartographic.js';
|
import Check from '../Core/Check.js';
|
import clone from '../Core/clone.js';
|
import Color from '../Core/Color.js';
|
import combine from '../Core/combine.js';
|
import createGuid from '../Core/createGuid.js';
|
import Credit from '../Core/Credit.js';
|
import defaultValue from '../Core/defaultValue.js';
|
import defined from '../Core/defined.js';
|
import destroyObject from '../Core/destroyObject.js';
|
import DeveloperError from '../Core/DeveloperError.js';
|
import DistanceDisplayCondition from '../Core/DistanceDisplayCondition.js';
|
import FeatureDetection from '../Core/FeatureDetection.js';
|
import getAbsoluteUri from '../Core/getAbsoluteUri.js';
|
import getMagic from '../Core/getMagic.js';
|
import getStringFromTypedArray from '../Core/getStringFromTypedArray.js';
|
import IndexDatatype from '../Core/IndexDatatype.js';
|
import loadCRN from '../Core/loadCRN.js';
|
import loadImageFromTypedArray from '../Core/loadImageFromTypedArray.js';
|
import loadKTX from '../Core/loadKTX.js';
|
import CesiumMath from '../Core/Math.js';
|
import Matrix3 from '../Core/Matrix3.js';
|
import Matrix4 from '../Core/Matrix4.js';
|
import PixelFormat from '../Core/PixelFormat.js';
|
import PrimitiveType from '../Core/PrimitiveType.js';
|
import Quaternion from '../Core/Quaternion.js';
|
import Resource from '../Core/Resource.js';
|
import Transforms from '../Core/Transforms.js';
|
import WebGLConstants from '../Core/WebGLConstants.js';
|
import Buffer from '../Renderer/Buffer.js';
|
import BufferUsage from '../Renderer/BufferUsage.js';
|
import DrawCommand from '../Renderer/DrawCommand.js';
|
import Pass from '../Renderer/Pass.js';
|
import RenderState from '../Renderer/RenderState.js';
|
import Sampler from '../Renderer/Sampler.js';
|
import ShaderProgram from '../Renderer/ShaderProgram.js';
|
import ShaderSource from '../Renderer/ShaderSource.js';
|
import Texture from '../Renderer/Texture.js';
|
import TextureMinificationFilter from '../Renderer/TextureMinificationFilter.js';
|
import TextureWrap from '../Renderer/TextureWrap.js';
|
import VertexArray from '../Renderer/VertexArray.js';
|
import addDefaults from '../ThirdParty/GltfPipeline/addDefaults.js';
|
import addPipelineExtras from '../ThirdParty/GltfPipeline/addPipelineExtras.js';
|
import ForEach from '../ThirdParty/GltfPipeline/ForEach.js';
|
import getAccessorByteStride from '../ThirdParty/GltfPipeline/getAccessorByteStride.js';
|
import hasExtension from '../ThirdParty/GltfPipeline/hasExtension.js';
|
import numberOfComponentsForType from '../ThirdParty/GltfPipeline/numberOfComponentsForType.js';
|
import parseGlb from '../ThirdParty/GltfPipeline/parseGlb.js';
|
import updateVersion from '../ThirdParty/GltfPipeline/updateVersion.js';
|
import when from '../ThirdParty/when.js';
|
import Axis from './Axis.js';
|
import BlendingState from './BlendingState.js';
|
import ClippingPlaneCollection from './ClippingPlaneCollection.js';
|
import ColorBlendMode from './ColorBlendMode.js';
|
import DepthFunction from './DepthFunction.js';
|
import DracoLoader from './DracoLoader.js';
|
import getClipAndStyleCode from './getClipAndStyleCode.js';
|
import getClippingFunction from './getClippingFunction.js';
|
import HeightReference from './HeightReference.js';
|
import JobType from './JobType.js';
|
import ModelAnimationCache from './ModelAnimationCache.js';
|
import ModelAnimationCollection from './ModelAnimationCollection.js';
|
import ModelLoadResources from './ModelLoadResources.js';
|
import ModelMaterial from './ModelMaterial.js';
|
import ModelMesh from './ModelMesh.js';
|
import ModelNode from './ModelNode.js';
|
import ModelUtility from './ModelUtility.js';
|
import OctahedralProjectedCubeMap from './OctahedralProjectedCubeMap.js';
|
import processModelMaterialsCommon from './processModelMaterialsCommon.js';
|
import processPbrMaterials from './processPbrMaterials.js';
|
import SceneMode from './SceneMode.js';
|
import ShadowMode from './ShadowMode.js';
|
|
var boundingSphereCartesian3Scratch = new Cartesian3();
|
|
var ModelState = ModelUtility.ModelState;
|
|
// glTF MIME types discussed in https://github.com/KhronosGroup/glTF/issues/412 and https://github.com/KhronosGroup/glTF/issues/943
|
var defaultModelAccept = 'model/gltf-binary,model/gltf+json;q=0.8,application/json;q=0.2,*/*;q=0.01';
|
|
var articulationEpsilon = CesiumMath.EPSILON16;
|
|
///////////////////////////////////////////////////////////////////////////
|
|
function setCachedGltf(model, cachedGltf) {
|
model._cachedGltf = cachedGltf;
|
}
|
|
// glTF JSON can be big given embedded geometry, textures, and animations, so we
|
// cache it across all models using the same url/cache-key. This also reduces the
|
// slight overhead in assigning defaults to missing values.
|
//
|
// Note that this is a global cache, compared to renderer resources, which
|
// are cached per context.
|
function CachedGltf(options) {
|
this._gltf = options.gltf;
|
this.ready = options.ready;
|
this.modelsToLoad = [];
|
this.count = 0;
|
}
|
|
Object.defineProperties(CachedGltf.prototype, {
|
gltf : {
|
set : function(value) {
|
this._gltf = value;
|
},
|
|
get : function() {
|
return this._gltf;
|
}
|
}
|
});
|
|
CachedGltf.prototype.makeReady = function(gltfJson) {
|
this.gltf = gltfJson;
|
|
var models = this.modelsToLoad;
|
var length = models.length;
|
for (var i = 0; i < length; ++i) {
|
var m = models[i];
|
if (!m.isDestroyed()) {
|
setCachedGltf(m, this);
|
}
|
}
|
this.modelsToLoad = undefined;
|
this.ready = true;
|
};
|
|
var gltfCache = {};
|
var uriToGuid = {};
|
///////////////////////////////////////////////////////////////////////////
|
|
/**
|
* A 3D model based on glTF, the runtime asset format for WebGL, OpenGL ES, and OpenGL.
|
* <p>
|
* Cesium includes support for geometry and materials, glTF animations, and glTF skinning.
|
* In addition, individual glTF nodes are pickable with {@link Scene#pick} and animatable
|
* with {@link Model#getNode}. glTF cameras and lights are not currently supported.
|
* </p>
|
* <p>
|
* An external glTF asset is created with {@link Model.fromGltf}. glTF JSON can also be
|
* created at runtime and passed to this constructor function. In either case, the
|
* {@link Model#readyPromise} is resolved when the model is ready to render, i.e.,
|
* when the external binary, image, and shader files are downloaded and the WebGL
|
* resources are created.
|
* </p>
|
* <p>
|
* Cesium supports glTF assets with the following extensions:
|
* <ul>
|
* <li>
|
* {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/1.0/Khronos/KHR_binary_glTF/README.md|KHR_binary_glTF (glTF 1.0)}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/1.0/Khronos/KHR_materials_common/README.md|KHR_materials_common (glTF 1.0)}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/1.0/Vendor/WEB3D_quantized_attributes/README.md|WEB3D_quantized_attributes (glTF 1.0)}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/AGI_articulations/README.md|AGI_articulations}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/pull/1302|KHR_blend (draft)}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_draco_mesh_compression/README.md|KHR_draco_mesh_compression}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness/README.md|KHR_materials_pbrSpecularGlossiness}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit/README.md|KHR_materials_unlit}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_techniques_webgl/README.md|KHR_techniques_webgl}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_texture_transform/README.md|KHR_texture_transform}
|
* </li>
|
* </ul>
|
* </p>
|
* <p>
|
* For high-precision rendering, Cesium supports the {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/1.0/Vendor/CESIUM_RTC/README.md|CESIUM_RTC} extension, which introduces the
|
* CESIUM_RTC_MODELVIEW parameter semantic that says the node is in WGS84 coordinates translated
|
* relative to a local origin.
|
* </p>
|
*
|
* @alias Model
|
* @constructor
|
*
|
* @param {Object} [options] Object with the following properties:
|
* @param {Object|ArrayBuffer|Uint8Array} [options.gltf] A glTF JSON object, or a binary glTF buffer.
|
* @param {Resource|String} [options.basePath=''] The base path that paths in the glTF JSON are relative to.
|
* @param {Boolean} [options.show=true] Determines if the model primitive will be shown.
|
* @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms the model from model to world coordinates.
|
* @param {Number} [options.scale=1.0] A uniform scale applied to this model.
|
* @param {Number} [options.minimumPixelSize=0.0] The approximate minimum pixel size of the model regardless of zoom.
|
* @param {Number} [options.maximumScale] The maximum scale size of a model. An upper limit for minimumPixelSize.
|
* @param {Object} [options.id] A user-defined object to return when the model is picked with {@link Scene#pick}.
|
* @param {Boolean} [options.allowPicking=true] When <code>true</code>, each glTF mesh and primitive is pickable with {@link Scene#pick}.
|
* @param {Boolean} [options.incrementallyLoadTextures=true] Determine if textures may continue to stream in after the model is loaded.
|
* @param {Boolean} [options.asynchronous=true] Determines if model WebGL resource creation will be spread out over several frames or block until completion once all glTF files are loaded.
|
* @param {Boolean} [options.clampAnimations=true] Determines if the model's animations should hold a pose over frames where no keyframes are specified.
|
* @param {ShadowMode} [options.shadows=ShadowMode.ENABLED] Determines whether the model casts or receives shadows from light sources.
|
* @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Draws the bounding sphere for each draw command in the model.
|
* @param {Boolean} [options.debugWireframe=false] For debugging only. Draws the model in wireframe.
|
* @param {HeightReference} [options.heightReference=HeightReference.NONE] Determines how the model is drawn relative to terrain.
|
* @param {Scene} [options.scene] Must be passed in for models that use the height reference property.
|
* @param {DistanceDisplayCondition} [options.distanceDisplayCondition] The condition specifying at what distance from the camera that this model will be displayed.
|
* @param {Color} [options.color=Color.WHITE] A color that blends with the model's rendered color.
|
* @param {ColorBlendMode} [options.colorBlendMode=ColorBlendMode.HIGHLIGHT] Defines how the color blends with the model.
|
* @param {Number} [options.colorBlendAmount=0.5] Value used to determine the color strength when the <code>colorBlendMode</code> is <code>MIX</code>. A value of 0.0 results in the model's rendered color while a value of 1.0 results in a solid color, with any value in-between resulting in a mix of the two.
|
* @param {Color} [options.silhouetteColor=Color.RED] The silhouette color. If more than 256 models have silhouettes enabled, there is a small chance that overlapping models will have minor artifacts.
|
* @param {Number} [options.silhouetteSize=0.0] The size of the silhouette in pixels.
|
* @param {ClippingPlaneCollection} [options.clippingPlanes] The {@link ClippingPlaneCollection} used to selectively disable rendering the model.
|
* @param {Boolean} [options.dequantizeInShader=true] Determines if a {@link https://github.com/google/draco|Draco} encoded model is dequantized on the GPU. This decreases total memory usage for encoded models.
|
* @param {Cartesian2} [options.imageBasedLightingFactor=Cartesian2(1.0, 1.0)] Scales diffuse and specular image-based lighting from the earth, sky, atmosphere and star skybox.
|
* @param {Cartesian3} [options.lightColor] The light color when shading the model. When <code>undefined</code> the scene's light color is used instead.
|
* @param {Number} [options.luminanceAtZenith=0.2] The sun's luminance at the zenith in kilo candela per meter squared to use for this model's procedural environment map.
|
* @param {Cartesian3[]} [options.sphericalHarmonicCoefficients] The third order spherical harmonic coefficients used for the diffuse color of image-based lighting.
|
* @param {String} [options.specularEnvironmentMaps] A URL to a KTX file that contains a cube map of the specular lighting and the convoluted specular mipmaps.
|
* @param {Credit|String} [options.credit] A credit for the data source, which is displayed on the canvas.
|
*
|
* @see Model.fromGltf
|
*
|
* @demo {@link https://sandcastle.cesium.com/index.html?src=3D%20Models.html|Cesium Sandcastle Models Demo}
|
*/
|
function Model(options) {
|
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
|
|
var cacheKey = options.cacheKey;
|
this._cacheKey = cacheKey;
|
this._cachedGltf = undefined;
|
this._releaseGltfJson = defaultValue(options.releaseGltfJson, false);
|
|
var cachedGltf;
|
if (defined(cacheKey) && defined(gltfCache[cacheKey]) && gltfCache[cacheKey].ready) {
|
// glTF JSON is in cache and ready
|
cachedGltf = gltfCache[cacheKey];
|
++cachedGltf.count;
|
} else {
|
// glTF was explicitly provided, e.g., when a user uses the Model constructor directly
|
var gltf = options.gltf;
|
|
if (defined(gltf)) {
|
if (gltf instanceof ArrayBuffer) {
|
gltf = new Uint8Array(gltf);
|
}
|
|
if (gltf instanceof Uint8Array) {
|
// Binary glTF
|
var parsedGltf = parseGlb(gltf);
|
|
cachedGltf = new CachedGltf({
|
gltf : parsedGltf,
|
ready : true
|
});
|
} else {
|
// Normal glTF (JSON)
|
cachedGltf = new CachedGltf({
|
gltf : options.gltf,
|
ready : true
|
});
|
}
|
|
cachedGltf.count = 1;
|
|
if (defined(cacheKey)) {
|
gltfCache[cacheKey] = cachedGltf;
|
}
|
}
|
}
|
setCachedGltf(this, cachedGltf);
|
|
var basePath = defaultValue(options.basePath, '');
|
this._resource = Resource.createIfNeeded(basePath);
|
|
// User specified credit
|
var credit = options.credit;
|
if (typeof credit === 'string') {
|
credit = new Credit(credit);
|
}
|
this._credit = credit;
|
|
// Create a list of Credit's so they can be added from the Resource later
|
this._resourceCredits = [];
|
|
/**
|
* Determines if the model primitive will be shown.
|
*
|
* @type {Boolean}
|
*
|
* @default true
|
*/
|
this.show = defaultValue(options.show, true);
|
|
/**
|
* The silhouette color.
|
*
|
* @type {Color}
|
*
|
* @default Color.RED
|
*/
|
this.silhouetteColor = defaultValue(options.silhouetteColor, Color.RED);
|
this._silhouetteColor = new Color();
|
this._silhouetteColorPreviousAlpha = 1.0;
|
this._normalAttributeName = undefined;
|
|
/**
|
* The size of the silhouette in pixels.
|
*
|
* @type {Number}
|
*
|
* @default 0.0
|
*/
|
this.silhouetteSize = defaultValue(options.silhouetteSize, 0.0);
|
|
/**
|
* The 4x4 transformation matrix that transforms the model from model to world coordinates.
|
* When this is the identity matrix, the model is drawn in world coordinates, i.e., Earth's WGS84 coordinates.
|
* Local reference frames can be used by providing a different transformation matrix, like that returned
|
* by {@link Transforms.eastNorthUpToFixedFrame}.
|
*
|
* @type {Matrix4}
|
*
|
* @default {@link Matrix4.IDENTITY}
|
*
|
* @example
|
* var origin = Cesium.Cartesian3.fromDegrees(-95.0, 40.0, 200000.0);
|
* m.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(origin);
|
*/
|
this.modelMatrix = Matrix4.clone(defaultValue(options.modelMatrix, Matrix4.IDENTITY));
|
this._modelMatrix = Matrix4.clone(this.modelMatrix);
|
this._clampedModelMatrix = undefined;
|
|
/**
|
* A uniform scale applied to this model before the {@link Model#modelMatrix}.
|
* Values greater than <code>1.0</code> increase the size of the model; values
|
* less than <code>1.0</code> decrease.
|
*
|
* @type {Number}
|
*
|
* @default 1.0
|
*/
|
this.scale = defaultValue(options.scale, 1.0);
|
this._scale = this.scale;
|
|
/**
|
* The approximate minimum pixel size of the model regardless of zoom.
|
* This can be used to ensure that a model is visible even when the viewer
|
* zooms out. When <code>0.0</code>, no minimum size is enforced.
|
*
|
* @type {Number}
|
*
|
* @default 0.0
|
*/
|
this.minimumPixelSize = defaultValue(options.minimumPixelSize, 0.0);
|
this._minimumPixelSize = this.minimumPixelSize;
|
|
/**
|
* The maximum scale size for a model. This can be used to give
|
* an upper limit to the {@link Model#minimumPixelSize}, ensuring that the model
|
* is never an unreasonable scale.
|
*
|
* @type {Number}
|
*/
|
this.maximumScale = options.maximumScale;
|
this._maximumScale = this.maximumScale;
|
|
/**
|
* User-defined object returned when the model is picked.
|
*
|
* @type Object
|
*
|
* @default undefined
|
*
|
* @see Scene#pick
|
*/
|
this.id = options.id;
|
this._id = options.id;
|
|
/**
|
* Returns the height reference of the model
|
*
|
* @type {HeightReference}
|
*
|
* @default HeightReference.NONE
|
*/
|
this.heightReference = defaultValue(options.heightReference, HeightReference.NONE);
|
this._heightReference = this.heightReference;
|
this._heightChanged = false;
|
this._removeUpdateHeightCallback = undefined;
|
var scene = options.scene;
|
this._scene = scene;
|
if (defined(scene) && defined(scene.terrainProviderChanged)) {
|
this._terrainProviderChangedCallback = scene.terrainProviderChanged.addEventListener(function() {
|
this._heightChanged = true;
|
}, this);
|
}
|
|
/**
|
* Used for picking primitives that wrap a model.
|
*
|
* @private
|
*/
|
this._pickObject = options.pickObject;
|
this._allowPicking = defaultValue(options.allowPicking, true);
|
|
this._ready = false;
|
this._readyPromise = when.defer();
|
|
/**
|
* The currently playing glTF animations.
|
*
|
* @type {ModelAnimationCollection}
|
*/
|
this.activeAnimations = new ModelAnimationCollection(this);
|
|
/**
|
* Determines if the model's animations should hold a pose over frames where no keyframes are specified.
|
*
|
* @type {Boolean}
|
*/
|
this.clampAnimations = defaultValue(options.clampAnimations, true);
|
|
this._defaultTexture = undefined;
|
this._incrementallyLoadTextures = defaultValue(options.incrementallyLoadTextures, true);
|
this._asynchronous = defaultValue(options.asynchronous, true);
|
|
/**
|
* Determines whether the model casts or receives shadows from light sources.
|
*
|
* @type {ShadowMode}
|
*
|
* @default ShadowMode.ENABLED
|
*/
|
this.shadows = defaultValue(options.shadows, ShadowMode.ENABLED);
|
this._shadows = this.shadows;
|
|
/**
|
* A color that blends with the model's rendered color.
|
*
|
* @type {Color}
|
*
|
* @default Color.WHITE
|
*/
|
this.color = Color.clone(defaultValue(options.color, Color.WHITE));
|
this._colorPreviousAlpha = 1.0;
|
|
/**
|
* Defines how the color blends with the model.
|
*
|
* @type {ColorBlendMode}
|
*
|
* @default ColorBlendMode.HIGHLIGHT
|
*/
|
this.colorBlendMode = defaultValue(options.colorBlendMode, ColorBlendMode.HIGHLIGHT);
|
|
/**
|
* Value used to determine the color strength when the <code>colorBlendMode</code> is <code>MIX</code>.
|
* A value of 0.0 results in the model's rendered color while a value of 1.0 results in a solid color, with
|
* any value in-between resulting in a mix of the two.
|
*
|
* @type {Number}
|
*
|
* @default 0.5
|
*/
|
this.colorBlendAmount = defaultValue(options.colorBlendAmount, 0.5);
|
|
this._colorShadingEnabled = false;
|
|
this._clippingPlanes = undefined;
|
this.clippingPlanes = options.clippingPlanes;
|
// Used for checking if shaders need to be regenerated due to clipping plane changes.
|
this._clippingPlanesState = 0;
|
// If defined, use this matrix to position the clipping planes instead of the modelMatrix.
|
// This is so that when models are part of a tileset they all get clipped relative
|
// to the root tile.
|
this.clippingPlanesOriginMatrix = undefined;
|
|
/**
|
* This property is for debugging only; it is not for production use nor is it optimized.
|
* <p>
|
* Draws the bounding sphere for each draw command in the model. A glTF primitive corresponds
|
* to one draw command. A glTF mesh has an array of primitives, often of length one.
|
* </p>
|
*
|
* @type {Boolean}
|
*
|
* @default false
|
*/
|
this.debugShowBoundingVolume = defaultValue(options.debugShowBoundingVolume, false);
|
this._debugShowBoundingVolume = false;
|
|
/**
|
* This property is for debugging only; it is not for production use nor is it optimized.
|
* <p>
|
* Draws the model in wireframe.
|
* </p>
|
*
|
* @type {Boolean}
|
*
|
* @default false
|
*/
|
this.debugWireframe = defaultValue(options.debugWireframe, false);
|
this._debugWireframe = false;
|
|
this._distanceDisplayCondition = options.distanceDisplayCondition;
|
|
// Undocumented options
|
this._addBatchIdToGeneratedShaders = options.addBatchIdToGeneratedShaders;
|
this._precreatedAttributes = options.precreatedAttributes;
|
this._vertexShaderLoaded = options.vertexShaderLoaded;
|
this._fragmentShaderLoaded = options.fragmentShaderLoaded;
|
this._uniformMapLoaded = options.uniformMapLoaded;
|
this._pickIdLoaded = options.pickIdLoaded;
|
this._ignoreCommands = defaultValue(options.ignoreCommands, false);
|
this._requestType = options.requestType;
|
this._upAxis = defaultValue(options.upAxis, Axis.Y);
|
this._gltfForwardAxis = Axis.Z;
|
this._forwardAxis = options.forwardAxis;
|
|
/**
|
* @private
|
* @readonly
|
*/
|
this.cull = defaultValue(options.cull, true);
|
|
/**
|
* @private
|
* @readonly
|
*/
|
this.opaquePass = defaultValue(options.opaquePass, Pass.OPAQUE);
|
|
this._computedModelMatrix = new Matrix4(); // Derived from modelMatrix and scale
|
this._clippingPlaneModelViewMatrix = Matrix4.clone(Matrix4.IDENTITY); // Derived from modelMatrix, scale, and the current view matrix
|
this._initialRadius = undefined; // Radius without model's scale property, model-matrix scale, animations, or skins
|
this._boundingSphere = undefined;
|
this._scaledBoundingSphere = new BoundingSphere();
|
this._state = ModelState.NEEDS_LOAD;
|
this._loadResources = undefined;
|
|
this._mode = undefined;
|
|
this._perNodeShowDirty = false; // true when the Cesium API was used to change a node's show property
|
this._cesiumAnimationsDirty = false; // true when the Cesium API, not a glTF animation, changed a node transform
|
this._dirty = false; // true when the model was transformed this frame
|
this._maxDirtyNumber = 0; // Used in place of a dirty boolean flag to avoid an extra graph traversal
|
|
this._runtime = {
|
animations : undefined,
|
articulationsByName : undefined,
|
articulationsByStageKey : undefined,
|
stagesByKey : undefined,
|
rootNodes : undefined,
|
nodes : undefined, // Indexed with the node's index
|
nodesByName : undefined, // Indexed with name property in the node
|
skinnedNodes : undefined,
|
meshesByName : undefined, // Indexed with the name property in the mesh
|
materialsByName : undefined, // Indexed with the name property in the material
|
materialsById : undefined // Indexed with the material's index
|
};
|
|
this._uniformMaps = {}; // Not cached since it can be targeted by glTF animation
|
this._extensionsUsed = undefined; // Cached used glTF extensions
|
this._extensionsRequired = undefined; // Cached required glTF extensions
|
this._quantizedUniforms = {}; // Quantized uniforms for each program for WEB3D_quantized_attributes
|
this._programPrimitives = {};
|
this._rendererResources = { // Cached between models with the same url/cache-key
|
buffers : {},
|
vertexArrays : {},
|
programs : {},
|
sourceShaders : {},
|
silhouettePrograms : {},
|
textures : {},
|
samplers : {},
|
renderStates : {}
|
};
|
this._cachedRendererResources = undefined;
|
this._loadRendererResourcesFromCache = false;
|
|
this._dequantizeInShader = defaultValue(options.dequantizeInShader, true);
|
this._decodedData = {};
|
|
this._cachedGeometryByteLength = 0;
|
this._cachedTexturesByteLength = 0;
|
this._geometryByteLength = 0;
|
this._texturesByteLength = 0;
|
this._trianglesLength = 0;
|
|
// Hold references for shader reconstruction.
|
// Hold these separately because _cachedGltf may get released (this.releaseGltfJson)
|
this._sourceTechniques = {};
|
this._sourcePrograms = {};
|
this._quantizedVertexShaders = {};
|
|
this._nodeCommands = [];
|
this._pickIds = [];
|
|
// CESIUM_RTC extension
|
this._rtcCenter = undefined; // reference to either 3D or 2D
|
this._rtcCenterEye = undefined; // in eye coordinates
|
this._rtcCenter3D = undefined; // in world coordinates
|
this._rtcCenter2D = undefined; // in projected world coordinates
|
|
this._sourceVersion = undefined;
|
this._sourceKHRTechniquesWebGL = undefined;
|
|
this._imageBasedLightingFactor = new Cartesian2(1.0, 1.0);
|
Cartesian2.clone(options.imageBasedLightingFactor, this._imageBasedLightingFactor);
|
this._lightColor = Cartesian3.clone(options.lightColor);
|
|
this._luminanceAtZenith = undefined;
|
this.luminanceAtZenith = defaultValue(options.luminanceAtZenith, 0.2);
|
|
this._sphericalHarmonicCoefficients = options.sphericalHarmonicCoefficients;
|
this._specularEnvironmentMaps = options.specularEnvironmentMaps;
|
this._shouldUpdateSpecularMapAtlas = true;
|
this._specularEnvironmentMapAtlas = undefined;
|
|
this._useDefaultSphericalHarmonics = false;
|
this._useDefaultSpecularMaps = false;
|
|
this._shouldRegenerateShaders = false;
|
}
|
|
Object.defineProperties(Model.prototype, {
|
/**
|
* The object for the glTF JSON, including properties with default values omitted
|
* from the JSON provided to this model.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {Object}
|
* @readonly
|
*
|
* @default undefined
|
*/
|
gltf : {
|
get : function() {
|
return defined(this._cachedGltf) ? this._cachedGltf.gltf : undefined;
|
}
|
},
|
|
/**
|
* When <code>true</code>, the glTF JSON is not stored with the model once the model is
|
* loaded (when {@link Model#ready} is <code>true</code>). This saves memory when
|
* geometry, textures, and animations are embedded in the .gltf file.
|
* This is especially useful for cases like 3D buildings, where each .gltf model is unique
|
* and caching the glTF JSON is not effective.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {Boolean}
|
* @readonly
|
*
|
* @default false
|
*
|
* @private
|
*/
|
releaseGltfJson : {
|
get : function() {
|
return this._releaseGltfJson;
|
}
|
},
|
|
/**
|
* The key identifying this model in the model cache for glTF JSON, renderer resources, and animations.
|
* Caching saves memory and improves loading speed when several models with the same url are created.
|
* <p>
|
* This key is automatically generated when the model is created with {@link Model.fromGltf}. If the model
|
* is created directly from glTF JSON using the {@link Model} constructor, this key can be manually
|
* provided; otherwise, the model will not be changed.
|
* </p>
|
*
|
* @memberof Model.prototype
|
*
|
* @type {String}
|
* @readonly
|
*
|
* @private
|
*/
|
cacheKey : {
|
get : function() {
|
return this._cacheKey;
|
}
|
},
|
|
/**
|
* The base path that paths in the glTF JSON are relative to. The base
|
* path is the same path as the path containing the .gltf file
|
* minus the .gltf file, when binary, image, and shader files are
|
* in the same directory as the .gltf. When this is <code>''</code>,
|
* the app's base path is used.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {String}
|
* @readonly
|
*
|
* @default ''
|
*/
|
basePath : {
|
get : function() {
|
return this._resource.url;
|
}
|
},
|
|
/**
|
* The model's bounding sphere in its local coordinate system. This does not take into
|
* account glTF animations and skins nor does it take into account {@link Model#minimumPixelSize}.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {BoundingSphere}
|
* @readonly
|
*
|
* @default undefined
|
*
|
* @exception {DeveloperError} The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true.
|
*
|
* @example
|
* // Center in WGS84 coordinates
|
* var center = Cesium.Matrix4.multiplyByPoint(model.modelMatrix, model.boundingSphere.center, new Cesium.Cartesian3());
|
*/
|
boundingSphere : {
|
get : function() {
|
//>>includeStart('debug', pragmas.debug);
|
if (this._state !== ModelState.LOADED) {
|
throw new DeveloperError('The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true.');
|
}
|
//>>includeEnd('debug');
|
|
var modelMatrix = this.modelMatrix;
|
if ((this.heightReference !== HeightReference.NONE) && this._clampedModelMatrix) {
|
modelMatrix = this._clampedModelMatrix;
|
}
|
|
var nonUniformScale = Matrix4.getScale(modelMatrix, boundingSphereCartesian3Scratch);
|
var scale = defined(this.maximumScale) ? Math.min(this.maximumScale, this.scale) : this.scale;
|
Cartesian3.multiplyByScalar(nonUniformScale, scale, nonUniformScale);
|
|
var scaledBoundingSphere = this._scaledBoundingSphere;
|
scaledBoundingSphere.center = Cartesian3.multiplyComponents(this._boundingSphere.center, nonUniformScale, scaledBoundingSphere.center);
|
scaledBoundingSphere.radius = Cartesian3.maximumComponent(nonUniformScale) * this._initialRadius;
|
|
if (defined(this._rtcCenter)) {
|
Cartesian3.add(this._rtcCenter, scaledBoundingSphere.center, scaledBoundingSphere.center);
|
}
|
|
return scaledBoundingSphere;
|
}
|
},
|
|
/**
|
* When <code>true</code>, this model is ready to render, i.e., the external binary, image,
|
* and shader files were downloaded and the WebGL resources were created. This is set to
|
* <code>true</code> right before {@link Model#readyPromise} is resolved.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {Boolean}
|
* @readonly
|
*
|
* @default false
|
*/
|
ready : {
|
get : function() {
|
return this._ready;
|
}
|
},
|
|
/**
|
* Gets the promise that will be resolved when this model is ready to render, i.e., when the external binary, image,
|
* and shader files were downloaded and the WebGL resources were created.
|
* <p>
|
* This promise is resolved at the end of the frame before the first frame the model is rendered in.
|
* </p>
|
*
|
* @memberof Model.prototype
|
* @type {Promise.<Model>}
|
* @readonly
|
*
|
* @example
|
* // Play all animations at half-speed when the model is ready to render
|
* Cesium.when(model.readyPromise).then(function(model) {
|
* model.activeAnimations.addAll({
|
* multiplier : 0.5
|
* });
|
* }).otherwise(function(error){
|
* window.alert(error);
|
* });
|
*
|
* @see Model#ready
|
*/
|
readyPromise : {
|
get : function() {
|
return this._readyPromise.promise;
|
}
|
},
|
|
/**
|
* Determines if model WebGL resource creation will be spread out over several frames or
|
* block until completion once all glTF files are loaded.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {Boolean}
|
* @readonly
|
*
|
* @default true
|
*/
|
asynchronous : {
|
get : function() {
|
return this._asynchronous;
|
}
|
},
|
|
/**
|
* When <code>true</code>, each glTF mesh and primitive is pickable with {@link Scene#pick}. When <code>false</code>, GPU memory is saved.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {Boolean}
|
* @readonly
|
*
|
* @default true
|
*/
|
allowPicking : {
|
get : function() {
|
return this._allowPicking;
|
}
|
},
|
|
/**
|
* Determine if textures may continue to stream in after the model is loaded.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {Boolean}
|
* @readonly
|
*
|
* @default true
|
*/
|
incrementallyLoadTextures : {
|
get : function() {
|
return this._incrementallyLoadTextures;
|
}
|
},
|
|
/**
|
* Return the number of pending texture loads.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {Number}
|
* @readonly
|
*/
|
pendingTextureLoads : {
|
get : function() {
|
return defined(this._loadResources) ? this._loadResources.pendingTextureLoads : 0;
|
}
|
},
|
|
/**
|
* Returns true if the model was transformed this frame
|
*
|
* @memberof Model.prototype
|
*
|
* @type {Boolean}
|
* @readonly
|
*
|
* @private
|
*/
|
dirty : {
|
get : function() {
|
return this._dirty;
|
}
|
},
|
|
/**
|
* Gets or sets the condition specifying at what distance from the camera that this model will be displayed.
|
* @memberof Model.prototype
|
* @type {DistanceDisplayCondition}
|
* @default undefined
|
*/
|
distanceDisplayCondition : {
|
get : function() {
|
return this._distanceDisplayCondition;
|
},
|
set : function(value) {
|
//>>includeStart('debug', pragmas.debug);
|
if (defined(value) && value.far <= value.near) {
|
throw new DeveloperError('far must be greater than near');
|
}
|
//>>includeEnd('debug');
|
this._distanceDisplayCondition = DistanceDisplayCondition.clone(value, this._distanceDisplayCondition);
|
}
|
},
|
|
extensionsUsed : {
|
get : function() {
|
if (!defined(this._extensionsUsed)) {
|
this._extensionsUsed = ModelUtility.getUsedExtensions(this.gltf);
|
}
|
return this._extensionsUsed;
|
}
|
},
|
|
extensionsRequired : {
|
get : function() {
|
if (!defined(this._extensionsRequired)) {
|
this._extensionsRequired = ModelUtility.getRequiredExtensions(this.gltf);
|
}
|
return this._extensionsRequired;
|
}
|
},
|
|
/**
|
* Gets the model's up-axis.
|
* By default models are y-up according to the glTF spec, however geo-referenced models will typically be z-up.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {Number}
|
* @default Axis.Y
|
* @readonly
|
*
|
* @private
|
*/
|
upAxis : {
|
get : function() {
|
return this._upAxis;
|
}
|
},
|
|
/**
|
* Gets the model's forward axis.
|
* By default, glTF 2.0 models are z-forward according to the glTF spec, however older
|
* glTF (1.0, 0.8) models used x-forward. Note that only Axis.X and Axis.Z are supported.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {Number}
|
* @default Axis.Z
|
* @readonly
|
*
|
* @private
|
*/
|
forwardAxis : {
|
get : function() {
|
if (defined(this._forwardAxis)) {
|
return this._forwardAxis;
|
}
|
return this._gltfForwardAxis;
|
}
|
},
|
|
/**
|
* Gets the model's triangle count.
|
*
|
* @private
|
*/
|
trianglesLength : {
|
get : function() {
|
return this._trianglesLength;
|
}
|
},
|
|
/**
|
* Gets the model's geometry memory in bytes. This includes all vertex and index buffers.
|
*
|
* @private
|
*/
|
geometryByteLength : {
|
get : function() {
|
return this._geometryByteLength;
|
}
|
},
|
|
/**
|
* Gets the model's texture memory in bytes.
|
*
|
* @private
|
*/
|
texturesByteLength : {
|
get : function() {
|
return this._texturesByteLength;
|
}
|
},
|
|
/**
|
* Gets the model's cached geometry memory in bytes. This includes all vertex and index buffers.
|
*
|
* @private
|
*/
|
cachedGeometryByteLength : {
|
get : function() {
|
return this._cachedGeometryByteLength;
|
}
|
},
|
|
/**
|
* Gets the model's cached texture memory in bytes.
|
*
|
* @private
|
*/
|
cachedTexturesByteLength : {
|
get : function() {
|
return this._cachedTexturesByteLength;
|
}
|
},
|
|
/**
|
* The {@link ClippingPlaneCollection} used to selectively disable rendering the model.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {ClippingPlaneCollection}
|
*/
|
clippingPlanes : {
|
get : function() {
|
return this._clippingPlanes;
|
},
|
set : function(value) {
|
if (value === this._clippingPlanes) {
|
return;
|
}
|
// Handle destroying, checking of unknown, checking for existing ownership
|
ClippingPlaneCollection.setOwner(value, this, '_clippingPlanes');
|
}
|
},
|
|
/**
|
* @private
|
*/
|
pickIds : {
|
get : function() {
|
return this._pickIds;
|
}
|
},
|
|
/**
|
* Cesium adds lighting from the earth, sky, atmosphere, and star skybox. This cartesian is used to scale the final
|
* diffuse and specular lighting contribution from those sources to the final color. A value of 0.0 will disable those light sources.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {Cartesian2}
|
* @default Cartesian2(1.0, 1.0)
|
*/
|
imageBasedLightingFactor : {
|
get : function() {
|
return this._imageBasedLightingFactor;
|
},
|
set : function(value) {
|
//>>includeStart('debug', pragmas.debug);
|
Check.typeOf.object('imageBasedLightingFactor', value);
|
Check.typeOf.number.greaterThanOrEquals('imageBasedLightingFactor.x', value.x, 0.0);
|
Check.typeOf.number.lessThanOrEquals('imageBasedLightingFactor.x', value.x, 1.0);
|
Check.typeOf.number.greaterThanOrEquals('imageBasedLightingFactor.y', value.y, 0.0);
|
Check.typeOf.number.lessThanOrEquals('imageBasedLightingFactor.y', value.y, 1.0);
|
//>>includeEnd('debug');
|
var imageBasedLightingFactor = this._imageBasedLightingFactor;
|
if ((value === imageBasedLightingFactor) || Cartesian2.equals(value, imageBasedLightingFactor)) {
|
return;
|
}
|
this._shouldRegenerateShaders = this._shouldRegenerateShaders || (this._imageBasedLightingFactor.x > 0.0 && value.x === 0.0) || (this._imageBasedLightingFactor.x === 0.0 && value.x > 0.0);
|
this._shouldRegenerateShaders = this._shouldRegenerateShaders || (this._imageBasedLightingFactor.y > 0.0 && value.y === 0.0) || (this._imageBasedLightingFactor.y === 0.0 && value.y > 0.0);
|
Cartesian2.clone(value, this._imageBasedLightingFactor);
|
}
|
},
|
|
/**
|
* The light color when shading the model. When <code>undefined</code> the scene's light color is used instead.
|
* <p>
|
* For example, disabling additional light sources by setting <code>model.imageBasedLightingFactor = new Cesium.Cartesian2(0.0, 0.0)</code> will make the
|
* model much darker. Here, increasing the intensity of the light source will make the model brighter.
|
* </p>
|
*
|
* @memberof Model.prototype
|
*
|
* @type {Cartesian3}
|
* @default undefined
|
*/
|
lightColor : {
|
get : function() {
|
return this._lightColor;
|
},
|
set : function(value) {
|
var lightColor = this._lightColor;
|
if (value === lightColor || Cartesian3.equals(value, lightColor)) {
|
return;
|
}
|
this._shouldRegenerateShaders = this._shouldRegenerateShaders || (defined(lightColor) && !defined(value)) || (defined(value) && !defined(lightColor));
|
this._lightColor = Cartesian3.clone(value, lightColor);
|
}
|
},
|
|
/**
|
* The sun's luminance at the zenith in kilo candela per meter squared to use for this model's procedural environment map.
|
* This is used when {@link Model#specularEnvironmentMaps} and {@link Model#sphericalHarmonicCoefficients} are not defined.
|
*
|
* @memberof Model.prototype
|
*
|
* @demo {@link https://sandcastle.cesium.com/index.html?src=Image-Based Lighting.html|Sandcastle Image Based Lighting Demo}
|
* @type {Number}
|
* @default 0.2
|
*/
|
luminanceAtZenith : {
|
get : function() {
|
return this._luminanceAtZenith;
|
},
|
set : function(value) {
|
var lum = this._luminanceAtZenith;
|
if (value === lum) {
|
return;
|
}
|
this._shouldRegenerateShaders = this._shouldRegenerateShaders || (defined(lum) && !defined(value)) || (defined(value) && !defined(lum));
|
this._luminanceAtZenith = value;
|
}
|
},
|
|
/**
|
* The third order spherical harmonic coefficients used for the diffuse color of image-based lighting. When <code>undefined</code>, a diffuse irradiance
|
* computed from the atmosphere color is used.
|
* <p>
|
* There are nine <code>Cartesian3</code> coefficients.
|
* The order of the coefficients is: L<sub>00</sub>, L<sub>1-1</sub>, L<sub>10</sub>, L<sub>11</sub>, L<sub>2-2</sub>, L<sub>2-1</sub>, L<sub>20</sub>, L<sub>21</sub>, L<sub>22</sub>
|
* </p>
|
*
|
* These values can be obtained by preprocessing the environment map using the <code>cmgen</code> tool of
|
* {@link https://github.com/google/filament/releases|Google's Filament project}. This will also generate a KTX file that can be
|
* supplied to {@link Model#specularEnvironmentMaps}.
|
*
|
* @memberof Model.prototype
|
*
|
* @type {Cartesian3[]}
|
* @demo {@link https://sandcastle.cesium.com/index.html?src=Image-Based Lighting.html|Sandcastle Image Based Lighting Demo}
|
* @see {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf|An Efficient Representation for Irradiance Environment Maps}
|
*/
|
sphericalHarmonicCoefficients : {
|
get : function() {
|
return this._sphericalHarmonicCoefficients;
|
},
|
set : function(value) {
|
//>>includeStart('debug', pragmas.debug);
|
if (defined(value) && (!Array.isArray(value) || value.length !== 9)) {
|
throw new DeveloperError('sphericalHarmonicCoefficients must be an array of 9 Cartesian3 values.');
|
}
|
//>>includeEnd('debug');
|
if (value === this._sphericalHarmonicCoefficients) {
|
return;
|
}
|
this._sphericalHarmonicCoefficients = value;
|
this._shouldRegenerateShaders = true;
|
}
|
},
|
|
/**
|
* A URL to a KTX file that contains a cube map of the specular lighting and the convoluted specular mipmaps.
|
*
|
* @memberof Model.prototype
|
* @demo {@link https://sandcastle.cesium.com/index.html?src=Image-Based Lighting.html|Sandcastle Image Based Lighting Demo}
|
* @type {String}
|
* @see Model#sphericalHarmonicCoefficients
|
*/
|
specularEnvironmentMaps : {
|
get : function() {
|
return this._specularEnvironmentMaps;
|
},
|
set : function(value) {
|
this._shouldUpdateSpecularMapAtlas = this._shouldUpdateSpecularMapAtlas || value !== this._specularEnvironmentMaps;
|
this._specularEnvironmentMaps = value;
|
}
|
},
|
/**
|
* Gets the credit that will be displayed for the model
|
* @memberof Model.prototype
|
* @type {Credit}
|
*/
|
credit : {
|
get : function() {
|
return this._credit;
|
}
|
}
|
});
|
|
function silhouetteSupported(context) {
|
return context.stencilBuffer;
|
}
|
|
function isColorShadingEnabled(model) {
|
return !Color.equals(model.color, Color.WHITE) || (model.colorBlendMode !== ColorBlendMode.HIGHLIGHT);
|
}
|
|
function isClippingEnabled(model) {
|
var clippingPlanes = model._clippingPlanes;
|
return defined(clippingPlanes) && clippingPlanes.enabled && clippingPlanes.length !== 0;
|
}
|
|
/**
|
* Determines if silhouettes are supported.
|
*
|
* @param {Scene} scene The scene.
|
* @returns {Boolean} <code>true</code> if silhouettes are supported; otherwise, returns <code>false</code>
|
*/
|
Model.silhouetteSupported = function(scene) {
|
return silhouetteSupported(scene.context);
|
};
|
|
function containsGltfMagic(uint8Array) {
|
var magic = getMagic(uint8Array);
|
return magic === 'glTF';
|
}
|
|
/**
|
* <p>
|
* Creates a model from a glTF asset. When the model is ready to render, i.e., when the external binary, image,
|
* and shader files are downloaded and the WebGL resources are created, the {@link Model#readyPromise} is resolved.
|
* </p>
|
* <p>
|
* The model can be a traditional glTF asset with a .gltf extension or a Binary glTF using the .glb extension.
|
* </p>
|
* <p>
|
* Cesium supports glTF assets with the following extensions:
|
* <ul>
|
* <li>
|
* {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/1.0/Khronos/KHR_binary_glTF/README.md|KHR_binary_glTF (glTF 1.0)}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/1.0/Khronos/KHR_materials_common/README.md|KHR_materials_common (glTF 1.0)}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/1.0/Vendor/WEB3D_quantized_attributes/README.md|WEB3D_quantized_attributes (glTF 1.0)}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/AGI_articulations/README.md|AGI_articulations}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/pull/1302|KHR_blend (draft)}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_draco_mesh_compression/README.md|KHR_draco_mesh_compression}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness/README.md|KHR_materials_pbrSpecularGlossiness}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit/README.md|KHR_materials_unlit}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_techniques_webgl/README.md|KHR_techniques_webgl}
|
* </li><li>
|
* {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_texture_transform/README.md|KHR_texture_transform}
|
* </li>
|
* </ul>
|
* </p>
|
* <p>
|
* For high-precision rendering, Cesium supports the {@link https://github.com/KhronosGroup/glTF/blob/master/extensions/1.0/Vendor/CESIUM_RTC/README.md|CESIUM_RTC} extension, which introduces the
|
* CESIUM_RTC_MODELVIEW parameter semantic that says the node is in WGS84 coordinates translated
|
* relative to a local origin.
|
* </p>
|
*
|
* @param {Object} options Object with the following properties:
|
* @param {Resource|String} options.url The url to the .gltf file.
|
* @param {Resource|String} [options.basePath] The base path that paths in the glTF JSON are relative to.
|
* @param {Boolean} [options.show=true] Determines if the model primitive will be shown.
|
* @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms the model from model to world coordinates.
|
* @param {Number} [options.scale=1.0] A uniform scale applied to this model.
|
* @param {Number} [options.minimumPixelSize=0.0] The approximate minimum pixel size of the model regardless of zoom.
|
* @param {Number} [options.maximumScale] The maximum scale for the model.
|
* @param {Object} [options.id] A user-defined object to return when the model is picked with {@link Scene#pick}.
|
* @param {Boolean} [options.allowPicking=true] When <code>true</code>, each glTF mesh and primitive is pickable with {@link Scene#pick}.
|
* @param {Boolean} [options.incrementallyLoadTextures=true] Determine if textures may continue to stream in after the model is loaded.
|
* @param {Boolean} [options.asynchronous=true] Determines if model WebGL resource creation will be spread out over several frames or block until completion once all glTF files are loaded.
|
* @param {Boolean} [options.clampAnimations=true] Determines if the model's animations should hold a pose over frames where no keyframes are specified.
|
* @param {ShadowMode} [options.shadows=ShadowMode.ENABLED] Determines whether the model casts or receives shadows from light sources.
|
* @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Draws the bounding sphere for each draw command in the model.
|
* @param {Boolean} [options.debugWireframe=false] For debugging only. Draws the model in wireframe.
|
* @param {HeightReference} [options.heightReference=HeightReference.NONE] Determines how the model is drawn relative to terrain.
|
* @param {Scene} [options.scene] Must be passed in for models that use the height reference property.
|
* @param {DistanceDisplayCondition} [options.distanceDisplayCondition] The condition specifying at what distance from the camera that this model will be displayed.
|
* @param {Color} [options.color=Color.WHITE] A color that blends with the model's rendered color.
|
* @param {ColorBlendMode} [options.colorBlendMode=ColorBlendMode.HIGHLIGHT] Defines how the color blends with the model.
|
* @param {Number} [options.colorBlendAmount=0.5] Value used to determine the color strength when the <code>colorBlendMode</code> is <code>MIX</code>. A value of 0.0 results in the model's rendered color while a value of 1.0 results in a solid color, with any value in-between resulting in a mix of the two.
|
* @param {Color} [options.silhouetteColor=Color.RED] The silhouette color. If more than 256 models have silhouettes enabled, there is a small chance that overlapping models will have minor artifacts.
|
* @param {Number} [options.silhouetteSize=0.0] The size of the silhouette in pixels.
|
* @param {ClippingPlaneCollection} [options.clippingPlanes] The {@link ClippingPlaneCollection} used to selectively disable rendering the model.
|
* @param {Boolean} [options.dequantizeInShader=true] Determines if a {@link https://github.com/google/draco|Draco} encoded model is dequantized on the GPU. This decreases total memory usage for encoded models.
|
* @param {Credit|String} [options.credit] A credit for the model, which is displayed on the canvas.
|
*
|
* @returns {Model} The newly created model.
|
*
|
* @example
|
* // Example 1. Create a model from a glTF asset
|
* var model = scene.primitives.add(Cesium.Model.fromGltf({
|
* url : './duck/duck.gltf'
|
* }));
|
*
|
* @example
|
* // Example 2. Create model and provide all properties and events
|
* var origin = Cesium.Cartesian3.fromDegrees(-95.0, 40.0, 200000.0);
|
* var modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(origin);
|
*
|
* var model = scene.primitives.add(Cesium.Model.fromGltf({
|
* url : './duck/duck.gltf',
|
* show : true, // default
|
* modelMatrix : modelMatrix,
|
* scale : 2.0, // double size
|
* minimumPixelSize : 128, // never smaller than 128 pixels
|
* maximumScale: 20000, // never larger than 20000 * model size (overrides minimumPixelSize)
|
* allowPicking : false, // not pickable
|
* debugShowBoundingVolume : false, // default
|
* debugWireframe : false
|
* }));
|
*
|
* model.readyPromise.then(function(model) {
|
* // Play all animations when the model is ready to render
|
* model.activeAnimations.addAll();
|
* });
|
*/
|
Model.fromGltf = function(options) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(options) || !defined(options.url)) {
|
throw new DeveloperError('options.url is required');
|
}
|
//>>includeEnd('debug');
|
|
var url = options.url;
|
options = clone(options);
|
|
// Create resource for the model file
|
var modelResource = Resource.createIfNeeded(url);
|
|
// Setup basePath to get dependent files
|
var basePath = defaultValue(options.basePath, modelResource.clone());
|
var resource = Resource.createIfNeeded(basePath);
|
|
// If no cache key is provided, use a GUID.
|
// Check using a URI to GUID dictionary that we have not already added this model.
|
var cacheKey = defaultValue(options.cacheKey, uriToGuid[getAbsoluteUri(modelResource.url)]);
|
if (!defined(cacheKey)) {
|
cacheKey = createGuid();
|
uriToGuid[getAbsoluteUri(modelResource.url)] = cacheKey;
|
}
|
|
if (defined(options.basePath) && !defined(options.cacheKey)) {
|
cacheKey += resource.url;
|
}
|
options.cacheKey = cacheKey;
|
options.basePath = resource;
|
|
var model = new Model(options);
|
|
var cachedGltf = gltfCache[cacheKey];
|
if (!defined(cachedGltf)) {
|
cachedGltf = new CachedGltf({
|
ready : false
|
});
|
cachedGltf.count = 1;
|
cachedGltf.modelsToLoad.push(model);
|
setCachedGltf(model, cachedGltf);
|
gltfCache[cacheKey] = cachedGltf;
|
|
// Add Accept header if we need it
|
if (!defined(modelResource.headers.Accept)) {
|
modelResource.headers.Accept = defaultModelAccept;
|
}
|
|
modelResource.fetchArrayBuffer().then(function(arrayBuffer) {
|
var array = new Uint8Array(arrayBuffer);
|
if (containsGltfMagic(array)) {
|
// Load binary glTF
|
var parsedGltf = parseGlb(array);
|
cachedGltf.makeReady(parsedGltf);
|
} else {
|
// Load text (JSON) glTF
|
var json = getStringFromTypedArray(array);
|
cachedGltf.makeReady(JSON.parse(json));
|
}
|
|
var resourceCredits = model._resourceCredits;
|
var credits = modelResource.credits;
|
if (defined(credits)) {
|
var length = credits.length;
|
for (var i = 0; i < length; i++) {
|
resourceCredits.push(credits[i]);
|
}
|
}
|
}).otherwise(ModelUtility.getFailedLoadFunction(model, 'model', modelResource.url));
|
} else if (!cachedGltf.ready) {
|
// Cache hit but the fetchArrayBuffer() or fetchText() request is still pending
|
++cachedGltf.count;
|
cachedGltf.modelsToLoad.push(model);
|
}
|
// else if the cached glTF is defined and ready, the
|
// model constructor will pick it up using the cache key.
|
|
return model;
|
};
|
|
/**
|
* For the unit tests to verify model caching.
|
*
|
* @private
|
*/
|
Model._gltfCache = gltfCache;
|
|
function getRuntime(model, runtimeName, name) {
|
//>>includeStart('debug', pragmas.debug);
|
if (model._state !== ModelState.LOADED) {
|
throw new DeveloperError('The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true.');
|
}
|
|
if (!defined(name)) {
|
throw new DeveloperError('name is required.');
|
}
|
//>>includeEnd('debug');
|
|
return (model._runtime[runtimeName])[name];
|
}
|
|
/**
|
* Returns the glTF node with the given <code>name</code> property. This is used to
|
* modify a node's transform for animation outside of glTF animations.
|
*
|
* @param {String} name The glTF name of the node.
|
* @returns {ModelNode} The node or <code>undefined</code> if no node with <code>name</code> exists.
|
*
|
* @exception {DeveloperError} The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true.
|
*
|
* @example
|
* // Apply non-uniform scale to node LOD3sp
|
* var node = model.getNode('LOD3sp');
|
* node.matrix = Cesium.Matrix4.fromScale(new Cesium.Cartesian3(5.0, 1.0, 1.0), node.matrix);
|
*/
|
Model.prototype.getNode = function(name) {
|
var node = getRuntime(this, 'nodesByName', name);
|
return defined(node) ? node.publicNode : undefined;
|
};
|
|
/**
|
* Returns the glTF mesh with the given <code>name</code> property.
|
*
|
* @param {String} name The glTF name of the mesh.
|
*
|
* @returns {ModelMesh} The mesh or <code>undefined</code> if no mesh with <code>name</code> exists.
|
*
|
* @exception {DeveloperError} The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true.
|
*/
|
Model.prototype.getMesh = function(name) {
|
return getRuntime(this, 'meshesByName', name);
|
};
|
|
/**
|
* Returns the glTF material with the given <code>name</code> property.
|
*
|
* @param {String} name The glTF name of the material.
|
* @returns {ModelMaterial} The material or <code>undefined</code> if no material with <code>name</code> exists.
|
*
|
* @exception {DeveloperError} The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true.
|
*/
|
Model.prototype.getMaterial = function(name) {
|
return getRuntime(this, 'materialsByName', name);
|
};
|
|
/**
|
* Sets the current value of an articulation stage. After setting one or multiple stage values, call
|
* Model.applyArticulations() to cause the node matrices to be recalculated.
|
*
|
* @param {String} articulationStageKey The name of the articulation, a space, and the name of the stage.
|
* @param {Number} value The numeric value of this stage of the articulation.
|
*
|
* @exception {DeveloperError} The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true.
|
*
|
* @see Model#applyArticulations
|
*/
|
Model.prototype.setArticulationStage = function(articulationStageKey, value) {
|
//>>includeStart('debug', pragmas.debug);
|
Check.typeOf.number('value', value);
|
//>>includeEnd('debug');
|
|
var stage = getRuntime(this, 'stagesByKey', articulationStageKey);
|
var articulation = getRuntime(this, 'articulationsByStageKey', articulationStageKey);
|
if (defined(stage) && defined(articulation)) {
|
value = CesiumMath.clamp(value, stage.minimumValue, stage.maximumValue);
|
if (!CesiumMath.equalsEpsilon(stage.currentValue, value, articulationEpsilon)) {
|
stage.currentValue = value;
|
articulation.isDirty = true;
|
}
|
}
|
};
|
|
var scratchArticulationCartesian = new Cartesian3();
|
var scratchArticulationRotation = new Matrix3();
|
|
/**
|
* Modifies a Matrix4 by applying a transformation for a given value of a stage. Note this is different usage
|
* from the typical <code>result</code> parameter, in that the incoming value of <code>result</code> is
|
* meaningful. Various stages of an articulation can be multiplied together, so their
|
* transformations are all merged into a composite Matrix4 representing them all.
|
*
|
* @param {object} stage The stage of an articulation that is being evaluated.
|
* @param {Matrix4} result The matrix to be modified.
|
* @returns {Matrix4} A matrix transformed as requested by the articulation stage.
|
*
|
* @private
|
*/
|
function applyArticulationStageMatrix(stage, result) {
|
//>>includeStart('debug', pragmas.debug);
|
Check.typeOf.object('stage', stage);
|
Check.typeOf.object('result', result);
|
//>>includeEnd('debug');
|
|
var value = stage.currentValue;
|
var cartesian = scratchArticulationCartesian;
|
var rotation;
|
switch (stage.type) {
|
case 'xRotate':
|
rotation = Matrix3.fromRotationX(CesiumMath.toRadians(value), scratchArticulationRotation);
|
Matrix4.multiplyByMatrix3(result, rotation, result);
|
break;
|
case 'yRotate':
|
rotation = Matrix3.fromRotationY(CesiumMath.toRadians(value), scratchArticulationRotation);
|
Matrix4.multiplyByMatrix3(result, rotation, result);
|
break;
|
case 'zRotate':
|
rotation = Matrix3.fromRotationZ(CesiumMath.toRadians(value), scratchArticulationRotation);
|
Matrix4.multiplyByMatrix3(result, rotation, result);
|
break;
|
case 'xTranslate':
|
cartesian.x = value;
|
cartesian.y = 0.0;
|
cartesian.z = 0.0;
|
Matrix4.multiplyByTranslation(result, cartesian, result);
|
break;
|
case 'yTranslate':
|
cartesian.x = 0.0;
|
cartesian.y = value;
|
cartesian.z = 0.0;
|
Matrix4.multiplyByTranslation(result, cartesian, result);
|
break;
|
case 'zTranslate':
|
cartesian.x = 0.0;
|
cartesian.y = 0.0;
|
cartesian.z = value;
|
Matrix4.multiplyByTranslation(result, cartesian, result);
|
break;
|
case 'xScale':
|
cartesian.x = value;
|
cartesian.y = 1.0;
|
cartesian.z = 1.0;
|
Matrix4.multiplyByScale(result, cartesian, result);
|
break;
|
case 'yScale':
|
cartesian.x = 1.0;
|
cartesian.y = value;
|
cartesian.z = 1.0;
|
Matrix4.multiplyByScale(result, cartesian, result);
|
break;
|
case 'zScale':
|
cartesian.x = 1.0;
|
cartesian.y = 1.0;
|
cartesian.z = value;
|
Matrix4.multiplyByScale(result, cartesian, result);
|
break;
|
case 'uniformScale':
|
Matrix4.multiplyByUniformScale(result, value, result);
|
break;
|
default:
|
break;
|
}
|
return result;
|
}
|
|
var scratchApplyArticulationTransform = new Matrix4();
|
|
/**
|
* Applies any modified articulation stages to the matrix of each node that participates
|
* in any articulation. Note that this will overwrite any nodeTransformations on participating nodes.
|
*
|
* @exception {DeveloperError} The model is not loaded. Use Model.readyPromise or wait for Model.ready to be true.
|
*/
|
Model.prototype.applyArticulations = function() {
|
var articulationsByName = this._runtime.articulationsByName;
|
for (var articulationName in articulationsByName) {
|
if (articulationsByName.hasOwnProperty(articulationName)) {
|
var articulation = articulationsByName[articulationName];
|
if (articulation.isDirty) {
|
articulation.isDirty = false;
|
var numNodes = articulation.nodes.length;
|
for (var n = 0; n < numNodes; ++n) {
|
var node = articulation.nodes[n];
|
var transform = Matrix4.clone(node.originalMatrix, scratchApplyArticulationTransform);
|
|
var numStages = articulation.stages.length;
|
for (var s = 0; s < numStages; ++s) {
|
var stage = articulation.stages[s];
|
transform = applyArticulationStageMatrix(stage, transform);
|
}
|
node.matrix = transform;
|
}
|
}
|
}
|
}
|
};
|
|
///////////////////////////////////////////////////////////////////////////
|
|
function addBuffersToLoadResources(model) {
|
var gltf = model.gltf;
|
var loadResources = model._loadResources;
|
ForEach.buffer(gltf, function(buffer, id) {
|
loadResources.buffers[id] = buffer.extras._pipeline.source;
|
});
|
}
|
|
function bufferLoad(model, id) {
|
return function(arrayBuffer) {
|
var loadResources = model._loadResources;
|
var buffer = new Uint8Array(arrayBuffer);
|
--loadResources.pendingBufferLoads;
|
model.gltf.buffers[id].extras._pipeline.source = buffer;
|
};
|
}
|
|
function parseBufferViews(model) {
|
var bufferViews = model.gltf.bufferViews;
|
var vertexBuffersToCreate = model._loadResources.vertexBuffersToCreate;
|
|
// Only ARRAY_BUFFER here. ELEMENT_ARRAY_BUFFER created below.
|
ForEach.bufferView(model.gltf, function(bufferView, id) {
|
if (bufferView.target === WebGLConstants.ARRAY_BUFFER) {
|
vertexBuffersToCreate.enqueue(id);
|
}
|
});
|
|
var indexBuffersToCreate = model._loadResources.indexBuffersToCreate;
|
var indexBufferIds = {};
|
|
// The Cesium Renderer requires knowing the datatype for an index buffer
|
// at creation type, which is not part of the glTF bufferview so loop
|
// through glTF accessors to create the bufferview's index buffer.
|
ForEach.accessor(model.gltf, function(accessor) {
|
var bufferViewId = accessor.bufferView;
|
if (!defined(bufferViewId)) {
|
return;
|
}
|
|
var bufferView = bufferViews[bufferViewId];
|
if ((bufferView.target === WebGLConstants.ELEMENT_ARRAY_BUFFER) && !defined(indexBufferIds[bufferViewId])) {
|
indexBufferIds[bufferViewId] = true;
|
indexBuffersToCreate.enqueue({
|
id : bufferViewId,
|
componentType : accessor.componentType
|
});
|
}
|
});
|
}
|
|
function parseTechniques(model) {
|
// retain references to gltf techniques
|
var gltf = model.gltf;
|
if (!hasExtension(gltf, 'KHR_techniques_webgl')) {
|
return;
|
}
|
|
var sourcePrograms = model._sourcePrograms;
|
var sourceTechniques = model._sourceTechniques;
|
var programs = gltf.extensions.KHR_techniques_webgl.programs;
|
|
ForEach.technique(gltf, function(technique, techniqueId) {
|
sourceTechniques[techniqueId] = clone(technique);
|
|
var programId = technique.program;
|
if (!defined(sourcePrograms[programId])) {
|
sourcePrograms[programId] = clone(programs[programId]);
|
}
|
});
|
}
|
|
function shaderLoad(model, type, id) {
|
return function(source) {
|
var loadResources = model._loadResources;
|
loadResources.shaders[id] = {
|
source : source,
|
type : type,
|
bufferView : undefined
|
};
|
--loadResources.pendingShaderLoads;
|
model._rendererResources.sourceShaders[id] = source;
|
};
|
}
|
|
function parseShaders(model) {
|
var gltf = model.gltf;
|
var buffers = gltf.buffers;
|
var bufferViews = gltf.bufferViews;
|
var sourceShaders = model._rendererResources.sourceShaders;
|
ForEach.shader(gltf, function(shader, id) {
|
// Shader references either uri (external or base64-encoded) or bufferView
|
if (defined(shader.bufferView)) {
|
var bufferViewId = shader.bufferView;
|
var bufferView = bufferViews[bufferViewId];
|
var bufferId = bufferView.buffer;
|
var buffer = buffers[bufferId];
|
var source = getStringFromTypedArray(buffer.extras._pipeline.source, bufferView.byteOffset, bufferView.byteLength);
|
sourceShaders[id] = source;
|
} else if (defined(shader.extras._pipeline.source)) {
|
sourceShaders[id] = shader.extras._pipeline.source;
|
} else {
|
++model._loadResources.pendingShaderLoads;
|
|
var shaderResource = model._resource.getDerivedResource({
|
url: shader.uri
|
});
|
|
shaderResource.fetchText()
|
.then(shaderLoad(model, shader.type, id))
|
.otherwise(ModelUtility.getFailedLoadFunction(model, 'shader', shaderResource.url));
|
}
|
});
|
}
|
|
function parsePrograms(model) {
|
var sourceTechniques = model._sourceTechniques;
|
for (var techniqueId in sourceTechniques) {
|
if (sourceTechniques.hasOwnProperty(techniqueId)) {
|
var technique = sourceTechniques[techniqueId];
|
model._loadResources.programsToCreate.enqueue({
|
programId: technique.program,
|
techniqueId: techniqueId
|
});
|
}
|
}
|
}
|
|
function parseArticulations(model) {
|
var articulationsByName = {};
|
var articulationsByStageKey = {};
|
var runtimeStagesByKey = {};
|
|
model._runtime.articulationsByName = articulationsByName;
|
model._runtime.articulationsByStageKey = articulationsByStageKey;
|
model._runtime.stagesByKey = runtimeStagesByKey;
|
|
var gltf = model.gltf;
|
if (!hasExtension(gltf, 'AGI_articulations') || !defined(gltf.extensions) || !defined(gltf.extensions.AGI_articulations)) {
|
return;
|
}
|
|
var gltfArticulations = gltf.extensions.AGI_articulations.articulations;
|
if (!defined(gltfArticulations)) {
|
return;
|
}
|
|
var numArticulations = gltfArticulations.length;
|
for (var i = 0; i < numArticulations; ++i) {
|
var articulation = clone(gltfArticulations[i]);
|
articulation.nodes = [];
|
articulation.isDirty = true;
|
articulationsByName[articulation.name] = articulation;
|
|
var numStages = articulation.stages.length;
|
for (var s = 0; s < numStages; ++s) {
|
var stage = articulation.stages[s];
|
stage.currentValue = stage.initialValue;
|
|
var stageKey = articulation.name + ' ' + stage.name;
|
articulationsByStageKey[stageKey] = articulation;
|
runtimeStagesByKey[stageKey] = stage;
|
}
|
}
|
}
|
|
function imageLoad(model, textureId) {
|
return function(image) {
|
var loadResources = model._loadResources;
|
--loadResources.pendingTextureLoads;
|
loadResources.texturesToCreate.enqueue({
|
id : textureId,
|
image : image,
|
bufferView : image.bufferView,
|
width : image.width,
|
height : image.height,
|
internalFormat : image.internalFormat
|
});
|
};
|
}
|
|
var ktxRegex = /(^data:image\/ktx)|(\.ktx$)/i;
|
var crnRegex = /(^data:image\/crn)|(\.crn$)/i;
|
|
function parseTextures(model, context, supportsWebP) {
|
var gltf = model.gltf;
|
var images = gltf.images;
|
var uri;
|
ForEach.texture(gltf, function(texture, id) {
|
var imageId = texture.source;
|
|
if (defined(texture.extensions) && defined(texture.extensions.EXT_texture_webp) && supportsWebP) {
|
imageId = texture.extensions.EXT_texture_webp.source;
|
}
|
|
var gltfImage = images[imageId];
|
var extras = gltfImage.extras;
|
|
var bufferViewId = gltfImage.bufferView;
|
var mimeType = gltfImage.mimeType;
|
uri = gltfImage.uri;
|
|
// First check for a compressed texture
|
if (defined(extras) && defined(extras.compressedImage3DTiles)) {
|
var crunch = extras.compressedImage3DTiles.crunch;
|
var s3tc = extras.compressedImage3DTiles.s3tc;
|
var pvrtc = extras.compressedImage3DTiles.pvrtc1;
|
var etc1 = extras.compressedImage3DTiles.etc1;
|
|
if (context.s3tc && defined(crunch)) {
|
mimeType = crunch.mimeType;
|
if (defined(crunch.bufferView)) {
|
bufferViewId = crunch.bufferView;
|
} else {
|
uri = crunch.uri;
|
}
|
} else if (context.s3tc && defined(s3tc)) {
|
mimeType = s3tc.mimeType;
|
if (defined(s3tc.bufferView)) {
|
bufferViewId = s3tc.bufferView;
|
} else {
|
uri = s3tc.uri;
|
}
|
} else if (context.pvrtc && defined(pvrtc)) {
|
mimeType = pvrtc.mimeType;
|
if (defined(pvrtc.bufferView)) {
|
bufferViewId = pvrtc.bufferView;
|
} else {
|
uri = pvrtc.uri;
|
}
|
} else if (context.etc1 && defined(etc1)) {
|
mimeType = etc1.mimeType;
|
if (defined(etc1.bufferView)) {
|
bufferViewId = etc1.bufferView;
|
} else {
|
uri = etc1.uri;
|
}
|
}
|
}
|
|
// Image references either uri (external or base64-encoded) or bufferView
|
if (defined(bufferViewId)) {
|
model._loadResources.texturesToCreateFromBufferView.enqueue({
|
id : id,
|
image : undefined,
|
bufferView : bufferViewId,
|
mimeType : mimeType
|
});
|
} else {
|
++model._loadResources.pendingTextureLoads;
|
|
var imageResource = model._resource.getDerivedResource({
|
url : uri
|
});
|
|
var promise;
|
if (ktxRegex.test(uri)) {
|
promise = loadKTX(imageResource);
|
} else if (crnRegex.test(uri)) {
|
promise = loadCRN(imageResource);
|
} else {
|
promise = imageResource.fetchImage();
|
}
|
promise.then(imageLoad(model, id, imageId)).otherwise(ModelUtility.getFailedLoadFunction(model, 'image', imageResource.url));
|
}
|
});
|
}
|
|
var scratchArticulationStageInitialTransform = new Matrix4();
|
|
function parseNodes(model) {
|
var runtimeNodes = {};
|
var runtimeNodesByName = {};
|
var skinnedNodes = [];
|
|
var skinnedNodesIds = model._loadResources.skinnedNodesIds;
|
var articulationsByName = model._runtime.articulationsByName;
|
|
ForEach.node(model.gltf, function(node, id) {
|
var runtimeNode = {
|
// Animation targets
|
matrix : undefined,
|
translation : undefined,
|
rotation : undefined,
|
scale : undefined,
|
|
// Per-node show inherited from parent
|
computedShow : true,
|
|
// Computed transforms
|
transformToRoot : new Matrix4(),
|
computedMatrix : new Matrix4(),
|
dirtyNumber : 0, // The frame this node was made dirty by an animation; for graph traversal
|
|
// Rendering
|
commands : [], // empty for transform, light, and camera nodes
|
|
// Skinned node
|
inverseBindMatrices : undefined, // undefined when node is not skinned
|
bindShapeMatrix : undefined, // undefined when node is not skinned or identity
|
joints : [], // empty when node is not skinned
|
computedJointMatrices : [], // empty when node is not skinned
|
|
// Joint node
|
jointName : node.jointName, // undefined when node is not a joint
|
|
weights : [],
|
|
// Graph pointers
|
children : [], // empty for leaf nodes
|
parents : [], // empty for root nodes
|
|
// Publicly-accessible ModelNode instance to modify animation targets
|
publicNode : undefined
|
};
|
runtimeNode.publicNode = new ModelNode(model, node, runtimeNode, id, ModelUtility.getTransform(node));
|
|
runtimeNodes[id] = runtimeNode;
|
runtimeNodesByName[node.name] = runtimeNode;
|
|
if (defined(node.skin)) {
|
skinnedNodesIds.push(id);
|
skinnedNodes.push(runtimeNode);
|
}
|
|
if (defined(node.extensions) && defined(node.extensions.AGI_articulations)) {
|
var articulationName = node.extensions.AGI_articulations.articulationName;
|
if (defined(articulationName)) {
|
var transform = Matrix4.clone(runtimeNode.publicNode.originalMatrix, scratchArticulationStageInitialTransform);
|
var articulation = articulationsByName[articulationName];
|
articulation.nodes.push(runtimeNode.publicNode);
|
|
var numStages = articulation.stages.length;
|
for (var s = 0; s < numStages; ++s) {
|
var stage = articulation.stages[s];
|
transform = applyArticulationStageMatrix(stage, transform);
|
}
|
runtimeNode.publicNode.matrix = transform;
|
}
|
}
|
});
|
|
model._runtime.nodes = runtimeNodes;
|
model._runtime.nodesByName = runtimeNodesByName;
|
model._runtime.skinnedNodes = skinnedNodes;
|
}
|
|
function parseMaterials(model) {
|
var gltf = model.gltf;
|
var techniques = model._sourceTechniques;
|
|
var runtimeMaterialsByName = {};
|
var runtimeMaterialsById = {};
|
var uniformMaps = model._uniformMaps;
|
|
ForEach.material(gltf, function(material, materialId) {
|
// Allocated now so ModelMaterial can keep a reference to it.
|
uniformMaps[materialId] = {
|
uniformMap : undefined,
|
values : undefined,
|
jointMatrixUniformName : undefined,
|
morphWeightsUniformName : undefined
|
};
|
|
var modelMaterial = new ModelMaterial(model, material, materialId);
|
|
if (defined(material.extensions) && defined(material.extensions.KHR_techniques_webgl)) {
|
var techniqueId = material.extensions.KHR_techniques_webgl.technique;
|
modelMaterial._technique = techniqueId;
|
modelMaterial._program = techniques[techniqueId].program;
|
|
ForEach.materialValue(material, function(value, uniformName) {
|
if (!defined(modelMaterial._values)) {
|
modelMaterial._values = {};
|
}
|
|
modelMaterial._values[uniformName] = clone(value);
|
});
|
}
|
|
runtimeMaterialsByName[material.name] = modelMaterial;
|
runtimeMaterialsById[materialId] = modelMaterial;
|
});
|
|
model._runtime.materialsByName = runtimeMaterialsByName;
|
model._runtime.materialsById = runtimeMaterialsById;
|
}
|
|
function parseMeshes(model) {
|
var runtimeMeshesByName = {};
|
var runtimeMaterialsById = model._runtime.materialsById;
|
|
ForEach.mesh(model.gltf, function(mesh, meshId) {
|
runtimeMeshesByName[mesh.name] = new ModelMesh(mesh, runtimeMaterialsById, meshId);
|
if (defined(model.extensionsUsed.WEB3D_quantized_attributes) || model._dequantizeInShader) {
|
// Cache primitives according to their program
|
ForEach.meshPrimitive(mesh, function(primitive, primitiveId) {
|
var programId = getProgramForPrimitive(model, primitive);
|
var programPrimitives = model._programPrimitives[programId];
|
if (!defined(programPrimitives)) {
|
programPrimitives = {};
|
model._programPrimitives[programId] = programPrimitives;
|
}
|
programPrimitives[meshId + '.primitive.' + primitiveId] = primitive;
|
});
|
}
|
});
|
|
model._runtime.meshesByName = runtimeMeshesByName;
|
}
|
|
///////////////////////////////////////////////////////////////////////////
|
|
var CreateVertexBufferJob = function() {
|
this.id = undefined;
|
this.model = undefined;
|
this.context = undefined;
|
};
|
|
CreateVertexBufferJob.prototype.set = function(id, model, context) {
|
this.id = id;
|
this.model = model;
|
this.context = context;
|
};
|
|
CreateVertexBufferJob.prototype.execute = function() {
|
createVertexBuffer(this.id, this.model, this.context);
|
};
|
|
///////////////////////////////////////////////////////////////////////////
|
|
function createVertexBuffer(bufferViewId, model, context) {
|
var loadResources = model._loadResources;
|
var bufferViews = model.gltf.bufferViews;
|
var bufferView = bufferViews[bufferViewId];
|
|
// Use bufferView created at runtime
|
if (!defined(bufferView)) {
|
bufferView = loadResources.createdBufferViews[bufferViewId];
|
}
|
|
var vertexBuffer = Buffer.createVertexBuffer({
|
context : context,
|
typedArray : loadResources.getBuffer(bufferView),
|
usage : BufferUsage.STATIC_DRAW
|
});
|
vertexBuffer.vertexArrayDestroyable = false;
|
model._rendererResources.buffers[bufferViewId] = vertexBuffer;
|
model._geometryByteLength += vertexBuffer.sizeInBytes;
|
}
|
|
///////////////////////////////////////////////////////////////////////////
|
|
var CreateIndexBufferJob = function() {
|
this.id = undefined;
|
this.componentType = undefined;
|
this.model = undefined;
|
this.context = undefined;
|
};
|
|
CreateIndexBufferJob.prototype.set = function(id, componentType, model, context) {
|
this.id = id;
|
this.componentType = componentType;
|
this.model = model;
|
this.context = context;
|
};
|
|
CreateIndexBufferJob.prototype.execute = function() {
|
createIndexBuffer(this.id, this.componentType, this.model, this.context);
|
};
|
|
///////////////////////////////////////////////////////////////////////////
|
|
function createIndexBuffer(bufferViewId, componentType, model, context) {
|
var loadResources = model._loadResources;
|
var bufferViews = model.gltf.bufferViews;
|
var bufferView = bufferViews[bufferViewId];
|
|
// Use bufferView created at runtime
|
if (!defined(bufferView)) {
|
bufferView = loadResources.createdBufferViews[bufferViewId];
|
}
|
|
var indexBuffer = Buffer.createIndexBuffer({
|
context : context,
|
typedArray : loadResources.getBuffer(bufferView),
|
usage : BufferUsage.STATIC_DRAW,
|
indexDatatype : componentType
|
});
|
indexBuffer.vertexArrayDestroyable = false;
|
model._rendererResources.buffers[bufferViewId] = indexBuffer;
|
model._geometryByteLength += indexBuffer.sizeInBytes;
|
}
|
|
var scratchVertexBufferJob = new CreateVertexBufferJob();
|
var scratchIndexBufferJob = new CreateIndexBufferJob();
|
|
function createBuffers(model, frameState) {
|
var loadResources = model._loadResources;
|
|
if (loadResources.pendingBufferLoads !== 0) {
|
return;
|
}
|
|
var context = frameState.context;
|
var vertexBuffersToCreate = loadResources.vertexBuffersToCreate;
|
var indexBuffersToCreate = loadResources.indexBuffersToCreate;
|
var i;
|
|
if (model.asynchronous) {
|
while (vertexBuffersToCreate.length > 0) {
|
scratchVertexBufferJob.set(vertexBuffersToCreate.peek(), model, context);
|
if (!frameState.jobScheduler.execute(scratchVertexBufferJob, JobType.BUFFER)) {
|
break;
|
}
|
vertexBuffersToCreate.dequeue();
|
}
|
|
while (indexBuffersToCreate.length > 0) {
|
i = indexBuffersToCreate.peek();
|
scratchIndexBufferJob.set(i.id, i.componentType, model, context);
|
if (!frameState.jobScheduler.execute(scratchIndexBufferJob, JobType.BUFFER)) {
|
break;
|
}
|
indexBuffersToCreate.dequeue();
|
}
|
} else {
|
while (vertexBuffersToCreate.length > 0) {
|
createVertexBuffer(vertexBuffersToCreate.dequeue(), model, context);
|
}
|
|
while (indexBuffersToCreate.length > 0) {
|
i = indexBuffersToCreate.dequeue();
|
createIndexBuffer(i.id, i.componentType, model, context);
|
}
|
}
|
}
|
|
function getProgramForPrimitive(model, primitive) {
|
var material = model._runtime.materialsById[primitive.material];
|
if (!defined(material)) {
|
return;
|
}
|
|
return material._program;
|
}
|
|
function modifyShaderForQuantizedAttributes(shader, programName, model) {
|
var primitive;
|
var primitives = model._programPrimitives[programName];
|
|
// If no primitives were cached for this program, there's no need to modify the shader
|
if (!defined(primitives)) {
|
return shader;
|
}
|
|
var primitiveId;
|
for (primitiveId in primitives) {
|
if (primitives.hasOwnProperty(primitiveId)) {
|
primitive = primitives[primitiveId];
|
if (getProgramForPrimitive(model, primitive) === programName) {
|
break;
|
}
|
}
|
}
|
|
// This is not needed after the program is processed, free the memory
|
model._programPrimitives[programName] = undefined;
|
|
var result;
|
if (model.extensionsUsed.WEB3D_quantized_attributes) {
|
result = ModelUtility.modifyShaderForQuantizedAttributes(model.gltf, primitive, shader);
|
model._quantizedUniforms[programName] = result.uniforms;
|
} else {
|
var decodedData = model._decodedData[primitiveId];
|
if (defined(decodedData)) {
|
result = ModelUtility.modifyShaderForDracoQuantizedAttributes(model.gltf, primitive, shader, decodedData.attributes);
|
} else {
|
return shader;
|
}
|
}
|
|
return result.shader;
|
}
|
|
function modifyShaderForColor(shader) {
|
shader = ShaderSource.replaceMain(shader, 'gltf_blend_main');
|
shader +=
|
'uniform vec4 gltf_color; \n' +
|
'uniform float gltf_colorBlend; \n' +
|
'void main() \n' +
|
'{ \n' +
|
' gltf_blend_main(); \n' +
|
' gl_FragColor.rgb = mix(gl_FragColor.rgb, gltf_color.rgb, gltf_colorBlend); \n' +
|
' float highlight = ceil(gltf_colorBlend); \n' +
|
' gl_FragColor.rgb *= mix(gltf_color.rgb, vec3(1.0), highlight); \n' +
|
' gl_FragColor.a *= gltf_color.a; \n' +
|
'} \n';
|
|
return shader;
|
}
|
|
function modifyShader(shader, programName, callback) {
|
if (defined(callback)) {
|
shader = callback(shader, programName);
|
}
|
return shader;
|
}
|
|
var CreateProgramJob = function() {
|
this.programToCreate = undefined;
|
this.model = undefined;
|
this.context = undefined;
|
};
|
|
CreateProgramJob.prototype.set = function(programToCreate, model, context) {
|
this.programToCreate = programToCreate;
|
this.model = model;
|
this.context = context;
|
};
|
|
CreateProgramJob.prototype.execute = function() {
|
createProgram(this.programToCreate, this.model, this.context);
|
};
|
|
///////////////////////////////////////////////////////////////////////////
|
|
// When building programs for the first time, do not include modifiers for clipping planes and color
|
// since this is the version of the program that will be cached for use with other Models.
|
function createProgram(programToCreate, model, context) {
|
var programId = programToCreate.programId;
|
var techniqueId = programToCreate.techniqueId;
|
var program = model._sourcePrograms[programId];
|
var shaders = model._rendererResources.sourceShaders;
|
|
var vs = shaders[program.vertexShader];
|
var fs = shaders[program.fragmentShader];
|
|
var quantizedVertexShaders = model._quantizedVertexShaders;
|
var toClipCoordinatesGLSL = model._toClipCoordinatesGLSL[programId];
|
|
if (model.extensionsUsed.WEB3D_quantized_attributes || model._dequantizeInShader) {
|
var quantizedVS = quantizedVertexShaders[programId];
|
if (!defined(quantizedVS)) {
|
quantizedVS = modifyShaderForQuantizedAttributes(vs, programId, model);
|
quantizedVertexShaders[programId] = quantizedVS;
|
}
|
vs = quantizedVS;
|
}
|
|
var drawVS = modifyShader(vs, programId, model._vertexShaderLoaded);
|
var drawFS = modifyShader(fs, programId, model._fragmentShaderLoaded);
|
|
// Internet Explorer seems to have problems with discard (for clipping planes) after too many levels of indirection:
|
// https://github.com/CesiumGS/cesium/issues/6575.
|
// For IE log depth code is defined out anyway due to unsupported WebGL extensions, so the wrappers can be omitted.
|
if (!FeatureDetection.isInternetExplorer()) {
|
drawVS = ModelUtility.modifyVertexShaderForLogDepth(drawVS, toClipCoordinatesGLSL);
|
drawFS = ModelUtility.modifyFragmentShaderForLogDepth(drawFS);
|
}
|
|
if (!defined(model._uniformMapLoaded)) {
|
drawFS = 'uniform vec4 czm_pickColor;\n' + drawFS;
|
}
|
|
var useIBL = model._imageBasedLightingFactor.x > 0.0 || model._imageBasedLightingFactor.y > 0.0;
|
if (useIBL) {
|
drawFS = '#define USE_IBL_LIGHTING \n\n' + drawFS;
|
}
|
|
if (defined(model._lightColor)) {
|
drawFS = '#define USE_CUSTOM_LIGHT_COLOR \n\n' + drawFS;
|
}
|
|
if (model._sourceVersion !== '2.0' || model._sourceKHRTechniquesWebGL) {
|
drawFS = ShaderSource.replaceMain(drawFS, 'non_gamma_corrected_main');
|
drawFS =
|
drawFS +
|
'\n' +
|
'void main() { \n' +
|
' non_gamma_corrected_main(); \n' +
|
' gl_FragColor = czm_gammaCorrect(gl_FragColor); \n' +
|
'} \n';
|
}
|
|
if (OctahedralProjectedCubeMap.isSupported(context)) {
|
var usesSH = defined(model._sphericalHarmonicCoefficients) || model._useDefaultSphericalHarmonics;
|
var usesSM = (defined(model._specularEnvironmentMapAtlas) && model._specularEnvironmentMapAtlas.ready) || model._useDefaultSpecularMaps;
|
var addMatrix = usesSH || usesSM || useIBL;
|
if (addMatrix) {
|
drawFS = 'uniform mat4 gltf_clippingPlanesMatrix; \n' + drawFS;
|
}
|
|
if (defined(model._sphericalHarmonicCoefficients)) {
|
drawFS = '#define DIFFUSE_IBL \n' + '#define CUSTOM_SPHERICAL_HARMONICS \n' + 'uniform vec3 gltf_sphericalHarmonicCoefficients[9]; \n' + drawFS;
|
} else if (model._useDefaultSphericalHarmonics) {
|
drawFS = '#define DIFFUSE_IBL \n' + drawFS;
|
}
|
|
if (defined(model._specularEnvironmentMapAtlas) && model._specularEnvironmentMapAtlas.ready) {
|
drawFS = '#define SPECULAR_IBL \n' + '#define CUSTOM_SPECULAR_IBL \n' + 'uniform sampler2D gltf_specularMap; \n' + 'uniform vec2 gltf_specularMapSize; \n' + 'uniform float gltf_maxSpecularLOD; \n' + drawFS;
|
} else if (model._useDefaultSpecularMaps) {
|
drawFS = '#define SPECULAR_IBL \n' + drawFS;
|
}
|
}
|
|
if (defined(model._luminanceAtZenith)) {
|
drawFS = '#define USE_SUN_LUMINANCE \n' + 'uniform float gltf_luminanceAtZenith;\n' + drawFS;
|
}
|
|
createAttributesAndProgram(programId, techniqueId, drawFS, drawVS, model, context);
|
}
|
|
function recreateProgram(programToCreate, model, context) {
|
var programId = programToCreate.programId;
|
var techniqueId = programToCreate.techniqueId;
|
var program = model._sourcePrograms[programId];
|
var shaders = model._rendererResources.sourceShaders;
|
|
var quantizedVertexShaders = model._quantizedVertexShaders;
|
var toClipCoordinatesGLSL = model._toClipCoordinatesGLSL[programId];
|
|
var clippingPlaneCollection = model.clippingPlanes;
|
var addClippingPlaneCode = isClippingEnabled(model);
|
|
var vs = shaders[program.vertexShader];
|
var fs = shaders[program.fragmentShader];
|
|
if (model.extensionsUsed.WEB3D_quantized_attributes || model._dequantizeInShader) {
|
vs = quantizedVertexShaders[programId];
|
}
|
|
var finalFS = fs;
|
if (isColorShadingEnabled(model)) {
|
finalFS = Model._modifyShaderForColor(finalFS);
|
}
|
if (addClippingPlaneCode) {
|
finalFS = modifyShaderForClippingPlanes(finalFS, clippingPlaneCollection, context);
|
}
|
|
var drawVS = modifyShader(vs, programId, model._vertexShaderLoaded);
|
var drawFS = modifyShader(finalFS, programId, model._fragmentShaderLoaded);
|
|
if (!FeatureDetection.isInternetExplorer()) {
|
drawVS = ModelUtility.modifyVertexShaderForLogDepth(drawVS, toClipCoordinatesGLSL);
|
drawFS = ModelUtility.modifyFragmentShaderForLogDepth(drawFS);
|
}
|
|
if (!defined(model._uniformMapLoaded)) {
|
drawFS = 'uniform vec4 czm_pickColor;\n' + drawFS;
|
}
|
|
var useIBL = model._imageBasedLightingFactor.x > 0.0 || model._imageBasedLightingFactor.y > 0.0;
|
if (useIBL) {
|
drawFS = '#define USE_IBL_LIGHTING \n\n' + drawFS;
|
}
|
|
if (defined(model._lightColor)) {
|
drawFS = '#define USE_CUSTOM_LIGHT_COLOR \n\n' + drawFS;
|
}
|
|
if (model._sourceVersion !== '2.0' || model._sourceKHRTechniquesWebGL) {
|
drawFS = ShaderSource.replaceMain(drawFS, 'non_gamma_corrected_main');
|
drawFS =
|
drawFS +
|
'\n' +
|
'void main() { \n' +
|
' non_gamma_corrected_main(); \n' +
|
' gl_FragColor = czm_gammaCorrect(gl_FragColor); \n' +
|
'} \n';
|
}
|
|
if (OctahedralProjectedCubeMap.isSupported(context)) {
|
var usesSH = defined(model._sphericalHarmonicCoefficients) || model._useDefaultSphericalHarmonics;
|
var usesSM = (defined(model._specularEnvironmentMapAtlas) && model._specularEnvironmentMapAtlas.ready) || model._useDefaultSpecularMaps;
|
var addMatrix = !addClippingPlaneCode && (usesSH || usesSM || useIBL);
|
if (addMatrix) {
|
drawFS = 'uniform mat4 gltf_clippingPlanesMatrix; \n' + drawFS;
|
}
|
|
if (defined(model._sphericalHarmonicCoefficients)) {
|
drawFS = '#define DIFFUSE_IBL \n' + '#define CUSTOM_SPHERICAL_HARMONICS \n' + 'uniform vec3 gltf_sphericalHarmonicCoefficients[9]; \n' + drawFS;
|
} else if (model._useDefaultSphericalHarmonics) {
|
drawFS = '#define DIFFUSE_IBL \n' + drawFS;
|
}
|
|
if (defined(model._specularEnvironmentMapAtlas) && model._specularEnvironmentMapAtlas.ready) {
|
drawFS = '#define SPECULAR_IBL \n' + '#define CUSTOM_SPECULAR_IBL \n' + 'uniform sampler2D gltf_specularMap; \n' + 'uniform vec2 gltf_specularMapSize; \n' + 'uniform float gltf_maxSpecularLOD; \n' + drawFS;
|
} else if (model._useDefaultSpecularMaps) {
|
drawFS = '#define SPECULAR_IBL \n' + drawFS;
|
}
|
}
|
|
if (defined(model._luminanceAtZenith)) {
|
drawFS = '#define USE_SUN_LUMINANCE \n' + 'uniform float gltf_luminanceAtZenith;\n' + drawFS;
|
}
|
|
createAttributesAndProgram(programId, techniqueId, drawFS, drawVS, model, context);
|
}
|
|
function createAttributesAndProgram(programId, techniqueId, drawFS, drawVS, model, context) {
|
var technique = model._sourceTechniques[techniqueId];
|
var attributeLocations = ModelUtility.createAttributeLocations(technique, model._precreatedAttributes);
|
|
model._rendererResources.programs[programId] = ShaderProgram.fromCache({
|
context : context,
|
vertexShaderSource : drawVS,
|
fragmentShaderSource : drawFS,
|
attributeLocations : attributeLocations
|
});
|
}
|
|
var scratchCreateProgramJob = new CreateProgramJob();
|
|
function createPrograms(model, frameState) {
|
var loadResources = model._loadResources;
|
var programsToCreate = loadResources.programsToCreate;
|
|
if (loadResources.pendingShaderLoads !== 0) {
|
return;
|
}
|
|
// PERFORMANCE_IDEA: this could be more fine-grained by looking
|
// at the shader's bufferView's to determine the buffer dependencies.
|
if (loadResources.pendingBufferLoads !== 0) {
|
return;
|
}
|
|
var context = frameState.context;
|
|
if (model.asynchronous) {
|
while (programsToCreate.length > 0) {
|
scratchCreateProgramJob.set(programsToCreate.peek(), model, context);
|
if (!frameState.jobScheduler.execute(scratchCreateProgramJob, JobType.PROGRAM)) {
|
break;
|
}
|
programsToCreate.dequeue();
|
}
|
} else {
|
// Create all loaded programs this frame
|
while (programsToCreate.length > 0) {
|
createProgram(programsToCreate.dequeue(), model, context);
|
}
|
}
|
}
|
|
function getOnImageCreatedFromTypedArray(loadResources, gltfTexture) {
|
return function(image) {
|
loadResources.texturesToCreate.enqueue({
|
id : gltfTexture.id,
|
image : image,
|
bufferView : undefined
|
});
|
|
--loadResources.pendingBufferViewToImage;
|
};
|
}
|
|
function loadTexturesFromBufferViews(model) {
|
var loadResources = model._loadResources;
|
|
if (loadResources.pendingBufferLoads !== 0) {
|
return;
|
}
|
|
while (loadResources.texturesToCreateFromBufferView.length > 0) {
|
var gltfTexture = loadResources.texturesToCreateFromBufferView.dequeue();
|
|
var gltf = model.gltf;
|
var bufferView = gltf.bufferViews[gltfTexture.bufferView];
|
var imageId = gltf.textures[gltfTexture.id].source;
|
|
var onerror = ModelUtility.getFailedLoadFunction(model, 'image', 'id: ' + gltfTexture.id + ', bufferView: ' + gltfTexture.bufferView);
|
|
if (gltfTexture.mimeType === 'image/ktx') {
|
loadKTX(loadResources.getBuffer(bufferView)).then(imageLoad(model, gltfTexture.id, imageId)).otherwise(onerror);
|
++model._loadResources.pendingTextureLoads;
|
} else if (gltfTexture.mimeType === 'image/crn') {
|
loadCRN(loadResources.getBuffer(bufferView)).then(imageLoad(model, gltfTexture.id, imageId)).otherwise(onerror);
|
++model._loadResources.pendingTextureLoads;
|
} else {
|
var onload = getOnImageCreatedFromTypedArray(loadResources, gltfTexture);
|
loadImageFromTypedArray({
|
uint8Array: loadResources.getBuffer(bufferView),
|
format: gltfTexture.mimeType,
|
flipY: false
|
})
|
.then(onload).otherwise(onerror);
|
++loadResources.pendingBufferViewToImage;
|
}
|
}
|
}
|
|
function createSamplers(model) {
|
var loadResources = model._loadResources;
|
if (loadResources.createSamplers) {
|
loadResources.createSamplers = false;
|
|
var rendererSamplers = model._rendererResources.samplers;
|
ForEach.sampler(model.gltf, function(sampler, samplerId) {
|
rendererSamplers[samplerId] = new Sampler({
|
wrapS: sampler.wrapS,
|
wrapT: sampler.wrapT,
|
minificationFilter: sampler.minFilter,
|
magnificationFilter: sampler.magFilter
|
});
|
});
|
}
|
}
|
|
///////////////////////////////////////////////////////////////////////////
|
|
var CreateTextureJob = function() {
|
this.gltfTexture = undefined;
|
this.model = undefined;
|
this.context = undefined;
|
};
|
|
CreateTextureJob.prototype.set = function(gltfTexture, model, context) {
|
this.gltfTexture = gltfTexture;
|
this.model = model;
|
this.context = context;
|
};
|
|
CreateTextureJob.prototype.execute = function() {
|
createTexture(this.gltfTexture, this.model, this.context);
|
};
|
|
///////////////////////////////////////////////////////////////////////////
|
|
function createTexture(gltfTexture, model, context) {
|
var textures = model.gltf.textures;
|
var texture = textures[gltfTexture.id];
|
|
var rendererSamplers = model._rendererResources.samplers;
|
var sampler = rendererSamplers[texture.sampler];
|
if (!defined(sampler)) {
|
sampler = new Sampler({
|
wrapS : TextureWrap.REPEAT,
|
wrapT : TextureWrap.REPEAT
|
});
|
}
|
|
var usesTextureTransform = false;
|
var materials = model.gltf.materials;
|
var materialsLength = materials.length;
|
for (var i = 0; i < materialsLength; ++i) {
|
var material = materials[i];
|
if (defined(material.extensions) && defined(material.extensions.KHR_techniques_webgl)) {
|
var values = material.extensions.KHR_techniques_webgl.values;
|
for (var valueName in values) {
|
if (values.hasOwnProperty(valueName) && valueName.indexOf('Texture') !== -1) {
|
var value = values[valueName];
|
if (value.index === gltfTexture.id && defined(value.extensions) && defined(value.extensions.KHR_texture_transform)) {
|
usesTextureTransform = true;
|
break;
|
}
|
}
|
}
|
}
|
if (usesTextureTransform) {
|
break;
|
}
|
}
|
|
var wrapS = sampler.wrapS;
|
var wrapT = sampler.wrapT;
|
var minFilter = sampler.minificationFilter;
|
|
if (usesTextureTransform && minFilter !== TextureMinificationFilter.LINEAR && minFilter !== TextureMinificationFilter.NEAREST) {
|
if (minFilter === TextureMinificationFilter.NEAREST_MIPMAP_NEAREST || minFilter === TextureMinificationFilter.NEAREST_MIPMAP_LINEAR) {
|
minFilter = TextureMinificationFilter.NEAREST;
|
} else {
|
minFilter = TextureMinificationFilter.LINEAR;
|
}
|
|
sampler = new Sampler({
|
wrapS : sampler.wrapS,
|
wrapT : sampler.wrapT,
|
textureMinificationFilter : minFilter,
|
textureMagnificationFilter : sampler.magnificationFilter
|
});
|
}
|
|
var internalFormat = gltfTexture.internalFormat;
|
|
var mipmap =
|
(!(defined(internalFormat) && PixelFormat.isCompressedFormat(internalFormat))) &&
|
((minFilter === TextureMinificationFilter.NEAREST_MIPMAP_NEAREST) ||
|
(minFilter === TextureMinificationFilter.NEAREST_MIPMAP_LINEAR) ||
|
(minFilter === TextureMinificationFilter.LINEAR_MIPMAP_NEAREST) ||
|
(minFilter === TextureMinificationFilter.LINEAR_MIPMAP_LINEAR));
|
var requiresNpot = mipmap ||
|
(wrapS === TextureWrap.REPEAT) ||
|
(wrapS === TextureWrap.MIRRORED_REPEAT) ||
|
(wrapT === TextureWrap.REPEAT) ||
|
(wrapT === TextureWrap.MIRRORED_REPEAT);
|
|
var tx;
|
var source = gltfTexture.image;
|
|
if (defined(internalFormat)) {
|
tx = new Texture({
|
context : context,
|
source : {
|
arrayBufferView : gltfTexture.bufferView
|
},
|
width : gltfTexture.width,
|
height : gltfTexture.height,
|
pixelFormat : internalFormat,
|
sampler : sampler
|
});
|
} else if (defined(source)) {
|
var npot = !CesiumMath.isPowerOfTwo(source.width) || !CesiumMath.isPowerOfTwo(source.height);
|
|
if (requiresNpot && npot) {
|
// WebGL requires power-of-two texture dimensions for mipmapping and REPEAT/MIRRORED_REPEAT wrap modes.
|
var canvas = document.createElement('canvas');
|
canvas.width = CesiumMath.nextPowerOfTwo(source.width);
|
canvas.height = CesiumMath.nextPowerOfTwo(source.height);
|
var canvasContext = canvas.getContext('2d');
|
canvasContext.drawImage(source, 0, 0, source.width, source.height, 0, 0, canvas.width, canvas.height);
|
source = canvas;
|
}
|
|
tx = new Texture({
|
context : context,
|
source : source,
|
pixelFormat : texture.internalFormat,
|
pixelDatatype : texture.type,
|
sampler : sampler,
|
flipY : false
|
});
|
// GLTF_SPEC: Support TEXTURE_CUBE_MAP. https://github.com/KhronosGroup/glTF/issues/40
|
if (mipmap) {
|
tx.generateMipmap();
|
}
|
}
|
if (defined(tx)) {
|
model._rendererResources.textures[gltfTexture.id] = tx;
|
model._texturesByteLength += tx.sizeInBytes;
|
}
|
}
|
|
var scratchCreateTextureJob = new CreateTextureJob();
|
|
function createTextures(model, frameState) {
|
var context = frameState.context;
|
var texturesToCreate = model._loadResources.texturesToCreate;
|
|
if (model.asynchronous) {
|
while (texturesToCreate.length > 0) {
|
scratchCreateTextureJob.set(texturesToCreate.peek(), model, context);
|
if (!frameState.jobScheduler.execute(scratchCreateTextureJob, JobType.TEXTURE)) {
|
break;
|
}
|
texturesToCreate.dequeue();
|
}
|
} else {
|
// Create all loaded textures this frame
|
while (texturesToCreate.length > 0) {
|
createTexture(texturesToCreate.dequeue(), model, context);
|
}
|
}
|
}
|
|
function getAttributeLocations(model, primitive) {
|
var techniques = model._sourceTechniques;
|
|
// Retrieve the compiled shader program to assign index values to attributes
|
var attributeLocations = {};
|
|
var location;
|
var index;
|
var material = model._runtime.materialsById[primitive.material];
|
if (!defined(material)) {
|
return attributeLocations;
|
}
|
|
var technique = techniques[material._technique];
|
if (!defined(technique)) {
|
return attributeLocations;
|
}
|
|
var attributes = technique.attributes;
|
var program = model._rendererResources.programs[technique.program];
|
var programVertexAttributes = program.vertexAttributes;
|
var programAttributeLocations = program._attributeLocations;
|
|
// Note: WebGL shader compiler may have optimized and removed some attributes from programVertexAttributes
|
for (location in programVertexAttributes) {
|
if (programVertexAttributes.hasOwnProperty(location)) {
|
var attribute = attributes[location];
|
if (defined(attribute)) {
|
index = programAttributeLocations[location];
|
attributeLocations[attribute.semantic] = index;
|
}
|
}
|
}
|
|
// Always add pre-created attributes.
|
// Some pre-created attributes, like per-instance pickIds, may be compiled out of the draw program
|
// but should be included in the list of attribute locations for the pick program.
|
// This is safe to do since programVertexAttributes and programAttributeLocations are equivalent except
|
// that programVertexAttributes optimizes out unused attributes.
|
var precreatedAttributes = model._precreatedAttributes;
|
if (defined(precreatedAttributes)) {
|
for (location in precreatedAttributes) {
|
if (precreatedAttributes.hasOwnProperty(location)) {
|
index = programAttributeLocations[location];
|
attributeLocations[location] = index;
|
}
|
}
|
}
|
|
return attributeLocations;
|
}
|
|
function mapJointNames(forest, nodes) {
|
var length = forest.length;
|
var jointNodes = {};
|
for (var i = 0; i < length; ++i) {
|
var stack = [forest[i]]; // Push root node of tree
|
|
while (stack.length > 0) {
|
var id = stack.pop();
|
var n = nodes[id];
|
|
if (defined(n)) {
|
jointNodes[id] = id;
|
}
|
|
var children = n.children;
|
if (defined(children)) {
|
var childrenLength = children.length;
|
for (var k = 0; k < childrenLength; ++k) {
|
stack.push(children[k]);
|
}
|
}
|
}
|
}
|
return jointNodes;
|
}
|
|
function createJoints(model, runtimeSkins) {
|
var gltf = model.gltf;
|
var skins = gltf.skins;
|
var nodes = gltf.nodes;
|
var runtimeNodes = model._runtime.nodes;
|
|
var skinnedNodesIds = model._loadResources.skinnedNodesIds;
|
var length = skinnedNodesIds.length;
|
for (var j = 0; j < length; ++j) {
|
var id = skinnedNodesIds[j];
|
var skinnedNode = runtimeNodes[id];
|
var node = nodes[id];
|
|
var runtimeSkin = runtimeSkins[node.skin];
|
skinnedNode.inverseBindMatrices = runtimeSkin.inverseBindMatrices;
|
skinnedNode.bindShapeMatrix = runtimeSkin.bindShapeMatrix;
|
|
// 1. Find nodes with the names in node.skeletons (the node's skeletons)
|
// 2. These nodes form the root nodes of the forest to search for each joint in skin.jointNames. This search uses jointName, not the node's name.
|
// 3. Search for the joint name among the gltf node hierarchy instead of the runtime node hierarchy. Child links aren't set up yet for runtime nodes.
|
var forest = [];
|
var skin = skins[node.skin];
|
if (defined(skin.skeleton)) {
|
forest.push(skin.skeleton);
|
}
|
|
var mappedJointNames = mapJointNames(forest, nodes);
|
var gltfJointNames = skins[node.skin].joints;
|
var jointNamesLength = gltfJointNames.length;
|
for (var i = 0; i < jointNamesLength; ++i) {
|
var jointName = gltfJointNames[i];
|
var nodeId = mappedJointNames[jointName];
|
var jointNode = runtimeNodes[nodeId];
|
skinnedNode.joints.push(jointNode);
|
}
|
}
|
}
|
|
function createSkins(model) {
|
var loadResources = model._loadResources;
|
|
if (loadResources.pendingBufferLoads !== 0) {
|
return;
|
}
|
|
if (!loadResources.createSkins) {
|
return;
|
}
|
loadResources.createSkins = false;
|
|
var gltf = model.gltf;
|
var accessors = gltf.accessors;
|
var runtimeSkins = {};
|
|
ForEach.skin(gltf, function(skin, id) {
|
var accessor = accessors[skin.inverseBindMatrices];
|
|
var bindShapeMatrix;
|
if (!Matrix4.equals(skin.bindShapeMatrix, Matrix4.IDENTITY)) {
|
bindShapeMatrix = Matrix4.clone(skin.bindShapeMatrix);
|
}
|
|
runtimeSkins[id] = {
|
inverseBindMatrices : ModelAnimationCache.getSkinInverseBindMatrices(model, accessor),
|
bindShapeMatrix : bindShapeMatrix // not used when undefined
|
};
|
});
|
|
createJoints(model, runtimeSkins);
|
}
|
|
function getChannelEvaluator(model, runtimeNode, targetPath, spline) {
|
return function(localAnimationTime) {
|
// Workaround for https://github.com/KhronosGroup/glTF/issues/219
|
|
//if (targetPath === 'translation') {
|
// return;
|
//}
|
if (defined(spline)) {
|
localAnimationTime = model.clampAnimations ? spline.clampTime(localAnimationTime) : spline.wrapTime(localAnimationTime);
|
runtimeNode[targetPath] = spline.evaluate(localAnimationTime, runtimeNode[targetPath]);
|
runtimeNode.dirtyNumber = model._maxDirtyNumber;
|
}
|
};
|
}
|
|
function createRuntimeAnimations(model) {
|
var loadResources = model._loadResources;
|
|
if (!loadResources.finishedPendingBufferLoads()) {
|
return;
|
}
|
|
if (!loadResources.createRuntimeAnimations) {
|
return;
|
}
|
loadResources.createRuntimeAnimations = false;
|
|
model._runtime.animations = [];
|
|
var runtimeNodes = model._runtime.nodes;
|
var accessors = model.gltf.accessors;
|
|
ForEach.animation(model.gltf, function (animation, i) {
|
var channels = animation.channels;
|
var samplers = animation.samplers;
|
|
// Find start and stop time for the entire animation
|
var startTime = Number.MAX_VALUE;
|
var stopTime = -Number.MAX_VALUE;
|
|
var channelsLength = channels.length;
|
var channelEvaluators = new Array(channelsLength);
|
|
for (var j = 0; j < channelsLength; ++j) {
|
var channel = channels[j];
|
var target = channel.target;
|
var path = target.path;
|
var sampler = samplers[channel.sampler];
|
var input = ModelAnimationCache.getAnimationParameterValues(model, accessors[sampler.input]);
|
var output = ModelAnimationCache.getAnimationParameterValues(model, accessors[sampler.output]);
|
|
startTime = Math.min(startTime, input[0]);
|
stopTime = Math.max(stopTime, input[input.length - 1]);
|
|
var spline = ModelAnimationCache.getAnimationSpline(model, i, animation, channel.sampler, sampler, input, path, output);
|
|
// GLTF_SPEC: Support more targets like materials. https://github.com/KhronosGroup/glTF/issues/142
|
channelEvaluators[j] = getChannelEvaluator(model, runtimeNodes[target.node], target.path, spline);
|
}
|
|
model._runtime.animations[i] = {
|
name : animation.name,
|
startTime : startTime,
|
stopTime : stopTime,
|
channelEvaluators : channelEvaluators
|
};
|
});
|
}
|
|
function createVertexArrays(model, context) {
|
var loadResources = model._loadResources;
|
if (!loadResources.finishedBuffersCreation() || !loadResources.finishedProgramCreation()
|
|| !loadResources.createVertexArrays) {
|
return;
|
}
|
loadResources.createVertexArrays = false;
|
|
var rendererBuffers = model._rendererResources.buffers;
|
var rendererVertexArrays = model._rendererResources.vertexArrays;
|
var gltf = model.gltf;
|
var accessors = gltf.accessors;
|
ForEach.mesh(gltf, function(mesh, meshId) {
|
ForEach.meshPrimitive(mesh, function(primitive, primitiveId) {
|
var attributes = [];
|
var attributeLocation;
|
var attributeLocations = getAttributeLocations(model, primitive);
|
var decodedData = model._decodedData[meshId + '.primitive.' + primitiveId];
|
ForEach.meshPrimitiveAttribute(primitive, function(accessorId, attributeName) {
|
// Skip if the attribute is not used by the material, e.g., because the asset
|
// was exported with an attribute that wasn't used and the asset wasn't optimized.
|
attributeLocation = attributeLocations[attributeName];
|
if (defined(attributeLocation)) {
|
// Use attributes of previously decoded draco geometry
|
if (defined(decodedData)) {
|
var decodedAttributes = decodedData.attributes;
|
if (decodedAttributes.hasOwnProperty(attributeName)) {
|
var decodedAttribute = decodedAttributes[attributeName];
|
attributes.push({
|
index: attributeLocation,
|
vertexBuffer: rendererBuffers[decodedAttribute.bufferView],
|
componentsPerAttribute: decodedAttribute.componentsPerAttribute,
|
componentDatatype: decodedAttribute.componentDatatype,
|
normalize: decodedAttribute.normalized,
|
offsetInBytes: decodedAttribute.byteOffset,
|
strideInBytes: decodedAttribute.byteStride
|
});
|
|
return;
|
}
|
}
|
|
var a = accessors[accessorId];
|
var normalize = defined(a.normalized) && a.normalized;
|
attributes.push({
|
index: attributeLocation,
|
vertexBuffer: rendererBuffers[a.bufferView],
|
componentsPerAttribute: numberOfComponentsForType(a.type),
|
componentDatatype: a.componentType,
|
normalize: normalize,
|
offsetInBytes: a.byteOffset,
|
strideInBytes: getAccessorByteStride(gltf, a)
|
});
|
}
|
});
|
|
// Add pre-created attributes
|
var attribute;
|
var attributeName;
|
var precreatedAttributes = model._precreatedAttributes;
|
if (defined(precreatedAttributes)) {
|
for (attributeName in precreatedAttributes) {
|
if (precreatedAttributes.hasOwnProperty(attributeName)) {
|
attributeLocation = attributeLocations[attributeName];
|
if (defined(attributeLocation)) {
|
attribute = precreatedAttributes[attributeName];
|
attribute.index = attributeLocation;
|
attributes.push(attribute);
|
}
|
}
|
}
|
}
|
|
var indexBuffer;
|
if (defined(primitive.indices)) {
|
var accessor = accessors[primitive.indices];
|
var bufferView = accessor.bufferView;
|
|
// Use buffer of previously decoded draco geometry
|
if (defined(decodedData)) {
|
bufferView = decodedData.bufferView;
|
}
|
|
indexBuffer = rendererBuffers[bufferView];
|
}
|
rendererVertexArrays[meshId + '.primitive.' + primitiveId] = new VertexArray({
|
context: context,
|
attributes: attributes,
|
indexBuffer: indexBuffer
|
});
|
});
|
});
|
}
|
|
function createRenderStates(model) {
|
var loadResources = model._loadResources;
|
if (loadResources.createRenderStates) {
|
loadResources.createRenderStates = false;
|
|
ForEach.material(model.gltf, function (material, materialId) {
|
createRenderStateForMaterial(model, material, materialId);
|
});
|
}
|
}
|
|
function createRenderStateForMaterial(model, material, materialId) {
|
var rendererRenderStates = model._rendererResources.renderStates;
|
|
var blendEquationSeparate = [
|
WebGLConstants.FUNC_ADD,
|
WebGLConstants.FUNC_ADD
|
];
|
var blendFuncSeparate = [
|
WebGLConstants.ONE,
|
WebGLConstants.ONE_MINUS_SRC_ALPHA,
|
WebGLConstants.ONE,
|
WebGLConstants.ONE_MINUS_SRC_ALPHA
|
];
|
|
if (defined(material.extensions) && defined(material.extensions.KHR_blend)) {
|
blendEquationSeparate = material.extensions.KHR_blend.blendEquation;
|
blendFuncSeparate = material.extensions.KHR_blend.blendFactors;
|
}
|
|
var enableCulling = !material.doubleSided;
|
var blendingEnabled = (material.alphaMode === 'BLEND');
|
rendererRenderStates[materialId] = RenderState.fromCache({
|
cull : {
|
enabled : enableCulling
|
},
|
depthTest : {
|
enabled : true,
|
func: DepthFunction.LESS_OR_EQUAL
|
},
|
depthMask : !blendingEnabled,
|
blending : {
|
enabled : blendingEnabled,
|
equationRgb : blendEquationSeparate[0],
|
equationAlpha : blendEquationSeparate[1],
|
functionSourceRgb : blendFuncSeparate[0],
|
functionDestinationRgb : blendFuncSeparate[1],
|
functionSourceAlpha : blendFuncSeparate[2],
|
functionDestinationAlpha : blendFuncSeparate[3]
|
}
|
});
|
}
|
|
///////////////////////////////////////////////////////////////////////////
|
|
var gltfUniformsFromNode = {
|
MODEL : function(uniformState, model, runtimeNode) {
|
return function() {
|
return runtimeNode.computedMatrix;
|
};
|
},
|
VIEW : function(uniformState, model, runtimeNode) {
|
return function() {
|
return uniformState.view;
|
};
|
},
|
PROJECTION : function(uniformState, model, runtimeNode) {
|
return function() {
|
return uniformState.projection;
|
};
|
},
|
MODELVIEW : function(uniformState, model, runtimeNode) {
|
var mv = new Matrix4();
|
return function() {
|
return Matrix4.multiplyTransformation(uniformState.view, runtimeNode.computedMatrix, mv);
|
};
|
},
|
CESIUM_RTC_MODELVIEW : function(uniformState, model, runtimeNode) {
|
// CESIUM_RTC extension
|
var mvRtc = new Matrix4();
|
return function() {
|
Matrix4.multiplyTransformation(uniformState.view, runtimeNode.computedMatrix, mvRtc);
|
return Matrix4.setTranslation(mvRtc, model._rtcCenterEye, mvRtc);
|
};
|
},
|
MODELVIEWPROJECTION : function(uniformState, model, runtimeNode) {
|
var mvp = new Matrix4();
|
return function() {
|
Matrix4.multiplyTransformation(uniformState.view, runtimeNode.computedMatrix, mvp);
|
return Matrix4.multiply(uniformState._projection, mvp, mvp);
|
};
|
},
|
MODELINVERSE : function(uniformState, model, runtimeNode) {
|
var mInverse = new Matrix4();
|
return function() {
|
return Matrix4.inverse(runtimeNode.computedMatrix, mInverse);
|
};
|
},
|
VIEWINVERSE : function(uniformState, model) {
|
return function() {
|
return uniformState.inverseView;
|
};
|
},
|
PROJECTIONINVERSE : function(uniformState, model, runtimeNode) {
|
return function() {
|
return uniformState.inverseProjection;
|
};
|
},
|
MODELVIEWINVERSE : function(uniformState, model, runtimeNode) {
|
var mv = new Matrix4();
|
var mvInverse = new Matrix4();
|
return function() {
|
Matrix4.multiplyTransformation(uniformState.view, runtimeNode.computedMatrix, mv);
|
return Matrix4.inverse(mv, mvInverse);
|
};
|
},
|
MODELVIEWPROJECTIONINVERSE : function(uniformState, model, runtimeNode) {
|
var mvp = new Matrix4();
|
var mvpInverse = new Matrix4();
|
return function() {
|
Matrix4.multiplyTransformation(uniformState.view, runtimeNode.computedMatrix, mvp);
|
Matrix4.multiply(uniformState._projection, mvp, mvp);
|
return Matrix4.inverse(mvp, mvpInverse);
|
};
|
},
|
MODELINVERSETRANSPOSE : function(uniformState, model, runtimeNode) {
|
var mInverse = new Matrix4();
|
var mInverseTranspose = new Matrix3();
|
return function() {
|
Matrix4.inverse(runtimeNode.computedMatrix, mInverse);
|
Matrix4.getMatrix3(mInverse, mInverseTranspose);
|
return Matrix3.transpose(mInverseTranspose, mInverseTranspose);
|
};
|
},
|
MODELVIEWINVERSETRANSPOSE : function(uniformState, model, runtimeNode) {
|
var mv = new Matrix4();
|
var mvInverse = new Matrix4();
|
var mvInverseTranspose = new Matrix3();
|
return function() {
|
Matrix4.multiplyTransformation(uniformState.view, runtimeNode.computedMatrix, mv);
|
Matrix4.inverse(mv, mvInverse);
|
Matrix4.getMatrix3(mvInverse, mvInverseTranspose);
|
return Matrix3.transpose(mvInverseTranspose, mvInverseTranspose);
|
};
|
},
|
VIEWPORT : function(uniformState, model, runtimeNode) {
|
return function() {
|
return uniformState.viewportCartesian4;
|
};
|
}
|
};
|
|
function getUniformFunctionFromSource(source, model, semantic, uniformState) {
|
var runtimeNode = model._runtime.nodes[source];
|
return gltfUniformsFromNode[semantic](uniformState, model, runtimeNode);
|
}
|
|
function createUniformsForMaterial(model, material, technique, instanceValues, context, textures, defaultTexture) {
|
var uniformMap = {};
|
var uniformValues = {};
|
var jointMatrixUniformName;
|
var morphWeightsUniformName;
|
|
ForEach.techniqueUniform(technique, function(uniform, uniformName) {
|
// GLTF_SPEC: This does not take into account uniform arrays,
|
// indicated by uniforms with a count property.
|
//
|
// https://github.com/KhronosGroup/glTF/issues/258
|
|
// GLTF_SPEC: In this implementation, material parameters with a
|
// semantic or targeted via a source (for animation) are not
|
// targetable for material animations. Is this too strict?
|
//
|
// https://github.com/KhronosGroup/glTF/issues/142
|
|
var uv;
|
if (defined(instanceValues) && defined(instanceValues[uniformName])) {
|
// Parameter overrides by the instance technique
|
uv = ModelUtility.createUniformFunction(uniform.type, instanceValues[uniformName], textures, defaultTexture);
|
uniformMap[uniformName] = uv.func;
|
uniformValues[uniformName] = uv;
|
} else if (defined(uniform.node)) {
|
uniformMap[uniformName] = getUniformFunctionFromSource(uniform.node, model, uniform.semantic, context.uniformState);
|
} else if (defined(uniform.semantic)) {
|
if (uniform.semantic === 'JOINTMATRIX') {
|
jointMatrixUniformName = uniformName;
|
} else if (uniform.semantic === 'MORPHWEIGHTS') {
|
morphWeightsUniformName = uniformName;
|
} else if (uniform.semantic === 'ALPHACUTOFF') {
|
// The material's alphaCutoff value uses a uniform with semantic ALPHACUTOFF.
|
// A uniform with this semantic will ignore the instance or default values.
|
var alphaMode = material.alphaMode;
|
if (defined(alphaMode) && alphaMode === 'MASK') {
|
var alphaCutoffValue = defaultValue(material.alphaCutoff, 0.5);
|
uv = ModelUtility.createUniformFunction(uniform.type, alphaCutoffValue, textures, defaultTexture);
|
uniformMap[uniformName] = uv.func;
|
uniformValues[uniformName] = uv;
|
}
|
} else {
|
// Map glTF semantic to Cesium automatic uniform
|
uniformMap[uniformName] = ModelUtility.getGltfSemanticUniforms()[uniform.semantic](context.uniformState, model);
|
}
|
} else if (defined(uniform.value)) {
|
// Technique value that isn't overridden by a material
|
var uv2 = ModelUtility.createUniformFunction(uniform.type, uniform.value, textures, defaultTexture);
|
uniformMap[uniformName] = uv2.func;
|
uniformValues[uniformName] = uv2;
|
}
|
});
|
|
return {
|
map : uniformMap,
|
values : uniformValues,
|
jointMatrixUniformName : jointMatrixUniformName,
|
morphWeightsUniformName : morphWeightsUniformName
|
};
|
}
|
|
function createUniformMaps(model, context) {
|
var loadResources = model._loadResources;
|
|
if (!loadResources.finishedProgramCreation()) {
|
return;
|
}
|
|
if (!loadResources.createUniformMaps) {
|
return;
|
}
|
loadResources.createUniformMaps = false;
|
|
var gltf = model.gltf;
|
var techniques = model._sourceTechniques;
|
var uniformMaps = model._uniformMaps;
|
|
var textures = model._rendererResources.textures;
|
var defaultTexture = model._defaultTexture;
|
|
ForEach.material(gltf, function (material, materialId) {
|
var modelMaterial = model._runtime.materialsById[materialId];
|
var technique = techniques[modelMaterial._technique];
|
var instanceValues = modelMaterial._values;
|
|
var uniforms = createUniformsForMaterial(model, material, technique, instanceValues, context, textures, defaultTexture);
|
|
var u = uniformMaps[materialId];
|
u.uniformMap = uniforms.map; // uniform name -> function for the renderer
|
u.values = uniforms.values; // material parameter name -> ModelMaterial for modifying the parameter at runtime
|
u.jointMatrixUniformName = uniforms.jointMatrixUniformName;
|
u.morphWeightsUniformName = uniforms.morphWeightsUniformName;
|
});
|
}
|
|
function createUniformsForDracoQuantizedAttributes(decodedData) {
|
return ModelUtility.createUniformsForDracoQuantizedAttributes(decodedData.attributes);
|
}
|
|
function createUniformsForQuantizedAttributes(model, primitive) {
|
var programId = getProgramForPrimitive(model, primitive);
|
var quantizedUniforms = model._quantizedUniforms[programId];
|
return ModelUtility.createUniformsForQuantizedAttributes(model.gltf, primitive, quantizedUniforms);
|
}
|
|
function createPickColorFunction(color) {
|
return function() {
|
return color;
|
};
|
}
|
|
function createJointMatricesFunction(runtimeNode) {
|
return function() {
|
return runtimeNode.computedJointMatrices;
|
};
|
}
|
|
function createMorphWeightsFunction(runtimeNode) {
|
return function() {
|
return runtimeNode.weights;
|
};
|
}
|
|
function createSilhouetteColorFunction(model) {
|
return function() {
|
return model.silhouetteColor;
|
};
|
}
|
|
function createSilhouetteSizeFunction(model) {
|
return function() {
|
return model.silhouetteSize;
|
};
|
}
|
|
function createColorFunction(model) {
|
return function() {
|
return model.color;
|
};
|
}
|
|
var scratchClippingPlaneMatrix = new Matrix4();
|
function createClippingPlanesMatrixFunction(model) {
|
return function() {
|
var clippingPlanes = model.clippingPlanes;
|
if (!defined(clippingPlanes) && !defined(model._sphericalHarmonicCoefficients) && !defined(model._specularEnvironmentMaps)) {
|
return Matrix4.IDENTITY;
|
}
|
var modelMatrix = defined(clippingPlanes) ? clippingPlanes.modelMatrix : Matrix4.IDENTITY;
|
return Matrix4.multiply(model._clippingPlaneModelViewMatrix, modelMatrix, scratchClippingPlaneMatrix);
|
};
|
}
|
|
function createClippingPlanesFunction(model) {
|
return function() {
|
var clippingPlanes = model.clippingPlanes;
|
return (!defined(clippingPlanes) || !clippingPlanes.enabled) ? model._defaultTexture : clippingPlanes.texture;
|
};
|
}
|
|
function createClippingPlanesEdgeStyleFunction(model) {
|
return function() {
|
var clippingPlanes = model.clippingPlanes;
|
if (!defined(clippingPlanes)) {
|
return Color.WHITE.withAlpha(0.0);
|
}
|
|
var style = Color.clone(clippingPlanes.edgeColor);
|
style.alpha = clippingPlanes.edgeWidth;
|
return style;
|
};
|
}
|
|
function createColorBlendFunction(model) {
|
return function() {
|
return ColorBlendMode.getColorBlend(model.colorBlendMode, model.colorBlendAmount);
|
};
|
}
|
|
function createIBLFactorFunction(model) {
|
return function() {
|
return model._imageBasedLightingFactor;
|
};
|
}
|
|
function createLightColorFunction(model) {
|
return function() {
|
return model._lightColor;
|
};
|
}
|
|
function createLuminanceAtZenithFunction(model) {
|
return function() {
|
return model.luminanceAtZenith;
|
};
|
}
|
|
function createSphericalHarmonicCoefficientsFunction(model) {
|
return function() {
|
return model._sphericalHarmonicCoefficients;
|
};
|
}
|
|
function createSpecularEnvironmentMapFunction(model) {
|
return function() {
|
return model._specularEnvironmentMapAtlas.texture;
|
};
|
}
|
|
function createSpecularEnvironmentMapSizeFunction(model) {
|
return function() {
|
return model._specularEnvironmentMapAtlas.texture.dimensions;
|
};
|
}
|
|
function createSpecularEnvironmentMapLOD(model) {
|
return function() {
|
return model._specularEnvironmentMapAtlas.maximumMipmapLevel;
|
};
|
}
|
|
function triangleCountFromPrimitiveIndices(primitive, indicesCount) {
|
switch (primitive.mode) {
|
case PrimitiveType.TRIANGLES:
|
return (indicesCount / 3);
|
case PrimitiveType.TRIANGLE_STRIP:
|
case PrimitiveType.TRIANGLE_FAN:
|
return Math.max(indicesCount - 2, 0);
|
default:
|
return 0;
|
}
|
}
|
|
function createCommand(model, gltfNode, runtimeNode, context, scene3DOnly) {
|
var nodeCommands = model._nodeCommands;
|
var pickIds = model._pickIds;
|
var allowPicking = model.allowPicking;
|
var runtimeMeshesByName = model._runtime.meshesByName;
|
|
var resources = model._rendererResources;
|
var rendererVertexArrays = resources.vertexArrays;
|
var rendererPrograms = resources.programs;
|
var rendererRenderStates = resources.renderStates;
|
var uniformMaps = model._uniformMaps;
|
|
var gltf = model.gltf;
|
var accessors = gltf.accessors;
|
var gltfMeshes = gltf.meshes;
|
|
var id = gltfNode.mesh;
|
var mesh = gltfMeshes[id];
|
|
var primitives = mesh.primitives;
|
var length = primitives.length;
|
|
// The glTF node hierarchy is a DAG so a node can have more than one
|
// parent, so a node may already have commands. If so, append more
|
// since they will have a different model matrix.
|
|
for (var i = 0; i < length; ++i) {
|
var primitive = primitives[i];
|
var ix = accessors[primitive.indices];
|
var material = model._runtime.materialsById[primitive.material];
|
var programId = material._program;
|
var decodedData = model._decodedData[id + '.primitive.' + i];
|
|
var boundingSphere;
|
var positionAccessor = primitive.attributes.POSITION;
|
if (defined(positionAccessor)) {
|
var minMax = ModelUtility.getAccessorMinMax(gltf, positionAccessor);
|
boundingSphere = BoundingSphere.fromCornerPoints(Cartesian3.fromArray(minMax.min), Cartesian3.fromArray(minMax.max));
|
}
|
|
var vertexArray = rendererVertexArrays[id + '.primitive.' + i];
|
var offset;
|
var count;
|
|
// Use indices of the previously decoded Draco geometry.
|
if (defined(decodedData)) {
|
count = decodedData.numberOfIndices;
|
offset = 0;
|
} else if (defined(ix)) {
|
count = ix.count;
|
offset = (ix.byteOffset / IndexDatatype.getSizeInBytes(ix.componentType)); // glTF has offset in bytes. Cesium has offsets in indices
|
} else {
|
var positions = accessors[primitive.attributes.POSITION];
|
count = positions.count;
|
offset = 0;
|
}
|
|
// Update model triangle count using number of indices
|
model._trianglesLength += triangleCountFromPrimitiveIndices(primitive, count);
|
|
var um = uniformMaps[primitive.material];
|
var uniformMap = um.uniformMap;
|
if (defined(um.jointMatrixUniformName)) {
|
var jointUniformMap = {};
|
jointUniformMap[um.jointMatrixUniformName] = createJointMatricesFunction(runtimeNode);
|
|
uniformMap = combine(uniformMap, jointUniformMap);
|
}
|
if (defined(um.morphWeightsUniformName)) {
|
var morphWeightsUniformMap = {};
|
morphWeightsUniformMap[um.morphWeightsUniformName] = createMorphWeightsFunction(runtimeNode);
|
|
uniformMap = combine(uniformMap, morphWeightsUniformMap);
|
}
|
|
uniformMap = combine(uniformMap, {
|
gltf_color : createColorFunction(model),
|
gltf_colorBlend : createColorBlendFunction(model),
|
gltf_clippingPlanes : createClippingPlanesFunction(model),
|
gltf_clippingPlanesEdgeStyle : createClippingPlanesEdgeStyleFunction(model),
|
gltf_clippingPlanesMatrix : createClippingPlanesMatrixFunction(model),
|
gltf_iblFactor : createIBLFactorFunction(model),
|
gltf_lightColor : createLightColorFunction(model),
|
gltf_sphericalHarmonicCoefficients : createSphericalHarmonicCoefficientsFunction(model),
|
gltf_specularMap : createSpecularEnvironmentMapFunction(model),
|
gltf_specularMapSize : createSpecularEnvironmentMapSizeFunction(model),
|
gltf_maxSpecularLOD : createSpecularEnvironmentMapLOD(model),
|
gltf_luminanceAtZenith : createLuminanceAtZenithFunction(model)
|
});
|
|
// Allow callback to modify the uniformMap
|
if (defined(model._uniformMapLoaded)) {
|
uniformMap = model._uniformMapLoaded(uniformMap, programId, runtimeNode);
|
}
|
|
// Add uniforms for decoding quantized attributes if used
|
var quantizedUniformMap = {};
|
if (model.extensionsUsed.WEB3D_quantized_attributes) {
|
quantizedUniformMap = createUniformsForQuantizedAttributes(model, primitive);
|
} else if (model._dequantizeInShader && defined(decodedData)) {
|
quantizedUniformMap = createUniformsForDracoQuantizedAttributes(decodedData);
|
}
|
uniformMap = combine(uniformMap, quantizedUniformMap);
|
|
var rs = rendererRenderStates[primitive.material];
|
var isTranslucent = rs.blending.enabled;
|
|
var owner = model._pickObject;
|
if (!defined(owner)) {
|
owner = {
|
primitive : model,
|
id : model.id,
|
node : runtimeNode.publicNode,
|
mesh : runtimeMeshesByName[mesh.name]
|
};
|
}
|
|
var castShadows = ShadowMode.castShadows(model._shadows);
|
var receiveShadows = ShadowMode.receiveShadows(model._shadows);
|
|
var pickId;
|
if (allowPicking && !defined(model._uniformMapLoaded)) {
|
pickId = context.createPickId(owner);
|
pickIds.push(pickId);
|
var pickUniforms = {
|
czm_pickColor : createPickColorFunction(pickId.color)
|
};
|
uniformMap = combine(uniformMap, pickUniforms);
|
}
|
|
if (allowPicking) {
|
if (defined(model._pickIdLoaded) && defined(model._uniformMapLoaded)) {
|
pickId = model._pickIdLoaded();
|
} else {
|
pickId = 'czm_pickColor';
|
}
|
}
|
|
var command = new DrawCommand({
|
boundingVolume : new BoundingSphere(), // updated in update()
|
cull : model.cull,
|
modelMatrix : new Matrix4(), // computed in update()
|
primitiveType : primitive.mode,
|
vertexArray : vertexArray,
|
count : count,
|
offset : offset,
|
shaderProgram : rendererPrograms[programId],
|
castShadows : castShadows,
|
receiveShadows : receiveShadows,
|
uniformMap : uniformMap,
|
renderState : rs,
|
owner : owner,
|
pass : isTranslucent ? Pass.TRANSLUCENT : model.opaquePass,
|
pickId : pickId
|
});
|
|
var command2D;
|
if (!scene3DOnly) {
|
command2D = DrawCommand.shallowClone(command);
|
command2D.boundingVolume = new BoundingSphere(); // updated in update()
|
command2D.modelMatrix = new Matrix4(); // updated in update()
|
}
|
|
var nodeCommand = {
|
show : true,
|
boundingSphere : boundingSphere,
|
command : command,
|
command2D : command2D,
|
// Generated on demand when silhouette size is greater than 0.0 and silhouette alpha is greater than 0.0
|
silhouetteModelCommand : undefined,
|
silhouetteModelCommand2D : undefined,
|
silhouetteColorCommand : undefined,
|
silhouetteColorCommand2D : undefined,
|
// Generated on demand when color alpha is less than 1.0
|
translucentCommand : undefined,
|
translucentCommand2D : undefined,
|
// For updating node commands on shader reconstruction
|
programId : programId
|
};
|
runtimeNode.commands.push(nodeCommand);
|
nodeCommands.push(nodeCommand);
|
}
|
}
|
|
function createRuntimeNodes(model, context, scene3DOnly) {
|
var loadResources = model._loadResources;
|
|
if (!loadResources.finishedEverythingButTextureCreation()) {
|
return;
|
}
|
|
if (!loadResources.createRuntimeNodes) {
|
return;
|
}
|
loadResources.createRuntimeNodes = false;
|
|
var rootNodes = [];
|
var runtimeNodes = model._runtime.nodes;
|
|
var gltf = model.gltf;
|
var nodes = gltf.nodes;
|
var skins = gltf.skins;
|
|
var scene = gltf.scenes[gltf.scene];
|
var sceneNodes = scene.nodes;
|
var length = sceneNodes.length;
|
|
var stack = [];
|
var seen = {};
|
|
for (var i = 0; i < length; ++i) {
|
stack.push({
|
parentRuntimeNode : undefined,
|
gltfNode : nodes[sceneNodes[i]],
|
id : sceneNodes[i]
|
});
|
|
var skeletonIds = [];
|
while (stack.length > 0) {
|
var n = stack.pop();
|
seen[n.id] = true;
|
var parentRuntimeNode = n.parentRuntimeNode;
|
var gltfNode = n.gltfNode;
|
|
// Node hierarchy is a DAG so a node can have more than one parent so it may already exist
|
var runtimeNode = runtimeNodes[n.id];
|
if (runtimeNode.parents.length === 0) {
|
if (defined(gltfNode.matrix)) {
|
runtimeNode.matrix = Matrix4.fromColumnMajorArray(gltfNode.matrix);
|
} else {
|
// TRS converted to Cesium types
|
var rotation = gltfNode.rotation;
|
runtimeNode.translation = Cartesian3.fromArray(gltfNode.translation);
|
runtimeNode.rotation = Quaternion.unpack(rotation);
|
runtimeNode.scale = Cartesian3.fromArray(gltfNode.scale);
|
}
|
}
|
|
if (defined(parentRuntimeNode)) {
|
parentRuntimeNode.children.push(runtimeNode);
|
runtimeNode.parents.push(parentRuntimeNode);
|
} else {
|
rootNodes.push(runtimeNode);
|
}
|
|
if (defined(gltfNode.mesh)) {
|
createCommand(model, gltfNode, runtimeNode, context, scene3DOnly);
|
}
|
|
var children = gltfNode.children;
|
if (defined(children)) {
|
var childrenLength = children.length;
|
for (var j = 0; j < childrenLength; j++) {
|
var childId = children[j];
|
if (!seen[childId]) {
|
stack.push({
|
parentRuntimeNode : runtimeNode,
|
gltfNode : nodes[childId],
|
id : children[j]
|
});
|
}
|
}
|
}
|
|
var skin = gltfNode.skin;
|
if (defined(skin)) {
|
skeletonIds.push(skins[skin].skeleton);
|
}
|
|
if (stack.length === 0) {
|
for (var k = 0; k < skeletonIds.length; k++) {
|
var skeleton = skeletonIds[k];
|
if (!seen[skeleton]) {
|
stack.push({
|
parentRuntimeNode : undefined,
|
gltfNode : nodes[skeleton],
|
id : skeleton
|
});
|
}
|
}
|
}
|
}
|
}
|
|
model._runtime.rootNodes = rootNodes;
|
model._runtime.nodes = runtimeNodes;
|
}
|
|
function getGeometryByteLength(buffers) {
|
var memory = 0;
|
for (var id in buffers) {
|
if (buffers.hasOwnProperty(id)) {
|
memory += buffers[id].sizeInBytes;
|
}
|
}
|
return memory;
|
}
|
|
function getTexturesByteLength(textures) {
|
var memory = 0;
|
for (var id in textures) {
|
if (textures.hasOwnProperty(id)) {
|
memory += textures[id].sizeInBytes;
|
}
|
}
|
return memory;
|
}
|
|
function createResources(model, frameState) {
|
var context = frameState.context;
|
var scene3DOnly = frameState.scene3DOnly;
|
var quantizedVertexShaders = model._quantizedVertexShaders;
|
var toClipCoordinates = model._toClipCoordinatesGLSL = {};
|
var techniques = model._sourceTechniques;
|
var programs = model._sourcePrograms;
|
|
var resources = model._rendererResources;
|
var shaders = resources.sourceShaders;
|
if (model._loadRendererResourcesFromCache) {
|
shaders = resources.sourceShaders = model._cachedRendererResources.sourceShaders;
|
}
|
|
for (var techniqueId in techniques) {
|
if (techniques.hasOwnProperty(techniqueId)) {
|
var programId = techniques[techniqueId].program;
|
var program = programs[programId];
|
var shader = shaders[program.vertexShader];
|
|
ModelUtility.checkSupportedGlExtensions(program.glExtensions, context);
|
|
if (model.extensionsUsed.WEB3D_quantized_attributes || model._dequantizeInShader) {
|
var quantizedVS = quantizedVertexShaders[programId];
|
if (!defined(quantizedVS)) {
|
quantizedVS = modifyShaderForQuantizedAttributes(shader, programId, model);
|
quantizedVertexShaders[programId] = quantizedVS;
|
}
|
shader = quantizedVS;
|
}
|
|
shader = modifyShader(shader, programId, model._vertexShaderLoaded);
|
toClipCoordinates[programId] = ModelUtility.toClipCoordinatesGLSL(model.gltf, shader);
|
}
|
}
|
|
if (model._loadRendererResourcesFromCache) {
|
var cachedResources = model._cachedRendererResources;
|
|
resources.buffers = cachedResources.buffers;
|
resources.vertexArrays = cachedResources.vertexArrays;
|
resources.programs = cachedResources.programs;
|
resources.silhouettePrograms = cachedResources.silhouettePrograms;
|
resources.textures = cachedResources.textures;
|
resources.samplers = cachedResources.samplers;
|
resources.renderStates = cachedResources.renderStates;
|
|
// Vertex arrays are unique to this model, create instead of using the cache.
|
if (defined(model._precreatedAttributes)) {
|
createVertexArrays(model, context);
|
}
|
|
model._cachedGeometryByteLength += getGeometryByteLength(cachedResources.buffers);
|
model._cachedTexturesByteLength += getTexturesByteLength(cachedResources.textures);
|
} else {
|
createBuffers(model, frameState); // using glTF bufferViews
|
createPrograms(model, frameState);
|
createSamplers(model, context);
|
loadTexturesFromBufferViews(model);
|
createTextures(model, frameState);
|
}
|
|
createSkins(model);
|
createRuntimeAnimations(model);
|
|
if (!model._loadRendererResourcesFromCache) {
|
createVertexArrays(model, context); // using glTF meshes
|
createRenderStates(model); // using glTF materials/techniques/states
|
// Long-term, we might not cache render states if they could change
|
// due to an animation, e.g., a uniform going from opaque to transparent.
|
// Could use copy-on-write if it is worth it. Probably overkill.
|
}
|
|
createUniformMaps(model, context); // using glTF materials/techniques
|
createRuntimeNodes(model, context, scene3DOnly); // using glTF scene
|
}
|
|
///////////////////////////////////////////////////////////////////////////
|
|
function getNodeMatrix(node, result) {
|
var publicNode = node.publicNode;
|
var publicMatrix = publicNode.matrix;
|
|
if (publicNode.useMatrix && defined(publicMatrix)) {
|
// Public matrix overrides original glTF matrix and glTF animations
|
Matrix4.clone(publicMatrix, result);
|
} else if (defined(node.matrix)) {
|
Matrix4.clone(node.matrix, result);
|
} else {
|
Matrix4.fromTranslationQuaternionRotationScale(node.translation, node.rotation, node.scale, result);
|
// Keep matrix returned by the node in-sync if the node is targeted by an animation. Only TRS nodes can be targeted.
|
publicNode.setMatrix(result);
|
}
|
}
|
|
var scratchNodeStack = [];
|
var scratchComputedTranslation = new Cartesian4();
|
var scratchComputedMatrixIn2D = new Matrix4();
|
|
function updateNodeHierarchyModelMatrix(model, modelTransformChanged, justLoaded, projection) {
|
var maxDirtyNumber = model._maxDirtyNumber;
|
|
var rootNodes = model._runtime.rootNodes;
|
var length = rootNodes.length;
|
|
var nodeStack = scratchNodeStack;
|
var computedModelMatrix = model._computedModelMatrix;
|
|
if ((model._mode !== SceneMode.SCENE3D) && !model._ignoreCommands) {
|
var translation = Matrix4.getColumn(computedModelMatrix, 3, scratchComputedTranslation);
|
if (!Cartesian4.equals(translation, Cartesian4.UNIT_W)) {
|
computedModelMatrix = Transforms.basisTo2D(projection, computedModelMatrix, scratchComputedMatrixIn2D);
|
model._rtcCenter = model._rtcCenter3D;
|
} else {
|
var center = model.boundingSphere.center;
|
var to2D = Transforms.wgs84To2DModelMatrix(projection, center, scratchComputedMatrixIn2D);
|
computedModelMatrix = Matrix4.multiply(to2D, computedModelMatrix, scratchComputedMatrixIn2D);
|
|
if (defined(model._rtcCenter)) {
|
Matrix4.setTranslation(computedModelMatrix, Cartesian4.UNIT_W, computedModelMatrix);
|
model._rtcCenter = model._rtcCenter2D;
|
}
|
}
|
}
|
|
for (var i = 0; i < length; ++i) {
|
var n = rootNodes[i];
|
|
getNodeMatrix(n, n.transformToRoot);
|
nodeStack.push(n);
|
|
while (nodeStack.length > 0) {
|
n = nodeStack.pop();
|
var transformToRoot = n.transformToRoot;
|
var commands = n.commands;
|
|
if ((n.dirtyNumber === maxDirtyNumber) || modelTransformChanged || justLoaded) {
|
var nodeMatrix = Matrix4.multiplyTransformation(computedModelMatrix, transformToRoot, n.computedMatrix);
|
var commandsLength = commands.length;
|
if (commandsLength > 0) {
|
// Node has meshes, which has primitives. Update their commands.
|
for (var j = 0; j < commandsLength; ++j) {
|
var primitiveCommand = commands[j];
|
var command = primitiveCommand.command;
|
Matrix4.clone(nodeMatrix, command.modelMatrix);
|
|
// PERFORMANCE_IDEA: Can use transformWithoutScale if no node up to the root has scale (including animation)
|
BoundingSphere.transform(primitiveCommand.boundingSphere, command.modelMatrix, command.boundingVolume);
|
|
if (defined(model._rtcCenter)) {
|
Cartesian3.add(model._rtcCenter, command.boundingVolume.center, command.boundingVolume.center);
|
}
|
|
// If the model crosses the IDL in 2D, it will be drawn in one viewport, but part of it
|
// will be clipped by the viewport. We create a second command that translates the model
|
// model matrix to the opposite side of the map so the part that was clipped in one viewport
|
// is drawn in the other.
|
command = primitiveCommand.command2D;
|
if (defined(command) && model._mode === SceneMode.SCENE2D) {
|
Matrix4.clone(nodeMatrix, command.modelMatrix);
|
command.modelMatrix[13] -= CesiumMath.sign(command.modelMatrix[13]) * 2.0 * CesiumMath.PI * projection.ellipsoid.maximumRadius;
|
BoundingSphere.transform(primitiveCommand.boundingSphere, command.modelMatrix, command.boundingVolume);
|
}
|
}
|
}
|
}
|
|
var children = n.children;
|
if (defined(children)) {
|
var childrenLength = children.length;
|
for (var k = 0; k < childrenLength; ++k) {
|
var child = children[k];
|
|
// A node's transform needs to be updated if
|
// - It was targeted for animation this frame, or
|
// - Any of its ancestors were targeted for animation this frame
|
|
// PERFORMANCE_IDEA: if a child has multiple parents and only one of the parents
|
// is dirty, all the subtrees for each child instance will be dirty; we probably
|
// won't see this in the wild often.
|
child.dirtyNumber = Math.max(child.dirtyNumber, n.dirtyNumber);
|
|
if ((child.dirtyNumber === maxDirtyNumber) || justLoaded) {
|
// Don't check for modelTransformChanged since if only the model's model matrix changed,
|
// we do not need to rebuild the local transform-to-root, only the final
|
// [model's-model-matrix][transform-to-root] above.
|
getNodeMatrix(child, child.transformToRoot);
|
Matrix4.multiplyTransformation(transformToRoot, child.transformToRoot, child.transformToRoot);
|
}
|
|
nodeStack.push(child);
|
}
|
}
|
}
|
}
|
|
++model._maxDirtyNumber;
|
}
|
|
var scratchObjectSpace = new Matrix4();
|
|
function applySkins(model) {
|
var skinnedNodes = model._runtime.skinnedNodes;
|
var length = skinnedNodes.length;
|
|
for (var i = 0; i < length; ++i) {
|
var node = skinnedNodes[i];
|
|
scratchObjectSpace = Matrix4.inverseTransformation(node.transformToRoot, scratchObjectSpace);
|
|
var computedJointMatrices = node.computedJointMatrices;
|
var joints = node.joints;
|
var bindShapeMatrix = node.bindShapeMatrix;
|
var inverseBindMatrices = node.inverseBindMatrices;
|
var inverseBindMatricesLength = inverseBindMatrices.length;
|
|
for (var m = 0; m < inverseBindMatricesLength; ++m) {
|
// [joint-matrix] = [node-to-root^-1][joint-to-root][inverse-bind][bind-shape]
|
if (!defined(computedJointMatrices[m])) {
|
computedJointMatrices[m] = new Matrix4();
|
}
|
computedJointMatrices[m] = Matrix4.multiplyTransformation(scratchObjectSpace, joints[m].transformToRoot, computedJointMatrices[m]);
|
computedJointMatrices[m] = Matrix4.multiplyTransformation(computedJointMatrices[m], inverseBindMatrices[m], computedJointMatrices[m]);
|
if (defined(bindShapeMatrix)) {
|
// Optimization for when bind shape matrix is the identity.
|
computedJointMatrices[m] = Matrix4.multiplyTransformation(computedJointMatrices[m], bindShapeMatrix, computedJointMatrices[m]);
|
}
|
}
|
}
|
}
|
|
function updatePerNodeShow(model) {
|
// Totally not worth it, but we could optimize this:
|
// http://help.agi.com/AGIComponents/html/BlogDeletionInBoundingVolumeHierarchies.htm
|
|
var rootNodes = model._runtime.rootNodes;
|
var length = rootNodes.length;
|
|
var nodeStack = scratchNodeStack;
|
|
for (var i = 0; i < length; ++i) {
|
var n = rootNodes[i];
|
n.computedShow = n.publicNode.show;
|
nodeStack.push(n);
|
|
while (nodeStack.length > 0) {
|
n = nodeStack.pop();
|
var show = n.computedShow;
|
|
var nodeCommands = n.commands;
|
var nodeCommandsLength = nodeCommands.length;
|
for (var j = 0; j < nodeCommandsLength; ++j) {
|
nodeCommands[j].show = show;
|
}
|
// if commandsLength is zero, the node has a light or camera
|
|
var children = n.children;
|
if (defined(children)) {
|
var childrenLength = children.length;
|
for (var k = 0; k < childrenLength; ++k) {
|
var child = children[k];
|
// Parent needs to be shown for child to be shown.
|
child.computedShow = show && child.publicNode.show;
|
nodeStack.push(child);
|
}
|
}
|
}
|
}
|
}
|
|
function updatePickIds(model, context) {
|
var id = model.id;
|
if (model._id !== id) {
|
model._id = id;
|
|
var pickIds = model._pickIds;
|
var length = pickIds.length;
|
for (var i = 0; i < length; ++i) {
|
pickIds[i].object.id = id;
|
}
|
}
|
}
|
|
function updateWireframe(model) {
|
if (model._debugWireframe !== model.debugWireframe) {
|
model._debugWireframe = model.debugWireframe;
|
|
// This assumes the original primitive was TRIANGLES and that the triangles
|
// are connected for the wireframe to look perfect.
|
var primitiveType = model.debugWireframe ? PrimitiveType.LINES : PrimitiveType.TRIANGLES;
|
var nodeCommands = model._nodeCommands;
|
var length = nodeCommands.length;
|
|
for (var i = 0; i < length; ++i) {
|
nodeCommands[i].command.primitiveType = primitiveType;
|
}
|
}
|
}
|
|
function updateShowBoundingVolume(model) {
|
if (model.debugShowBoundingVolume !== model._debugShowBoundingVolume) {
|
model._debugShowBoundingVolume = model.debugShowBoundingVolume;
|
|
var debugShowBoundingVolume = model.debugShowBoundingVolume;
|
var nodeCommands = model._nodeCommands;
|
var length = nodeCommands.length;
|
|
for (var i = 0; i < length; ++i) {
|
nodeCommands[i].command.debugShowBoundingVolume = debugShowBoundingVolume;
|
}
|
}
|
}
|
|
function updateShadows(model) {
|
if (model.shadows !== model._shadows) {
|
model._shadows = model.shadows;
|
|
var castShadows = ShadowMode.castShadows(model.shadows);
|
var receiveShadows = ShadowMode.receiveShadows(model.shadows);
|
var nodeCommands = model._nodeCommands;
|
var length = nodeCommands.length;
|
|
for (var i = 0; i < length; i++) {
|
var nodeCommand = nodeCommands[i];
|
nodeCommand.command.castShadows = castShadows;
|
nodeCommand.command.receiveShadows = receiveShadows;
|
}
|
}
|
}
|
|
function getTranslucentRenderState(renderState) {
|
var rs = clone(renderState, true);
|
rs.cull.enabled = false;
|
rs.depthTest.enabled = true;
|
rs.depthMask = false;
|
rs.blending = BlendingState.ALPHA_BLEND;
|
|
return RenderState.fromCache(rs);
|
}
|
|
function deriveTranslucentCommand(command) {
|
var translucentCommand = DrawCommand.shallowClone(command);
|
translucentCommand.pass = Pass.TRANSLUCENT;
|
translucentCommand.renderState = getTranslucentRenderState(command.renderState);
|
return translucentCommand;
|
}
|
|
function updateColor(model, frameState, forceDerive) {
|
// Generate translucent commands when the blend color has an alpha in the range (0.0, 1.0) exclusive
|
var scene3DOnly = frameState.scene3DOnly;
|
var alpha = model.color.alpha;
|
if ((alpha > 0.0) && (alpha < 1.0)) {
|
var nodeCommands = model._nodeCommands;
|
var length = nodeCommands.length;
|
if (!defined(nodeCommands[0].translucentCommand) || forceDerive) {
|
for (var i = 0; i < length; ++i) {
|
var nodeCommand = nodeCommands[i];
|
var command = nodeCommand.command;
|
nodeCommand.translucentCommand = deriveTranslucentCommand(command);
|
if (!scene3DOnly) {
|
var command2D = nodeCommand.command2D;
|
nodeCommand.translucentCommand2D = deriveTranslucentCommand(command2D);
|
}
|
}
|
}
|
}
|
}
|
|
function getProgramId(model, program) {
|
var programs = model._rendererResources.programs;
|
for (var id in programs) {
|
if (programs.hasOwnProperty(id)) {
|
if (programs[id] === program) {
|
return id;
|
}
|
}
|
}
|
}
|
|
function createSilhouetteProgram(model, program, frameState) {
|
var vs = program.vertexShaderSource.sources[0];
|
var attributeLocations = program._attributeLocations;
|
var normalAttributeName = model._normalAttributeName;
|
|
// Modified from http://forum.unity3d.com/threads/toon-outline-but-with-diffuse-surface.24668/
|
vs = ShaderSource.replaceMain(vs, 'gltf_silhouette_main');
|
vs +=
|
'uniform float gltf_silhouetteSize; \n' +
|
'void main() \n' +
|
'{ \n' +
|
' gltf_silhouette_main(); \n' +
|
' vec3 n = normalize(czm_normal3D * ' + normalAttributeName + '); \n' +
|
' n.x *= czm_projection[0][0]; \n' +
|
' n.y *= czm_projection[1][1]; \n' +
|
' vec4 clip = gl_Position; \n' +
|
' clip.xy += n.xy * clip.w * gltf_silhouetteSize * czm_pixelRatio / czm_viewport.z; \n' +
|
' gl_Position = clip; \n' +
|
'}';
|
|
var fs =
|
'uniform vec4 gltf_silhouetteColor; \n' +
|
'void main() \n' +
|
'{ \n' +
|
' gl_FragColor = czm_gammaCorrect(gltf_silhouetteColor); \n' +
|
'}';
|
|
return ShaderProgram.fromCache({
|
context : frameState.context,
|
vertexShaderSource : vs,
|
fragmentShaderSource : fs,
|
attributeLocations : attributeLocations
|
});
|
}
|
|
function hasSilhouette(model, frameState) {
|
return silhouetteSupported(frameState.context) && (model.silhouetteSize > 0.0) && (model.silhouetteColor.alpha > 0.0) && defined(model._normalAttributeName);
|
}
|
|
function hasTranslucentCommands(model) {
|
var nodeCommands = model._nodeCommands;
|
var length = nodeCommands.length;
|
for (var i = 0; i < length; ++i) {
|
var nodeCommand = nodeCommands[i];
|
var command = nodeCommand.command;
|
if (command.pass === Pass.TRANSLUCENT) {
|
return true;
|
}
|
}
|
return false;
|
}
|
|
function isTranslucent(model) {
|
return (model.color.alpha > 0.0) && (model.color.alpha < 1.0);
|
}
|
|
function isInvisible(model) {
|
return (model.color.alpha === 0.0);
|
}
|
|
function alphaDirty(currAlpha, prevAlpha) {
|
// Returns whether the alpha state has changed between invisible, translucent, or opaque
|
return (Math.floor(currAlpha) !== Math.floor(prevAlpha)) || (Math.ceil(currAlpha) !== Math.ceil(prevAlpha));
|
}
|
|
var silhouettesLength = 0;
|
|
function createSilhouetteCommands(model, frameState) {
|
// Wrap around after exceeding the 8-bit stencil limit.
|
// The reference is unique to each model until this point.
|
var stencilReference = (++silhouettesLength) % 255;
|
|
// If the model is translucent the silhouette needs to be in the translucent pass.
|
// Otherwise the silhouette would be rendered before the model.
|
var silhouetteTranslucent = hasTranslucentCommands(model) || isTranslucent(model) || (model.silhouetteColor.alpha < 1.0);
|
var silhouettePrograms = model._rendererResources.silhouettePrograms;
|
var scene3DOnly = frameState.scene3DOnly;
|
var nodeCommands = model._nodeCommands;
|
var length = nodeCommands.length;
|
for (var i = 0; i < length; ++i) {
|
var nodeCommand = nodeCommands[i];
|
var command = nodeCommand.command;
|
|
// Create model command
|
var modelCommand = isTranslucent(model) ? nodeCommand.translucentCommand : command;
|
var silhouetteModelCommand = DrawCommand.shallowClone(modelCommand);
|
var renderState = clone(modelCommand.renderState);
|
|
// Write the reference value into the stencil buffer.
|
renderState.stencilTest = {
|
enabled : true,
|
frontFunction : WebGLConstants.ALWAYS,
|
backFunction : WebGLConstants.ALWAYS,
|
reference : stencilReference,
|
mask : ~0,
|
frontOperation : {
|
fail : WebGLConstants.KEEP,
|
zFail : WebGLConstants.KEEP,
|
zPass : WebGLConstants.REPLACE
|
},
|
backOperation : {
|
fail : WebGLConstants.KEEP,
|
zFail : WebGLConstants.KEEP,
|
zPass : WebGLConstants.REPLACE
|
}
|
};
|
|
if (isInvisible(model)) {
|
// When the model is invisible disable color and depth writes but still write into the stencil buffer
|
renderState.colorMask = {
|
red : false,
|
green : false,
|
blue : false,
|
alpha : false
|
};
|
renderState.depthMask = false;
|
}
|
renderState = RenderState.fromCache(renderState);
|
silhouetteModelCommand.renderState = renderState;
|
nodeCommand.silhouetteModelCommand = silhouetteModelCommand;
|
|
// Create color command
|
var silhouetteColorCommand = DrawCommand.shallowClone(command);
|
renderState = clone(command.renderState, true);
|
renderState.depthTest.enabled = true;
|
renderState.cull.enabled = false;
|
if (silhouetteTranslucent) {
|
silhouetteColorCommand.pass = Pass.TRANSLUCENT;
|
renderState.depthMask = false;
|
renderState.blending = BlendingState.ALPHA_BLEND;
|
}
|
|
// Only render silhouette if the value in the stencil buffer equals the reference
|
renderState.stencilTest = {
|
enabled : true,
|
frontFunction : WebGLConstants.NOTEQUAL,
|
backFunction : WebGLConstants.NOTEQUAL,
|
reference : stencilReference,
|
mask : ~0,
|
frontOperation : {
|
fail : WebGLConstants.KEEP,
|
zFail : WebGLConstants.KEEP,
|
zPass : WebGLConstants.KEEP
|
},
|
backOperation : {
|
fail : WebGLConstants.KEEP,
|
zFail : WebGLConstants.KEEP,
|
zPass : WebGLConstants.KEEP
|
}
|
};
|
renderState = RenderState.fromCache(renderState);
|
|
// If the silhouette program has already been cached use it
|
var program = command.shaderProgram;
|
var id = getProgramId(model, program);
|
var silhouetteProgram = silhouettePrograms[id];
|
if (!defined(silhouetteProgram)) {
|
silhouetteProgram = createSilhouetteProgram(model, program, frameState);
|
silhouettePrograms[id] = silhouetteProgram;
|
}
|
|
var silhouetteUniformMap = combine(command.uniformMap, {
|
gltf_silhouetteColor : createSilhouetteColorFunction(model),
|
gltf_silhouetteSize : createSilhouetteSizeFunction(model)
|
});
|
|
silhouetteColorCommand.renderState = renderState;
|
silhouetteColorCommand.shaderProgram = silhouetteProgram;
|
silhouetteColorCommand.uniformMap = silhouetteUniformMap;
|
silhouetteColorCommand.castShadows = false;
|
silhouetteColorCommand.receiveShadows = false;
|
nodeCommand.silhouetteColorCommand = silhouetteColorCommand;
|
|
if (!scene3DOnly) {
|
var command2D = nodeCommand.command2D;
|
var silhouetteModelCommand2D = DrawCommand.shallowClone(silhouetteModelCommand);
|
silhouetteModelCommand2D.boundingVolume = command2D.boundingVolume;
|
silhouetteModelCommand2D.modelMatrix = command2D.modelMatrix;
|
nodeCommand.silhouetteModelCommand2D = silhouetteModelCommand2D;
|
|
var silhouetteColorCommand2D = DrawCommand.shallowClone(silhouetteColorCommand);
|
silhouetteModelCommand2D.boundingVolume = command2D.boundingVolume;
|
silhouetteModelCommand2D.modelMatrix = command2D.modelMatrix;
|
nodeCommand.silhouetteColorCommand2D = silhouetteColorCommand2D;
|
}
|
}
|
}
|
|
function modifyShaderForClippingPlanes(shader, clippingPlaneCollection, context) {
|
shader = ShaderSource.replaceMain(shader, 'gltf_clip_main');
|
shader += Model._getClippingFunction(clippingPlaneCollection, context) + '\n';
|
shader +=
|
'uniform sampler2D gltf_clippingPlanes; \n' +
|
'uniform mat4 gltf_clippingPlanesMatrix; \n' +
|
'uniform vec4 gltf_clippingPlanesEdgeStyle; \n' +
|
'void main() \n' +
|
'{ \n' +
|
' gltf_clip_main(); \n' +
|
getClipAndStyleCode('gltf_clippingPlanes', 'gltf_clippingPlanesMatrix', 'gltf_clippingPlanesEdgeStyle') +
|
'} \n';
|
return shader;
|
}
|
|
function updateSilhouette(model, frameState, force) {
|
// Generate silhouette commands when the silhouette size is greater than 0.0 and the alpha is greater than 0.0
|
// There are two silhouette commands:
|
// 1. silhouetteModelCommand : render model normally while enabling stencil mask
|
// 2. silhouetteColorCommand : render enlarged model with a solid color while enabling stencil tests
|
if (!hasSilhouette(model, frameState)) {
|
return;
|
}
|
|
var nodeCommands = model._nodeCommands;
|
var dirty = alphaDirty(model.color.alpha, model._colorPreviousAlpha) ||
|
alphaDirty(model.silhouetteColor.alpha, model._silhouetteColorPreviousAlpha) ||
|
!defined(nodeCommands[0].silhouetteModelCommand);
|
|
model._colorPreviousAlpha = model.color.alpha;
|
model._silhouetteColorPreviousAlpha = model.silhouetteColor.alpha;
|
|
if (dirty || force) {
|
createSilhouetteCommands(model, frameState);
|
}
|
}
|
|
function updateClippingPlanes(model, frameState) {
|
var clippingPlanes = model._clippingPlanes;
|
if (defined(clippingPlanes) && clippingPlanes.owner === model) {
|
if (clippingPlanes.enabled) {
|
clippingPlanes.update(frameState);
|
}
|
}
|
}
|
|
var scratchBoundingSphere = new BoundingSphere();
|
|
function scaleInPixels(positionWC, radius, frameState) {
|
scratchBoundingSphere.center = positionWC;
|
scratchBoundingSphere.radius = radius;
|
return frameState.camera.getPixelSize(scratchBoundingSphere, frameState.context.drawingBufferWidth, frameState.context.drawingBufferHeight);
|
}
|
|
var scratchPosition = new Cartesian3();
|
var scratchCartographic = new Cartographic();
|
|
function getScale(model, frameState) {
|
var scale = model.scale;
|
|
if (model.minimumPixelSize !== 0.0) {
|
// Compute size of bounding sphere in pixels
|
var context = frameState.context;
|
var maxPixelSize = Math.max(context.drawingBufferWidth, context.drawingBufferHeight);
|
var m = defined(model._clampedModelMatrix) ? model._clampedModelMatrix : model.modelMatrix;
|
scratchPosition.x = m[12];
|
scratchPosition.y = m[13];
|
scratchPosition.z = m[14];
|
|
if (defined(model._rtcCenter)) {
|
Cartesian3.add(model._rtcCenter, scratchPosition, scratchPosition);
|
}
|
|
if (model._mode !== SceneMode.SCENE3D) {
|
var projection = frameState.mapProjection;
|
var cartographic = projection.ellipsoid.cartesianToCartographic(scratchPosition, scratchCartographic);
|
projection.project(cartographic, scratchPosition);
|
Cartesian3.fromElements(scratchPosition.z, scratchPosition.x, scratchPosition.y, scratchPosition);
|
}
|
|
var radius = model.boundingSphere.radius;
|
var metersPerPixel = scaleInPixels(scratchPosition, radius, frameState);
|
|
// metersPerPixel is always > 0.0
|
var pixelsPerMeter = 1.0 / metersPerPixel;
|
var diameterInPixels = Math.min(pixelsPerMeter * (2.0 * radius), maxPixelSize);
|
|
// Maintain model's minimum pixel size
|
if (diameterInPixels < model.minimumPixelSize) {
|
scale = (model.minimumPixelSize * metersPerPixel) / (2.0 * model._initialRadius);
|
}
|
}
|
|
return defined(model.maximumScale) ? Math.min(model.maximumScale, scale) : scale;
|
}
|
|
function releaseCachedGltf(model) {
|
if (defined(model._cacheKey) && defined(model._cachedGltf) && (--model._cachedGltf.count === 0)) {
|
delete gltfCache[model._cacheKey];
|
}
|
model._cachedGltf = undefined;
|
}
|
|
///////////////////////////////////////////////////////////////////////////
|
|
function CachedRendererResources(context, cacheKey) {
|
this.buffers = undefined;
|
this.vertexArrays = undefined;
|
this.programs = undefined;
|
this.sourceShaders = undefined;
|
this.silhouettePrograms = undefined;
|
this.textures = undefined;
|
this.samplers = undefined;
|
this.renderStates = undefined;
|
this.ready = false;
|
|
this.context = context;
|
this.cacheKey = cacheKey;
|
this.count = 0;
|
}
|
|
function destroy(property) {
|
for (var name in property) {
|
if (property.hasOwnProperty(name)) {
|
property[name].destroy();
|
}
|
}
|
}
|
|
function destroyCachedRendererResources(resources) {
|
destroy(resources.buffers);
|
destroy(resources.vertexArrays);
|
destroy(resources.programs);
|
destroy(resources.silhouettePrograms);
|
destroy(resources.textures);
|
}
|
|
CachedRendererResources.prototype.release = function() {
|
if (--this.count === 0) {
|
if (defined(this.cacheKey)) {
|
// Remove if this was cached
|
delete this.context.cache.modelRendererResourceCache[this.cacheKey];
|
}
|
destroyCachedRendererResources(this);
|
return destroyObject(this);
|
}
|
|
return undefined;
|
};
|
|
///////////////////////////////////////////////////////////////////////////
|
|
function getUpdateHeightCallback(model, ellipsoid, cartoPosition) {
|
return function(clampedPosition) {
|
if (model.heightReference === HeightReference.RELATIVE_TO_GROUND) {
|
var clampedCart = ellipsoid.cartesianToCartographic(clampedPosition, scratchCartographic);
|
clampedCart.height += cartoPosition.height;
|
ellipsoid.cartographicToCartesian(clampedCart, clampedPosition);
|
}
|
|
var clampedModelMatrix = model._clampedModelMatrix;
|
|
// Modify clamped model matrix to use new height
|
Matrix4.clone(model.modelMatrix, clampedModelMatrix);
|
clampedModelMatrix[12] = clampedPosition.x;
|
clampedModelMatrix[13] = clampedPosition.y;
|
clampedModelMatrix[14] = clampedPosition.z;
|
|
model._heightChanged = true;
|
};
|
}
|
|
function updateClamping(model) {
|
if (defined(model._removeUpdateHeightCallback)) {
|
model._removeUpdateHeightCallback();
|
model._removeUpdateHeightCallback = undefined;
|
}
|
|
var scene = model._scene;
|
if (!defined(scene) || !defined(scene.globe) || (model.heightReference === HeightReference.NONE)) {
|
//>>includeStart('debug', pragmas.debug);
|
if (model.heightReference !== HeightReference.NONE) {
|
throw new DeveloperError('Height reference is not supported without a scene and globe.');
|
}
|
//>>includeEnd('debug');
|
model._clampedModelMatrix = undefined;
|
return;
|
}
|
|
var globe = scene.globe;
|
var ellipsoid = globe.ellipsoid;
|
|
// Compute cartographic position so we don't recompute every update
|
var modelMatrix = model.modelMatrix;
|
scratchPosition.x = modelMatrix[12];
|
scratchPosition.y = modelMatrix[13];
|
scratchPosition.z = modelMatrix[14];
|
var cartoPosition = ellipsoid.cartesianToCartographic(scratchPosition);
|
|
if (!defined(model._clampedModelMatrix)) {
|
model._clampedModelMatrix = Matrix4.clone(modelMatrix, new Matrix4());
|
}
|
|
// Install callback to handle updating of terrain tiles
|
var surface = globe._surface;
|
model._removeUpdateHeightCallback = surface.updateHeight(cartoPosition, getUpdateHeightCallback(model, ellipsoid, cartoPosition));
|
|
// Set the correct height now
|
var height = globe.getHeight(cartoPosition);
|
if (defined(height)) {
|
// Get callback with cartoPosition being the non-clamped position
|
var cb = getUpdateHeightCallback(model, ellipsoid, cartoPosition);
|
|
// Compute the clamped cartesian and call updateHeight callback
|
Cartographic.clone(cartoPosition, scratchCartographic);
|
scratchCartographic.height = height;
|
ellipsoid.cartographicToCartesian(scratchCartographic, scratchPosition);
|
cb(scratchPosition);
|
}
|
}
|
|
var scratchDisplayConditionCartesian = new Cartesian3();
|
var scratchDistanceDisplayConditionCartographic = new Cartographic();
|
|
function distanceDisplayConditionVisible(model, frameState) {
|
var distance2;
|
var ddc = model.distanceDisplayCondition;
|
var nearSquared = ddc.near * ddc.near;
|
var farSquared = ddc.far * ddc.far;
|
|
if (frameState.mode === SceneMode.SCENE2D) {
|
var frustum2DWidth = frameState.camera.frustum.right - frameState.camera.frustum.left;
|
distance2 = frustum2DWidth * 0.5;
|
distance2 = distance2 * distance2;
|
} else {
|
// Distance to center of primitive's reference frame
|
var position = Matrix4.getTranslation(model.modelMatrix, scratchDisplayConditionCartesian);
|
if (frameState.mode === SceneMode.COLUMBUS_VIEW) {
|
var projection = frameState.mapProjection;
|
var ellipsoid = projection.ellipsoid;
|
var cartographic = ellipsoid.cartesianToCartographic(position, scratchDistanceDisplayConditionCartographic);
|
position = projection.project(cartographic, position);
|
Cartesian3.fromElements(position.z, position.x, position.y, position);
|
}
|
distance2 = Cartesian3.distanceSquared(position, frameState.camera.positionWC);
|
}
|
|
return (distance2 >= nearSquared) && (distance2 <= farSquared);
|
}
|
|
/**
|
* 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 {RuntimeError} Failed to load external reference.
|
*/
|
Model.prototype.update = function(frameState) {
|
if (frameState.mode === SceneMode.MORPHING) {
|
return;
|
}
|
|
if (!FeatureDetection.supportsWebP.initialized) {
|
FeatureDetection.supportsWebP.initialize();
|
return;
|
}
|
var supportsWebP = FeatureDetection.supportsWebP();
|
|
var context = frameState.context;
|
this._defaultTexture = context.defaultTexture;
|
|
if ((this._state === ModelState.NEEDS_LOAD) && defined(this.gltf)) {
|
// Use renderer resources from cache instead of loading/creating them?
|
var cachedRendererResources;
|
var cacheKey = this.cacheKey;
|
if (defined(cacheKey)) { // cache key given? this model will pull from or contribute to context level cache
|
context.cache.modelRendererResourceCache = defaultValue(context.cache.modelRendererResourceCache, {});
|
var modelCaches = context.cache.modelRendererResourceCache;
|
|
cachedRendererResources = modelCaches[this.cacheKey];
|
if (defined(cachedRendererResources)) {
|
if (!cachedRendererResources.ready) {
|
// Cached resources for the model are not loaded yet. We'll
|
// try again every frame until they are.
|
return;
|
}
|
|
++cachedRendererResources.count;
|
this._loadRendererResourcesFromCache = true;
|
} else {
|
cachedRendererResources = new CachedRendererResources(context, cacheKey);
|
cachedRendererResources.count = 1;
|
modelCaches[this.cacheKey] = cachedRendererResources;
|
}
|
this._cachedRendererResources = cachedRendererResources;
|
} else { // cache key not given? this model doesn't care about context level cache at all. Cache is here to simplify freeing on destroy.
|
cachedRendererResources = new CachedRendererResources(context);
|
cachedRendererResources.count = 1;
|
this._cachedRendererResources = cachedRendererResources;
|
}
|
|
this._state = ModelState.LOADING;
|
if (this._state !== ModelState.FAILED) {
|
var extensions = this.gltf.extensions;
|
if (defined(extensions) && defined(extensions.CESIUM_RTC)) {
|
var center = Cartesian3.fromArray(extensions.CESIUM_RTC.center);
|
if (!Cartesian3.equals(center, Cartesian3.ZERO)) {
|
this._rtcCenter3D = center;
|
|
var projection = frameState.mapProjection;
|
var ellipsoid = projection.ellipsoid;
|
var cartographic = ellipsoid.cartesianToCartographic(this._rtcCenter3D);
|
var projectedCart = projection.project(cartographic);
|
Cartesian3.fromElements(projectedCart.z, projectedCart.x, projectedCart.y, projectedCart);
|
this._rtcCenter2D = projectedCart;
|
|
this._rtcCenterEye = new Cartesian3();
|
this._rtcCenter = this._rtcCenter3D;
|
}
|
}
|
|
addPipelineExtras(this.gltf);
|
|
this._loadResources = new ModelLoadResources();
|
if (!this._loadRendererResourcesFromCache) {
|
// Buffers are required to updateVersion
|
ModelUtility.parseBuffers(this, bufferLoad);
|
}
|
}
|
}
|
|
var loadResources = this._loadResources;
|
var incrementallyLoadTextures = this._incrementallyLoadTextures;
|
var justLoaded = false;
|
|
if (this._state === ModelState.LOADING) {
|
// Transition from LOADING -> LOADED once resources are downloaded and created.
|
// Textures may continue to stream in while in the LOADED state.
|
if (loadResources.pendingBufferLoads === 0) {
|
if (!loadResources.initialized) {
|
frameState.brdfLutGenerator.update(frameState);
|
|
ModelUtility.checkSupportedExtensions(this.extensionsRequired, supportsWebP);
|
ModelUtility.updateForwardAxis(this);
|
|
// glTF pipeline updates, not needed if loading from cache
|
if (!defined(this.gltf.extras.sourceVersion)) {
|
var gltf = this.gltf;
|
// Add the original version so it remains cached
|
gltf.extras.sourceVersion = ModelUtility.getAssetVersion(gltf);
|
gltf.extras.sourceKHRTechniquesWebGL = defined(ModelUtility.getUsedExtensions(gltf).KHR_techniques_webgl);
|
|
this._sourceVersion = gltf.extras.sourceVersion;
|
this._sourceKHRTechniquesWebGL = gltf.extras.sourceKHRTechniquesWebGL;
|
|
updateVersion(gltf);
|
addDefaults(gltf);
|
|
var options = {
|
addBatchIdToGeneratedShaders: this._addBatchIdToGeneratedShaders
|
};
|
|
processModelMaterialsCommon(gltf, options);
|
processPbrMaterials(gltf, options);
|
}
|
|
this._sourceVersion = this.gltf.extras.sourceVersion;
|
this._sourceKHRTechniquesWebGL = this.gltf.extras.sourceKHRTechniquesWebGL;
|
|
// Skip dequantizing in the shader if not encoded
|
this._dequantizeInShader = this._dequantizeInShader && DracoLoader.hasExtension(this);
|
|
// We do this after to make sure that the ids don't change
|
addBuffersToLoadResources(this);
|
parseArticulations(this);
|
parseTechniques(this);
|
if (!this._loadRendererResourcesFromCache) {
|
parseBufferViews(this);
|
parseShaders(this);
|
parsePrograms(this);
|
parseTextures(this, context, supportsWebP);
|
}
|
parseMaterials(this);
|
parseMeshes(this);
|
parseNodes(this);
|
|
// Start draco decoding
|
DracoLoader.parse(this, context);
|
|
loadResources.initialized = true;
|
}
|
|
if (!loadResources.finishedDecoding()) {
|
DracoLoader.decodeModel(this, context)
|
.otherwise(ModelUtility.getFailedLoadFunction(this, 'model', this.basePath));
|
}
|
|
if (loadResources.finishedDecoding() && !loadResources.resourcesParsed) {
|
this._boundingSphere = ModelUtility.computeBoundingSphere(this);
|
this._initialRadius = this._boundingSphere.radius;
|
|
DracoLoader.cacheDataForModel(this);
|
|
loadResources.resourcesParsed = true;
|
}
|
|
if (loadResources.resourcesParsed &&
|
loadResources.pendingShaderLoads === 0) {
|
createResources(this, frameState);
|
}
|
}
|
|
if (loadResources.finished() ||
|
(incrementallyLoadTextures && loadResources.finishedEverythingButTextureCreation())) {
|
this._state = ModelState.LOADED;
|
justLoaded = true;
|
}
|
}
|
|
// Incrementally stream textures.
|
if (defined(loadResources) && (this._state === ModelState.LOADED)) {
|
if (incrementallyLoadTextures && !justLoaded) {
|
createResources(this, frameState);
|
}
|
|
if (loadResources.finished()) {
|
this._loadResources = undefined; // Clear CPU memory since WebGL resources were created.
|
|
var resources = this._rendererResources;
|
var cachedResources = this._cachedRendererResources;
|
|
cachedResources.buffers = resources.buffers;
|
cachedResources.vertexArrays = resources.vertexArrays;
|
cachedResources.programs = resources.programs;
|
cachedResources.sourceShaders = resources.sourceShaders;
|
cachedResources.silhouettePrograms = resources.silhouettePrograms;
|
cachedResources.textures = resources.textures;
|
cachedResources.samplers = resources.samplers;
|
cachedResources.renderStates = resources.renderStates;
|
cachedResources.ready = true;
|
|
// The normal attribute name is required for silhouettes, so get it before the gltf JSON is released
|
this._normalAttributeName = ModelUtility.getAttributeOrUniformBySemantic(this.gltf, 'NORMAL');
|
|
// Vertex arrays are unique to this model, do not store in cache.
|
if (defined(this._precreatedAttributes)) {
|
cachedResources.vertexArrays = {};
|
}
|
|
if (this.releaseGltfJson) {
|
releaseCachedGltf(this);
|
}
|
}
|
}
|
|
var iblSupported = OctahedralProjectedCubeMap.isSupported(context);
|
if (this._shouldUpdateSpecularMapAtlas && iblSupported) {
|
this._shouldUpdateSpecularMapAtlas = false;
|
this._specularEnvironmentMapAtlas = this._specularEnvironmentMapAtlas && this._specularEnvironmentMapAtlas.destroy();
|
this._specularEnvironmentMapAtlas = undefined;
|
if (defined(this._specularEnvironmentMaps)) {
|
this._specularEnvironmentMapAtlas = new OctahedralProjectedCubeMap(this._specularEnvironmentMaps);
|
var that = this;
|
this._specularEnvironmentMapAtlas.readyPromise
|
.then(function() {
|
that._shouldRegenerateShaders = true;
|
})
|
.otherwise(function(error) {
|
console.error('Error loading specularEnvironmentMaps: ' + error);
|
});
|
}
|
|
// Regenerate shaders to not use an environment map. Will be set to true again if there was a new environment map and it is ready.
|
this._shouldRegenerateShaders = true;
|
}
|
|
if (defined(this._specularEnvironmentMapAtlas)) {
|
this._specularEnvironmentMapAtlas.update(frameState);
|
}
|
|
var recompileWithDefaultAtlas = !defined(this._specularEnvironmentMapAtlas) && defined(frameState.specularEnvironmentMaps) && !this._useDefaultSpecularMaps;
|
var recompileWithoutDefaultAtlas = !defined(frameState.specularEnvironmentMaps) && this._useDefaultSpecularMaps;
|
|
var recompileWithDefaultSHCoeffs = !defined(this._sphericalHarmonicCoefficients) && defined(frameState.sphericalHarmonicCoefficients) && !this._useDefaultSphericalHarmonics;
|
var recompileWithoutDefaultSHCoeffs = !defined(frameState.sphericalHarmonicCoefficients) && this._useDefaultSphericalHarmonics;
|
|
this._shouldRegenerateShaders = this._shouldRegenerateShaders || recompileWithDefaultAtlas || recompileWithoutDefaultAtlas || recompileWithDefaultSHCoeffs || recompileWithoutDefaultSHCoeffs;
|
|
this._useDefaultSpecularMaps = !defined(this._specularEnvironmentMapAtlas) && defined(frameState.specularEnvironmentMaps);
|
this._useDefaultSphericalHarmonics = !defined(this._sphericalHarmonicCoefficients) && defined(frameState.sphericalHarmonicCoefficients);
|
|
var silhouette = hasSilhouette(this, frameState);
|
var translucent = isTranslucent(this);
|
var invisible = isInvisible(this);
|
var displayConditionPassed = defined(this.distanceDisplayCondition) ? distanceDisplayConditionVisible(this, frameState) : true;
|
var show = this.show && displayConditionPassed && (this.scale !== 0.0) && (!invisible || silhouette);
|
|
if ((show && this._state === ModelState.LOADED) || justLoaded) {
|
var animated = this.activeAnimations.update(frameState) || this._cesiumAnimationsDirty;
|
this._cesiumAnimationsDirty = false;
|
this._dirty = false;
|
var modelMatrix = this.modelMatrix;
|
|
var modeChanged = frameState.mode !== this._mode;
|
this._mode = frameState.mode;
|
|
// Model's model matrix needs to be updated
|
var modelTransformChanged = !Matrix4.equals(this._modelMatrix, modelMatrix) ||
|
(this._scale !== this.scale) ||
|
(this._minimumPixelSize !== this.minimumPixelSize) || (this.minimumPixelSize !== 0.0) || // Minimum pixel size changed or is enabled
|
(this._maximumScale !== this.maximumScale) ||
|
(this._heightReference !== this.heightReference) || this._heightChanged ||
|
modeChanged;
|
|
if (modelTransformChanged || justLoaded) {
|
Matrix4.clone(modelMatrix, this._modelMatrix);
|
|
updateClamping(this);
|
|
if (defined(this._clampedModelMatrix)) {
|
modelMatrix = this._clampedModelMatrix;
|
}
|
|
this._scale = this.scale;
|
this._minimumPixelSize = this.minimumPixelSize;
|
this._maximumScale = this.maximumScale;
|
this._heightReference = this.heightReference;
|
this._heightChanged = false;
|
|
var scale = getScale(this, frameState);
|
var computedModelMatrix = this._computedModelMatrix;
|
Matrix4.multiplyByUniformScale(modelMatrix, scale, computedModelMatrix);
|
if (this._upAxis === Axis.Y) {
|
Matrix4.multiplyTransformation(computedModelMatrix, Axis.Y_UP_TO_Z_UP, computedModelMatrix);
|
} else if (this._upAxis === Axis.X) {
|
Matrix4.multiplyTransformation(computedModelMatrix, Axis.X_UP_TO_Z_UP, computedModelMatrix);
|
}
|
if (this.forwardAxis === Axis.Z) {
|
// glTF 2.0 has a Z-forward convention that must be adapted here to X-forward.
|
Matrix4.multiplyTransformation(computedModelMatrix, Axis.Z_UP_TO_X_UP, computedModelMatrix);
|
}
|
}
|
|
// Update modelMatrix throughout the graph as needed
|
if (animated || modelTransformChanged || justLoaded) {
|
updateNodeHierarchyModelMatrix(this, modelTransformChanged, justLoaded, frameState.mapProjection);
|
this._dirty = true;
|
|
if (animated || justLoaded) {
|
// Apply skins if animation changed any node transforms
|
applySkins(this);
|
}
|
}
|
|
if (this._perNodeShowDirty) {
|
this._perNodeShowDirty = false;
|
updatePerNodeShow(this);
|
}
|
updatePickIds(this, context);
|
updateWireframe(this);
|
updateShowBoundingVolume(this);
|
updateShadows(this);
|
updateClippingPlanes(this, frameState);
|
|
// Regenerate shaders if ClippingPlaneCollection state changed or it was removed
|
var clippingPlanes = this._clippingPlanes;
|
var currentClippingPlanesState = 0;
|
var useClippingPlanes = defined(clippingPlanes) && clippingPlanes.enabled && clippingPlanes.length > 0;
|
var usesSH = defined(this._sphericalHarmonicCoefficients) || this._useDefaultSphericalHarmonics;
|
var usesSM = (defined(this._specularEnvironmentMapAtlas) && this._specularEnvironmentMapAtlas.ready) || this._useDefaultSpecularMaps;
|
if (useClippingPlanes || usesSH || usesSM) {
|
var clippingPlanesOriginMatrix = defaultValue(this.clippingPlanesOriginMatrix, modelMatrix);
|
Matrix4.multiply(context.uniformState.view3D, clippingPlanesOriginMatrix, this._clippingPlaneModelViewMatrix);
|
}
|
|
if (useClippingPlanes) {
|
currentClippingPlanesState = clippingPlanes.clippingPlanesState;
|
}
|
|
var shouldRegenerateShaders = this._shouldRegenerateShaders;
|
shouldRegenerateShaders = shouldRegenerateShaders || this._clippingPlanesState !== currentClippingPlanesState;
|
this._clippingPlanesState = currentClippingPlanesState;
|
|
// Regenerate shaders if color shading changed from last update
|
var currentlyColorShadingEnabled = isColorShadingEnabled(this);
|
if (currentlyColorShadingEnabled !== this._colorShadingEnabled) {
|
this._colorShadingEnabled = currentlyColorShadingEnabled;
|
shouldRegenerateShaders = true;
|
}
|
|
if (shouldRegenerateShaders) {
|
regenerateShaders(this, frameState);
|
} else {
|
updateColor(this, frameState, false);
|
updateSilhouette(this, frameState, false);
|
}
|
}
|
|
if (justLoaded) {
|
// Called after modelMatrix update.
|
var model = this;
|
frameState.afterRender.push(function() {
|
model._ready = true;
|
model._readyPromise.resolve(model);
|
});
|
return;
|
}
|
|
// We don't check show at the top of the function since we
|
// want to be able to progressively load models when they are not shown,
|
// and then have them visible immediately when show is set to true.
|
if (show && !this._ignoreCommands) {
|
// PERFORMANCE_IDEA: This is terrible
|
var commandList = frameState.commandList;
|
var passes = frameState.passes;
|
var nodeCommands = this._nodeCommands;
|
var length = nodeCommands.length;
|
var i;
|
var nc;
|
|
var idl2D = frameState.mapProjection.ellipsoid.maximumRadius * CesiumMath.PI;
|
var boundingVolume;
|
|
if (passes.render || (passes.pick && this.allowPicking)) {
|
for (i = 0; i < length; ++i) {
|
nc = nodeCommands[i];
|
if (nc.show) {
|
var command = translucent ? nc.translucentCommand : nc.command;
|
command = silhouette ? nc.silhouetteModelCommand : command;
|
commandList.push(command);
|
boundingVolume = nc.command.boundingVolume;
|
if (frameState.mode === SceneMode.SCENE2D &&
|
(boundingVolume.center.y + boundingVolume.radius > idl2D || boundingVolume.center.y - boundingVolume.radius < idl2D)) {
|
var command2D = translucent ? nc.translucentCommand2D : nc.command2D;
|
command2D = silhouette ? nc.silhouetteModelCommand2D : command2D;
|
commandList.push(command2D);
|
}
|
}
|
}
|
|
if (silhouette && !passes.pick) {
|
// Render second silhouette pass
|
for (i = 0; i < length; ++i) {
|
nc = nodeCommands[i];
|
if (nc.show) {
|
commandList.push(nc.silhouetteColorCommand);
|
boundingVolume = nc.command.boundingVolume;
|
if (frameState.mode === SceneMode.SCENE2D &&
|
(boundingVolume.center.y + boundingVolume.radius > idl2D || boundingVolume.center.y - boundingVolume.radius < idl2D)) {
|
commandList.push(nc.silhouetteColorCommand2D);
|
}
|
}
|
}
|
}
|
}
|
}
|
|
var credit = this._credit;
|
if (defined(credit)) {
|
frameState.creditDisplay.addCredit(credit);
|
}
|
|
var resourceCredits = this._resourceCredits;
|
var creditCount = resourceCredits.length;
|
for (var c = 0; c < creditCount; c++) {
|
frameState.creditDisplay.addCredit(resourceCredits[c]);
|
}
|
};
|
|
function destroyIfNotCached(rendererResources, cachedRendererResources) {
|
if (rendererResources.programs !== cachedRendererResources.programs) {
|
destroy(rendererResources.programs);
|
}
|
if (rendererResources.silhouettePrograms !== cachedRendererResources.silhouettePrograms) {
|
destroy(rendererResources.silhouettePrograms);
|
}
|
}
|
|
// Run from update iff:
|
// - everything is loaded
|
// - clipping planes state change OR color state set
|
// Run this from destructor after removing color state and clipping plane state
|
function regenerateShaders(model, frameState) {
|
// In regards to _cachedRendererResources:
|
// Fair to assume that this is data that should just never get modified due to clipping planes or model color.
|
// So if clipping planes or model color active:
|
// - delink _rendererResources.*programs and create new dictionaries.
|
// - do NOT destroy any programs - might be used by copies of the model or by might be needed in the future if clipping planes/model color is deactivated
|
|
// If clipping planes and model color inactive:
|
// - destroy _rendererResources.*programs
|
// - relink _rendererResources.*programs to _cachedRendererResources
|
|
// In both cases, need to mark commands as dirty, re-run derived commands (elsewhere)
|
|
var rendererResources = model._rendererResources;
|
var cachedRendererResources = model._cachedRendererResources;
|
destroyIfNotCached(rendererResources, cachedRendererResources);
|
|
var programId;
|
if (isClippingEnabled(model) || isColorShadingEnabled(model) || model._shouldRegenerateShaders) {
|
model._shouldRegenerateShaders = false;
|
|
rendererResources.programs = {};
|
rendererResources.silhouettePrograms = {};
|
|
var visitedPrograms = {};
|
var techniques = model._sourceTechniques;
|
var technique;
|
|
for (var techniqueId in techniques) {
|
if (techniques.hasOwnProperty(techniqueId)) {
|
technique = techniques[techniqueId];
|
programId = technique.program;
|
if (!visitedPrograms[programId]) {
|
visitedPrograms[programId] = true;
|
recreateProgram({
|
programId: programId,
|
techniqueId: techniqueId
|
}, model, frameState.context);
|
}
|
}
|
}
|
} else {
|
rendererResources.programs = cachedRendererResources.programs;
|
rendererResources.silhouettePrograms = cachedRendererResources.silhouettePrograms;
|
}
|
|
// Fix all the commands, marking them as dirty so everything that derives will re-derive
|
var rendererPrograms = rendererResources.programs;
|
|
var nodeCommands = model._nodeCommands;
|
var commandCount = nodeCommands.length;
|
for (var i = 0; i < commandCount; ++i) {
|
var nodeCommand = nodeCommands[i];
|
programId = nodeCommand.programId;
|
|
var renderProgram = rendererPrograms[programId];
|
nodeCommand.command.shaderProgram = renderProgram;
|
if (defined(nodeCommand.command2D)) {
|
nodeCommand.command2D.shaderProgram = renderProgram;
|
}
|
}
|
|
// Force update silhouette commands/shaders
|
updateColor(model, frameState, true);
|
updateSilhouette(model, frameState, true);
|
}
|
|
/**
|
* 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 Model#destroy
|
*/
|
Model.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
|
* model = model && model.destroy();
|
*
|
* @see Model#isDestroyed
|
*/
|
Model.prototype.destroy = function() {
|
// Vertex arrays are unique to this model, destroy here.
|
if (defined(this._precreatedAttributes)) {
|
destroy(this._rendererResources.vertexArrays);
|
}
|
|
if (defined(this._removeUpdateHeightCallback)) {
|
this._removeUpdateHeightCallback();
|
this._removeUpdateHeightCallback = undefined;
|
}
|
|
if (defined(this._terrainProviderChangedCallback)) {
|
this._terrainProviderChangedCallback();
|
this._terrainProviderChangedCallback = undefined;
|
}
|
|
// Shaders modified for clipping and for color don't get cached, so destroy these manually
|
if (defined(this._cachedRendererResources)) {
|
destroyIfNotCached(this._rendererResources, this._cachedRendererResources);
|
}
|
|
this._rendererResources = undefined;
|
this._cachedRendererResources = this._cachedRendererResources && this._cachedRendererResources.release();
|
DracoLoader.destroyCachedDataForModel(this);
|
|
var pickIds = this._pickIds;
|
var length = pickIds.length;
|
for (var i = 0; i < length; ++i) {
|
pickIds[i].destroy();
|
}
|
|
releaseCachedGltf(this);
|
this._quantizedVertexShaders = undefined;
|
|
// Only destroy the ClippingPlaneCollection if this is the owner - if this model is part of a Cesium3DTileset,
|
// _clippingPlanes references a ClippingPlaneCollection that this model does not own.
|
var clippingPlaneCollection = this._clippingPlanes;
|
if (defined(clippingPlaneCollection) && !clippingPlaneCollection.isDestroyed() && clippingPlaneCollection.owner === this) {
|
clippingPlaneCollection.destroy();
|
}
|
this._clippingPlanes = undefined;
|
|
this._specularEnvironmentMapAtlas = this._specularEnvironmentMapAtlas && this._specularEnvironmentMapAtlas.destroy();
|
|
return destroyObject(this);
|
};
|
|
// exposed for testing
|
Model._getClippingFunction = getClippingFunction;
|
Model._modifyShaderForColor = modifyShaderForColor;
|
export default Model;
|