import Cartesian2 from '../Core/Cartesian2.js';
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import Color from '../Core/Color.js';
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import defined from '../Core/defined.js';
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import destroyObject from '../Core/destroyObject.js';
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import PixelFormat from '../Core/PixelFormat.js';
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import PrimitiveType from '../Core/PrimitiveType.js';
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import ClearCommand from '../Renderer/ClearCommand.js';
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import DrawCommand from '../Renderer/DrawCommand.js';
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import Framebuffer from '../Renderer/Framebuffer.js';
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import Pass from '../Renderer/Pass.js';
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import PixelDatatype from '../Renderer/PixelDatatype.js';
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import RenderState from '../Renderer/RenderState.js';
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import Sampler from '../Renderer/Sampler.js';
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import ShaderSource from '../Renderer/ShaderSource.js';
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import Texture from '../Renderer/Texture.js';
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import BlendingState from '../Scene/BlendingState.js';
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import StencilConstants from '../Scene/StencilConstants.js';
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import PointCloudEyeDomeLightingShader from '../Shaders/PostProcessStages/PointCloudEyeDomeLighting.js';
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/**
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* Eye dome lighting. Does not support points with per-point translucency, but does allow translucent styling against the globe.
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* Requires support for EXT_frag_depth and WEBGL_draw_buffers extensions in WebGL 1.0.
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*
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* @private
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*/
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function PointCloudEyeDomeLighting() {
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this._framebuffer = undefined;
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this._colorGBuffer = undefined; // color gbuffer
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this._depthGBuffer = undefined; // depth gbuffer
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this._depthTexture = undefined; // needed to write depth so camera based on depth works
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this._drawCommand = undefined;
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this._clearCommand = undefined;
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this._strength = 1.0;
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this._radius = 1.0;
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}
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function destroyFramebuffer(processor) {
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var framebuffer = processor._framebuffer;
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if (!defined(framebuffer)) {
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return;
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}
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processor._colorGBuffer.destroy();
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processor._depthGBuffer.destroy();
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processor._depthTexture.destroy();
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framebuffer.destroy();
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processor._framebuffer = undefined;
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processor._colorGBuffer = undefined;
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processor._depthGBuffer = undefined;
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processor._depthTexture = undefined;
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processor._drawCommand = undefined;
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processor._clearCommand = undefined;
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}
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function createFramebuffer(processor, context) {
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var screenWidth = context.drawingBufferWidth;
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var screenHeight = context.drawingBufferHeight;
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var colorGBuffer = new Texture({
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context : context,
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width : screenWidth,
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height : screenHeight,
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pixelFormat : PixelFormat.RGBA,
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pixelDatatype : PixelDatatype.UNSIGNED_BYTE,
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sampler : Sampler.NEAREST
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});
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var depthGBuffer = new Texture({
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context : context,
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width : screenWidth,
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height : screenHeight,
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pixelFormat : PixelFormat.RGBA,
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pixelDatatype : PixelDatatype.UNSIGNED_BYTE,
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sampler : Sampler.NEAREST
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});
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var depthTexture = new Texture({
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context : context,
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width : screenWidth,
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height : screenHeight,
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pixelFormat : PixelFormat.DEPTH_COMPONENT,
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pixelDatatype : PixelDatatype.UNSIGNED_INT,
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sampler : Sampler.NEAREST
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});
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processor._framebuffer = new Framebuffer({
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context : context,
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colorTextures : [
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colorGBuffer,
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depthGBuffer
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],
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depthTexture : depthTexture,
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destroyAttachments : false
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});
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processor._colorGBuffer = colorGBuffer;
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processor._depthGBuffer = depthGBuffer;
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processor._depthTexture = depthTexture;
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}
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var distanceAndEdlStrengthScratch = new Cartesian2();
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function createCommands(processor, context) {
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var blendFS = PointCloudEyeDomeLightingShader;
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var blendUniformMap = {
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u_pointCloud_colorGBuffer : function() {
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return processor._colorGBuffer;
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},
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u_pointCloud_depthGBuffer : function() {
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return processor._depthGBuffer;
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},
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u_distanceAndEdlStrength : function() {
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distanceAndEdlStrengthScratch.x = processor._radius;
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distanceAndEdlStrengthScratch.y = processor._strength;
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return distanceAndEdlStrengthScratch;
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}
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};
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var blendRenderState = RenderState.fromCache({
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blending : BlendingState.ALPHA_BLEND,
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depthMask : true,
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depthTest : {
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enabled : true
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},
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stencilTest : StencilConstants.setCesium3DTileBit(),
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stencilMask : StencilConstants.CESIUM_3D_TILE_MASK
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});
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processor._drawCommand = context.createViewportQuadCommand(blendFS, {
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uniformMap : blendUniformMap,
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renderState : blendRenderState,
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pass : Pass.CESIUM_3D_TILE,
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owner : processor
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});
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processor._clearCommand = new ClearCommand({
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framebuffer : processor._framebuffer,
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color : new Color(0.0, 0.0, 0.0, 0.0),
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depth : 1.0,
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renderState : RenderState.fromCache(),
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pass : Pass.CESIUM_3D_TILE,
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owner : processor
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});
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}
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function createResources(processor, context) {
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var screenWidth = context.drawingBufferWidth;
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var screenHeight = context.drawingBufferHeight;
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var colorGBuffer = processor._colorGBuffer;
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var nowDirty = false;
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var resized = defined(colorGBuffer) &&
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((colorGBuffer.width !== screenWidth) ||
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(colorGBuffer.height !== screenHeight));
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if (!defined(colorGBuffer) || resized) {
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destroyFramebuffer(processor);
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createFramebuffer(processor, context);
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createCommands(processor, context);
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nowDirty = true;
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}
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return nowDirty;
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}
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function isSupported(context) {
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return context.drawBuffers && context.fragmentDepth;
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}
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PointCloudEyeDomeLighting.isSupported = isSupported;
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function getECShaderProgram(context, shaderProgram) {
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var shader = context.shaderCache.getDerivedShaderProgram(shaderProgram, 'EC');
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if (!defined(shader)) {
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var attributeLocations = shaderProgram._attributeLocations;
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var fs = shaderProgram.fragmentShaderSource.clone();
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fs.sources = fs.sources.map(function(source) {
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source = ShaderSource.replaceMain(source, 'czm_point_cloud_post_process_main');
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source = source.replace(/gl_FragColor/g, 'gl_FragData[0]');
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return source;
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});
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fs.sources.unshift('#extension GL_EXT_draw_buffers : enable \n');
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fs.sources.push(
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'void main() \n' +
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'{ \n' +
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' czm_point_cloud_post_process_main(); \n' +
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'#ifdef LOG_DEPTH\n' +
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' czm_writeLogDepth();\n' +
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' gl_FragData[1] = czm_packDepth(gl_FragDepthEXT); \n' +
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'#else\n' +
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' gl_FragData[1] = czm_packDepth(gl_FragCoord.z);\n' +
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'#endif\n' +
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'}');
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shader = context.shaderCache.createDerivedShaderProgram(shaderProgram, 'EC', {
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vertexShaderSource : shaderProgram.vertexShaderSource,
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fragmentShaderSource : fs,
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attributeLocations : attributeLocations
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});
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}
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return shader;
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}
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PointCloudEyeDomeLighting.prototype.update = function(frameState, commandStart, pointCloudShading, boundingVolume) {
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if (!isSupported(frameState.context)) {
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return;
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}
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this._strength = pointCloudShading.eyeDomeLightingStrength;
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this._radius = pointCloudShading.eyeDomeLightingRadius * frameState.pixelRatio;
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var dirty = createResources(this, frameState.context);
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// Hijack existing point commands to render into an offscreen FBO.
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var i;
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var commandList = frameState.commandList;
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var commandEnd = commandList.length;
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for (i = commandStart; i < commandEnd; ++i) {
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var command = commandList[i];
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if (command.primitiveType !== PrimitiveType.POINTS || command.pass === Pass.TRANSLUCENT) {
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continue;
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}
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var derivedCommand = command.derivedCommands.pointCloudProcessor;
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if (!defined(derivedCommand) || command.dirty || dirty ||
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(derivedCommand.framebuffer !== this._framebuffer)) { // Prevent crash when tiles out-of-view come in-view during context size change
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derivedCommand = DrawCommand.shallowClone(command);
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command.derivedCommands.pointCloudProcessor = derivedCommand;
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derivedCommand.framebuffer = this._framebuffer;
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derivedCommand.shaderProgram = getECShaderProgram(frameState.context, command.shaderProgram);
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derivedCommand.castShadows = false;
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derivedCommand.receiveShadows = false;
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}
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commandList[i] = derivedCommand;
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}
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var clearCommand = this._clearCommand;
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var blendCommand = this._drawCommand;
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blendCommand.boundingVolume = boundingVolume;
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// Blend EDL into the main FBO
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commandList.push(blendCommand);
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commandList.push(clearCommand);
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};
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/**
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* Returns true if this object was destroyed; otherwise, false.
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* <br /><br />
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* If this object was destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
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*
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* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
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*
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* @see PointCloudEyeDomeLighting#destroy
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*/
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PointCloudEyeDomeLighting.prototype.isDestroyed = function() {
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return false;
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};
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/**
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* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
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* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
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* <br /><br />
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* Once an object is destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
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* assign the return value (<code>undefined</code>) to the object as done in the example.
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*
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*
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* @example
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* processor = processor && processor.destroy();
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*
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* @see PointCloudEyeDomeLighting#isDestroyed
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*/
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PointCloudEyeDomeLighting.prototype.destroy = function() {
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destroyFramebuffer(this);
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return destroyObject(this);
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};
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export default PointCloudEyeDomeLighting;
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