import BoundingSphere from '../Core/BoundingSphere.js';
|
import Color from '../Core/Color.js';
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import ComponentDatatype from '../Core/ComponentDatatype.js';
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import defaultValue from '../Core/defaultValue.js';
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import defined from '../Core/defined.js';
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import destroyObject from '../Core/destroyObject.js';
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import DeveloperError from '../Core/DeveloperError.js';
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import EncodedCartesian3 from '../Core/EncodedCartesian3.js';
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import CesiumMath from '../Core/Math.js';
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import Matrix4 from '../Core/Matrix4.js';
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import PrimitiveType from '../Core/PrimitiveType.js';
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import WebGLConstants from '../Core/WebGLConstants.js';
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import BufferUsage from '../Renderer/BufferUsage.js';
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import ContextLimits from '../Renderer/ContextLimits.js';
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import DrawCommand from '../Renderer/DrawCommand.js';
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import Pass from '../Renderer/Pass.js';
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import RenderState from '../Renderer/RenderState.js';
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import ShaderProgram from '../Renderer/ShaderProgram.js';
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import ShaderSource from '../Renderer/ShaderSource.js';
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import VertexArrayFacade from '../Renderer/VertexArrayFacade.js';
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import PointPrimitiveCollectionFS from '../Shaders/PointPrimitiveCollectionFS.js';
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import PointPrimitiveCollectionVS from '../Shaders/PointPrimitiveCollectionVS.js';
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import BlendingState from './BlendingState.js';
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import BlendOption from './BlendOption.js';
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import PointPrimitive from './PointPrimitive.js';
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import SceneMode from './SceneMode.js';
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var SHOW_INDEX = PointPrimitive.SHOW_INDEX;
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var POSITION_INDEX = PointPrimitive.POSITION_INDEX;
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var COLOR_INDEX = PointPrimitive.COLOR_INDEX;
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var OUTLINE_COLOR_INDEX = PointPrimitive.OUTLINE_COLOR_INDEX;
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var OUTLINE_WIDTH_INDEX = PointPrimitive.OUTLINE_WIDTH_INDEX;
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var PIXEL_SIZE_INDEX = PointPrimitive.PIXEL_SIZE_INDEX;
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var SCALE_BY_DISTANCE_INDEX = PointPrimitive.SCALE_BY_DISTANCE_INDEX;
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var TRANSLUCENCY_BY_DISTANCE_INDEX = PointPrimitive.TRANSLUCENCY_BY_DISTANCE_INDEX;
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var DISTANCE_DISPLAY_CONDITION_INDEX = PointPrimitive.DISTANCE_DISPLAY_CONDITION_INDEX;
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var DISABLE_DEPTH_DISTANCE_INDEX = PointPrimitive.DISABLE_DEPTH_DISTANCE_INDEX;
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var NUMBER_OF_PROPERTIES = PointPrimitive.NUMBER_OF_PROPERTIES;
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var attributeLocations = {
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positionHighAndSize : 0,
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positionLowAndOutline : 1,
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compressedAttribute0 : 2, // color, outlineColor, pick color
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compressedAttribute1 : 3, // show, translucency by distance, some free space
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scaleByDistance : 4,
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distanceDisplayConditionAndDisableDepth : 5
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};
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/**
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* A renderable collection of points.
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* <br /><br />
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* Points are added and removed from the collection using {@link PointPrimitiveCollection#add}
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* and {@link PointPrimitiveCollection#remove}.
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*
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* @alias PointPrimitiveCollection
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* @constructor
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*
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* @param {Object} [options] Object with the following properties:
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* @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms each point from model to world coordinates.
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* @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
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* @param {BlendOption} [options.blendOption=BlendOption.OPAQUE_AND_TRANSLUCENT] The point blending option. The default
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* is used for rendering both opaque and translucent points. However, if either all of the points are completely opaque or all are completely translucent,
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* setting the technique to BlendOption.OPAQUE or BlendOption.TRANSLUCENT can improve performance by up to 2x.
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*
|
* @performance For best performance, prefer a few collections, each with many points, to
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* many collections with only a few points each. Organize collections so that points
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* with the same update frequency are in the same collection, i.e., points that do not
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* change should be in one collection; points that change every frame should be in another
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* collection; and so on.
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*
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*
|
* @example
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* // Create a pointPrimitive collection with two points
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* var points = scene.primitives.add(new Cesium.PointPrimitiveCollection());
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* points.add({
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* position : new Cesium.Cartesian3(1.0, 2.0, 3.0),
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* color : Cesium.Color.YELLOW
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* });
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* points.add({
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* position : new Cesium.Cartesian3(4.0, 5.0, 6.0),
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* color : Cesium.Color.CYAN
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* });
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*
|
* @see PointPrimitiveCollection#add
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* @see PointPrimitiveCollection#remove
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* @see PointPrimitive
|
*/
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function PointPrimitiveCollection(options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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this._sp = undefined;
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this._spTranslucent = undefined;
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this._rsOpaque = undefined;
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this._rsTranslucent = undefined;
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this._vaf = undefined;
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this._pointPrimitives = [];
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this._pointPrimitivesToUpdate = [];
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this._pointPrimitivesToUpdateIndex = 0;
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this._pointPrimitivesRemoved = false;
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this._createVertexArray = false;
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this._shaderScaleByDistance = false;
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this._compiledShaderScaleByDistance = false;
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this._shaderTranslucencyByDistance = false;
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this._compiledShaderTranslucencyByDistance = false;
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this._shaderDistanceDisplayCondition = false;
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this._compiledShaderDistanceDisplayCondition = false;
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this._shaderDisableDepthDistance = false;
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this._compiledShaderDisableDepthDistance = false;
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this._propertiesChanged = new Uint32Array(NUMBER_OF_PROPERTIES);
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this._maxPixelSize = 1.0;
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this._baseVolume = new BoundingSphere();
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this._baseVolumeWC = new BoundingSphere();
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this._baseVolume2D = new BoundingSphere();
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this._boundingVolume = new BoundingSphere();
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this._boundingVolumeDirty = false;
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this._colorCommands = [];
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/**
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* The 4x4 transformation matrix that transforms each point in this collection from model to world coordinates.
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* When this is the identity matrix, the pointPrimitives are drawn in world coordinates, i.e., Earth's WGS84 coordinates.
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* Local reference frames can be used by providing a different transformation matrix, like that returned
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* by {@link Transforms.eastNorthUpToFixedFrame}.
|
*
|
* @type {Matrix4}
|
* @default {@link Matrix4.IDENTITY}
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*
|
*
|
* @example
|
* var center = Cesium.Cartesian3.fromDegrees(-75.59777, 40.03883);
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* pointPrimitives.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(center);
|
* pointPrimitives.add({
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* color : Cesium.Color.ORANGE,
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* position : new Cesium.Cartesian3(0.0, 0.0, 0.0) // center
|
* });
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* pointPrimitives.add({
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* color : Cesium.Color.YELLOW,
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* position : new Cesium.Cartesian3(1000000.0, 0.0, 0.0) // east
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* });
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* pointPrimitives.add({
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* color : Cesium.Color.GREEN,
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* position : new Cesium.Cartesian3(0.0, 1000000.0, 0.0) // north
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* });
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* pointPrimitives.add({
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* color : Cesium.Color.CYAN,
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* position : new Cesium.Cartesian3(0.0, 0.0, 1000000.0) // up
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* });
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*
|
* @see Transforms.eastNorthUpToFixedFrame
|
*/
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this.modelMatrix = Matrix4.clone(defaultValue(options.modelMatrix, Matrix4.IDENTITY));
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this._modelMatrix = Matrix4.clone(Matrix4.IDENTITY);
|
|
/**
|
* 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 primitive.
|
* </p>
|
*
|
* @type {Boolean}
|
*
|
* @default false
|
*/
|
this.debugShowBoundingVolume = defaultValue(options.debugShowBoundingVolume, false);
|
|
/**
|
* The point blending option. The default is used for rendering both opaque and translucent points.
|
* However, if either all of the points are completely opaque or all are completely translucent,
|
* setting the technique to BlendOption.OPAQUE or BlendOption.TRANSLUCENT can improve
|
* performance by up to 2x.
|
* @type {BlendOption}
|
* @default BlendOption.OPAQUE_AND_TRANSLUCENT
|
*/
|
this.blendOption = defaultValue(options.blendOption, BlendOption.OPAQUE_AND_TRANSLUCENT);
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this._blendOption = undefined;
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this._mode = SceneMode.SCENE3D;
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this._maxTotalPointSize = 1;
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// The buffer usage for each attribute is determined based on the usage of the attribute over time.
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this._buffersUsage = [
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BufferUsage.STATIC_DRAW, // SHOW_INDEX
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BufferUsage.STATIC_DRAW, // POSITION_INDEX
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BufferUsage.STATIC_DRAW, // COLOR_INDEX
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BufferUsage.STATIC_DRAW, // OUTLINE_COLOR_INDEX
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BufferUsage.STATIC_DRAW, // OUTLINE_WIDTH_INDEX
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BufferUsage.STATIC_DRAW, // PIXEL_SIZE_INDEX
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BufferUsage.STATIC_DRAW, // SCALE_BY_DISTANCE_INDEX
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BufferUsage.STATIC_DRAW, // TRANSLUCENCY_BY_DISTANCE_INDEX
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BufferUsage.STATIC_DRAW // DISTANCE_DISPLAY_CONDITION_INDEX
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];
|
|
var that = this;
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this._uniforms = {
|
u_maxTotalPointSize : function() {
|
return that._maxTotalPointSize;
|
}
|
};
|
}
|
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Object.defineProperties(PointPrimitiveCollection.prototype, {
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/**
|
* Returns the number of points in this collection. This is commonly used with
|
* {@link PointPrimitiveCollection#get} to iterate over all the points
|
* in the collection.
|
* @memberof PointPrimitiveCollection.prototype
|
* @type {Number}
|
*/
|
length : {
|
get : function() {
|
removePointPrimitives(this);
|
return this._pointPrimitives.length;
|
}
|
}
|
});
|
|
function destroyPointPrimitives(pointPrimitives) {
|
var length = pointPrimitives.length;
|
for (var i = 0; i < length; ++i) {
|
if (pointPrimitives[i]) {
|
pointPrimitives[i]._destroy();
|
}
|
}
|
}
|
|
/**
|
* Creates and adds a point with the specified initial properties to the collection.
|
* The added point is returned so it can be modified or removed from the collection later.
|
*
|
* @param {Object}[options] A template describing the point's properties as shown in Example 1.
|
* @returns {PointPrimitive} The point that was added to the collection.
|
*
|
* @performance Calling <code>add</code> is expected constant time. However, the collection's vertex buffer
|
* is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead. For
|
* best performance, add as many pointPrimitives as possible before calling <code>update</code>.
|
*
|
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
|
*
|
*
|
* @example
|
* // Example 1: Add a point, specifying all the default values.
|
* var p = pointPrimitives.add({
|
* show : true,
|
* position : Cesium.Cartesian3.ZERO,
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* pixelSize : 10.0,
|
* color : Cesium.Color.WHITE,
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* outlineColor : Cesium.Color.TRANSPARENT,
|
* outlineWidth : 0.0,
|
* id : undefined
|
* });
|
*
|
* @example
|
* // Example 2: Specify only the point's cartographic position.
|
* var p = pointPrimitives.add({
|
* position : Cesium.Cartesian3.fromDegrees(longitude, latitude, height)
|
* });
|
*
|
* @see PointPrimitiveCollection#remove
|
* @see PointPrimitiveCollection#removeAll
|
*/
|
PointPrimitiveCollection.prototype.add = function(options) {
|
var p = new PointPrimitive(options, this);
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p._index = this._pointPrimitives.length;
|
|
this._pointPrimitives.push(p);
|
this._createVertexArray = true;
|
|
return p;
|
};
|
|
/**
|
* Removes a point from the collection.
|
*
|
* @param {PointPrimitive} pointPrimitive The point to remove.
|
* @returns {Boolean} <code>true</code> if the point was removed; <code>false</code> if the point was not found in the collection.
|
*
|
* @performance Calling <code>remove</code> is expected constant time. However, the collection's vertex buffer
|
* is rewritten - an <code>O(n)</code> operation that also incurs CPU to GPU overhead. For
|
* best performance, remove as many points as possible before calling <code>update</code>.
|
* If you intend to temporarily hide a point, it is usually more efficient to call
|
* {@link PointPrimitive#show} instead of removing and re-adding the point.
|
*
|
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
|
*
|
*
|
* @example
|
* var p = pointPrimitives.add(...);
|
* pointPrimitives.remove(p); // Returns true
|
*
|
* @see PointPrimitiveCollection#add
|
* @see PointPrimitiveCollection#removeAll
|
* @see PointPrimitive#show
|
*/
|
PointPrimitiveCollection.prototype.remove = function(pointPrimitive) {
|
if (this.contains(pointPrimitive)) {
|
this._pointPrimitives[pointPrimitive._index] = null; // Removed later
|
this._pointPrimitivesRemoved = true;
|
this._createVertexArray = true;
|
pointPrimitive._destroy();
|
return true;
|
}
|
|
return false;
|
};
|
|
/**
|
* Removes all points from the collection.
|
*
|
* @performance <code>O(n)</code>. It is more efficient to remove all the points
|
* from a collection and then add new ones than to create a new collection entirely.
|
*
|
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
|
*
|
*
|
* @example
|
* pointPrimitives.add(...);
|
* pointPrimitives.add(...);
|
* pointPrimitives.removeAll();
|
*
|
* @see PointPrimitiveCollection#add
|
* @see PointPrimitiveCollection#remove
|
*/
|
PointPrimitiveCollection.prototype.removeAll = function() {
|
destroyPointPrimitives(this._pointPrimitives);
|
this._pointPrimitives = [];
|
this._pointPrimitivesToUpdate = [];
|
this._pointPrimitivesToUpdateIndex = 0;
|
this._pointPrimitivesRemoved = false;
|
|
this._createVertexArray = true;
|
};
|
|
function removePointPrimitives(pointPrimitiveCollection) {
|
if (pointPrimitiveCollection._pointPrimitivesRemoved) {
|
pointPrimitiveCollection._pointPrimitivesRemoved = false;
|
|
var newPointPrimitives = [];
|
var pointPrimitives = pointPrimitiveCollection._pointPrimitives;
|
var length = pointPrimitives.length;
|
for (var i = 0, j = 0; i < length; ++i) {
|
var pointPrimitive = pointPrimitives[i];
|
if (pointPrimitive) {
|
pointPrimitive._index = j++;
|
newPointPrimitives.push(pointPrimitive);
|
}
|
}
|
|
pointPrimitiveCollection._pointPrimitives = newPointPrimitives;
|
}
|
}
|
|
PointPrimitiveCollection.prototype._updatePointPrimitive = function(pointPrimitive, propertyChanged) {
|
if (!pointPrimitive._dirty) {
|
this._pointPrimitivesToUpdate[this._pointPrimitivesToUpdateIndex++] = pointPrimitive;
|
}
|
|
++this._propertiesChanged[propertyChanged];
|
};
|
|
/**
|
* Check whether this collection contains a given point.
|
*
|
* @param {PointPrimitive} [pointPrimitive] The point to check for.
|
* @returns {Boolean} true if this collection contains the point, false otherwise.
|
*
|
* @see PointPrimitiveCollection#get
|
*/
|
PointPrimitiveCollection.prototype.contains = function(pointPrimitive) {
|
return defined(pointPrimitive) && pointPrimitive._pointPrimitiveCollection === this;
|
};
|
|
/**
|
* Returns the point in the collection at the specified index. Indices are zero-based
|
* and increase as points are added. Removing a point shifts all points after
|
* it to the left, changing their indices. This function is commonly used with
|
* {@link PointPrimitiveCollection#length} to iterate over all the points
|
* in the collection.
|
*
|
* @param {Number} index The zero-based index of the point.
|
* @returns {PointPrimitive} The point at the specified index.
|
*
|
* @performance Expected constant time. If points were removed from the collection and
|
* {@link PointPrimitiveCollection#update} was not called, an implicit <code>O(n)</code>
|
* operation is performed.
|
*
|
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
|
*
|
*
|
* @example
|
* // Toggle the show property of every point in the collection
|
* var len = pointPrimitives.length;
|
* for (var i = 0; i < len; ++i) {
|
* var p = pointPrimitives.get(i);
|
* p.show = !p.show;
|
* }
|
*
|
* @see PointPrimitiveCollection#length
|
*/
|
PointPrimitiveCollection.prototype.get = function(index) {
|
//>>includeStart('debug', pragmas.debug);
|
if (!defined(index)) {
|
throw new DeveloperError('index is required.');
|
}
|
//>>includeEnd('debug');
|
|
removePointPrimitives(this);
|
return this._pointPrimitives[index];
|
};
|
|
PointPrimitiveCollection.prototype.computeNewBuffersUsage = function() {
|
var buffersUsage = this._buffersUsage;
|
var usageChanged = false;
|
|
var properties = this._propertiesChanged;
|
for ( var k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
|
var newUsage = (properties[k] === 0) ? BufferUsage.STATIC_DRAW : BufferUsage.STREAM_DRAW;
|
usageChanged = usageChanged || (buffersUsage[k] !== newUsage);
|
buffersUsage[k] = newUsage;
|
}
|
|
return usageChanged;
|
};
|
|
function createVAF(context, numberOfPointPrimitives, buffersUsage) {
|
return new VertexArrayFacade(context, [{
|
index : attributeLocations.positionHighAndSize,
|
componentsPerAttribute : 4,
|
componentDatatype : ComponentDatatype.FLOAT,
|
usage : buffersUsage[POSITION_INDEX]
|
}, {
|
index : attributeLocations.positionLowAndShow,
|
componentsPerAttribute : 4,
|
componentDatatype : ComponentDatatype.FLOAT,
|
usage : buffersUsage[POSITION_INDEX]
|
}, {
|
index : attributeLocations.compressedAttribute0,
|
componentsPerAttribute : 4,
|
componentDatatype : ComponentDatatype.FLOAT,
|
usage : buffersUsage[COLOR_INDEX]
|
}, {
|
index : attributeLocations.compressedAttribute1,
|
componentsPerAttribute : 4,
|
componentDatatype : ComponentDatatype.FLOAT,
|
usage : buffersUsage[TRANSLUCENCY_BY_DISTANCE_INDEX]
|
}, {
|
index : attributeLocations.scaleByDistance,
|
componentsPerAttribute : 4,
|
componentDatatype : ComponentDatatype.FLOAT,
|
usage : buffersUsage[SCALE_BY_DISTANCE_INDEX]
|
}, {
|
index : attributeLocations.distanceDisplayConditionAndDisableDepth,
|
componentsPerAttribute : 3,
|
componentDatatype : ComponentDatatype.FLOAT,
|
usage : buffersUsage[DISTANCE_DISPLAY_CONDITION_INDEX]
|
}], numberOfPointPrimitives); // 1 vertex per pointPrimitive
|
}
|
|
///////////////////////////////////////////////////////////////////////////
|
|
// PERFORMANCE_IDEA: Save memory if a property is the same for all pointPrimitives, use a latched attribute state,
|
// instead of storing it in a vertex buffer.
|
|
var writePositionScratch = new EncodedCartesian3();
|
|
function writePositionSizeAndOutline(pointPrimitiveCollection, context, vafWriters, pointPrimitive) {
|
var i = pointPrimitive._index;
|
var position = pointPrimitive._getActualPosition();
|
|
if (pointPrimitiveCollection._mode === SceneMode.SCENE3D) {
|
BoundingSphere.expand(pointPrimitiveCollection._baseVolume, position, pointPrimitiveCollection._baseVolume);
|
pointPrimitiveCollection._boundingVolumeDirty = true;
|
}
|
|
EncodedCartesian3.fromCartesian(position, writePositionScratch);
|
var pixelSize = pointPrimitive.pixelSize;
|
var outlineWidth = pointPrimitive.outlineWidth;
|
|
pointPrimitiveCollection._maxPixelSize = Math.max(pointPrimitiveCollection._maxPixelSize, pixelSize + outlineWidth);
|
|
var positionHighWriter = vafWriters[attributeLocations.positionHighAndSize];
|
var high = writePositionScratch.high;
|
positionHighWriter(i, high.x, high.y, high.z, pixelSize);
|
|
var positionLowWriter = vafWriters[attributeLocations.positionLowAndOutline];
|
var low = writePositionScratch.low;
|
positionLowWriter(i, low.x, low.y, low.z, outlineWidth);
|
}
|
|
var LEFT_SHIFT16 = 65536.0; // 2^16
|
var LEFT_SHIFT8 = 256.0; // 2^8
|
|
function writeCompressedAttrib0(pointPrimitiveCollection, context, vafWriters, pointPrimitive) {
|
var i = pointPrimitive._index;
|
|
var color = pointPrimitive.color;
|
var pickColor = pointPrimitive.getPickId(context).color;
|
var outlineColor = pointPrimitive.outlineColor;
|
|
var red = Color.floatToByte(color.red);
|
var green = Color.floatToByte(color.green);
|
var blue = Color.floatToByte(color.blue);
|
var compressed0 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
|
|
red = Color.floatToByte(outlineColor.red);
|
green = Color.floatToByte(outlineColor.green);
|
blue = Color.floatToByte(outlineColor.blue);
|
var compressed1 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
|
|
red = Color.floatToByte(pickColor.red);
|
green = Color.floatToByte(pickColor.green);
|
blue = Color.floatToByte(pickColor.blue);
|
var compressed2 = red * LEFT_SHIFT16 + green * LEFT_SHIFT8 + blue;
|
|
var compressed3 =
|
Color.floatToByte(color.alpha) * LEFT_SHIFT16 +
|
Color.floatToByte(outlineColor.alpha) * LEFT_SHIFT8 +
|
Color.floatToByte(pickColor.alpha);
|
|
var writer = vafWriters[attributeLocations.compressedAttribute0];
|
writer(i, compressed0, compressed1, compressed2, compressed3);
|
}
|
|
function writeCompressedAttrib1(pointPrimitiveCollection, context, vafWriters, pointPrimitive) {
|
var i = pointPrimitive._index;
|
|
var near = 0.0;
|
var nearValue = 1.0;
|
var far = 1.0;
|
var farValue = 1.0;
|
|
var translucency = pointPrimitive.translucencyByDistance;
|
if (defined(translucency)) {
|
near = translucency.near;
|
nearValue = translucency.nearValue;
|
far = translucency.far;
|
farValue = translucency.farValue;
|
|
if (nearValue !== 1.0 || farValue !== 1.0) {
|
// translucency by distance calculation in shader need not be enabled
|
// until a pointPrimitive with near and far !== 1.0 is found
|
pointPrimitiveCollection._shaderTranslucencyByDistance = true;
|
}
|
}
|
|
var show = pointPrimitive.show && pointPrimitive.clusterShow;
|
|
// If the color alphas are zero, do not show this pointPrimitive. This lets us avoid providing
|
// color during the pick pass and also eliminates a discard in the fragment shader.
|
if (pointPrimitive.color.alpha === 0.0 && pointPrimitive.outlineColor.alpha === 0.0) {
|
show = false;
|
}
|
|
nearValue = CesiumMath.clamp(nearValue, 0.0, 1.0);
|
nearValue = nearValue === 1.0 ? 255.0 : (nearValue * 255.0) | 0;
|
var compressed0 = (show ? 1.0 : 0.0) * LEFT_SHIFT8 + nearValue;
|
|
farValue = CesiumMath.clamp(farValue, 0.0, 1.0);
|
farValue = farValue === 1.0 ? 255.0 : (farValue * 255.0) | 0;
|
var compressed1 = farValue;
|
|
var writer = vafWriters[attributeLocations.compressedAttribute1];
|
writer(i, compressed0, compressed1, near, far);
|
}
|
|
function writeScaleByDistance(pointPrimitiveCollection, context, vafWriters, pointPrimitive) {
|
var i = pointPrimitive._index;
|
var writer = vafWriters[attributeLocations.scaleByDistance];
|
var near = 0.0;
|
var nearValue = 1.0;
|
var far = 1.0;
|
var farValue = 1.0;
|
|
var scale = pointPrimitive.scaleByDistance;
|
if (defined(scale)) {
|
near = scale.near;
|
nearValue = scale.nearValue;
|
far = scale.far;
|
farValue = scale.farValue;
|
|
if (nearValue !== 1.0 || farValue !== 1.0) {
|
// scale by distance calculation in shader need not be enabled
|
// until a pointPrimitive with near and far !== 1.0 is found
|
pointPrimitiveCollection._shaderScaleByDistance = true;
|
}
|
}
|
|
writer(i, near, nearValue, far, farValue);
|
}
|
|
function writeDistanceDisplayConditionAndDepthDisable(pointPrimitiveCollection, context, vafWriters, pointPrimitive) {
|
var i = pointPrimitive._index;
|
var writer = vafWriters[attributeLocations.distanceDisplayConditionAndDisableDepth];
|
var near = 0.0;
|
var far = Number.MAX_VALUE;
|
|
var distanceDisplayCondition = pointPrimitive.distanceDisplayCondition;
|
if (defined(distanceDisplayCondition)) {
|
near = distanceDisplayCondition.near;
|
far = distanceDisplayCondition.far;
|
|
near *= near;
|
far *= far;
|
|
pointPrimitiveCollection._shaderDistanceDisplayCondition = true;
|
}
|
|
var disableDepthTestDistance = pointPrimitive.disableDepthTestDistance;
|
disableDepthTestDistance *= disableDepthTestDistance;
|
if (disableDepthTestDistance > 0.0) {
|
pointPrimitiveCollection._shaderDisableDepthDistance = true;
|
if (disableDepthTestDistance === Number.POSITIVE_INFINITY) {
|
disableDepthTestDistance = -1.0;
|
}
|
}
|
|
writer(i, near, far, disableDepthTestDistance);
|
}
|
|
function writePointPrimitive(pointPrimitiveCollection, context, vafWriters, pointPrimitive) {
|
writePositionSizeAndOutline(pointPrimitiveCollection, context, vafWriters, pointPrimitive);
|
writeCompressedAttrib0(pointPrimitiveCollection, context, vafWriters, pointPrimitive);
|
writeCompressedAttrib1(pointPrimitiveCollection, context, vafWriters, pointPrimitive);
|
writeScaleByDistance(pointPrimitiveCollection, context, vafWriters, pointPrimitive);
|
writeDistanceDisplayConditionAndDepthDisable(pointPrimitiveCollection, context, vafWriters, pointPrimitive);
|
}
|
|
function recomputeActualPositions(pointPrimitiveCollection, pointPrimitives, length, frameState, modelMatrix, recomputeBoundingVolume) {
|
var boundingVolume;
|
if (frameState.mode === SceneMode.SCENE3D) {
|
boundingVolume = pointPrimitiveCollection._baseVolume;
|
pointPrimitiveCollection._boundingVolumeDirty = true;
|
} else {
|
boundingVolume = pointPrimitiveCollection._baseVolume2D;
|
}
|
|
var positions = [];
|
for ( var i = 0; i < length; ++i) {
|
var pointPrimitive = pointPrimitives[i];
|
var position = pointPrimitive.position;
|
var actualPosition = PointPrimitive._computeActualPosition(position, frameState, modelMatrix);
|
if (defined(actualPosition)) {
|
pointPrimitive._setActualPosition(actualPosition);
|
|
if (recomputeBoundingVolume) {
|
positions.push(actualPosition);
|
} else {
|
BoundingSphere.expand(boundingVolume, actualPosition, boundingVolume);
|
}
|
}
|
}
|
|
if (recomputeBoundingVolume) {
|
BoundingSphere.fromPoints(positions, boundingVolume);
|
}
|
}
|
|
function updateMode(pointPrimitiveCollection, frameState) {
|
var mode = frameState.mode;
|
|
var pointPrimitives = pointPrimitiveCollection._pointPrimitives;
|
var pointPrimitivesToUpdate = pointPrimitiveCollection._pointPrimitivesToUpdate;
|
var modelMatrix = pointPrimitiveCollection._modelMatrix;
|
|
if (pointPrimitiveCollection._createVertexArray ||
|
pointPrimitiveCollection._mode !== mode ||
|
mode !== SceneMode.SCENE3D &&
|
!Matrix4.equals(modelMatrix, pointPrimitiveCollection.modelMatrix)) {
|
|
pointPrimitiveCollection._mode = mode;
|
Matrix4.clone(pointPrimitiveCollection.modelMatrix, modelMatrix);
|
pointPrimitiveCollection._createVertexArray = true;
|
|
if (mode === SceneMode.SCENE3D || mode === SceneMode.SCENE2D || mode === SceneMode.COLUMBUS_VIEW) {
|
recomputeActualPositions(pointPrimitiveCollection, pointPrimitives, pointPrimitives.length, frameState, modelMatrix, true);
|
}
|
} else if (mode === SceneMode.MORPHING) {
|
recomputeActualPositions(pointPrimitiveCollection, pointPrimitives, pointPrimitives.length, frameState, modelMatrix, true);
|
} else if (mode === SceneMode.SCENE2D || mode === SceneMode.COLUMBUS_VIEW) {
|
recomputeActualPositions(pointPrimitiveCollection, pointPrimitivesToUpdate, pointPrimitiveCollection._pointPrimitivesToUpdateIndex, frameState, modelMatrix, false);
|
}
|
}
|
|
function updateBoundingVolume(collection, frameState, boundingVolume) {
|
var pixelSize = frameState.camera.getPixelSize(boundingVolume, frameState.context.drawingBufferWidth, frameState.context.drawingBufferHeight);
|
var size = pixelSize * collection._maxPixelSize;
|
boundingVolume.radius += size;
|
}
|
|
var scratchWriterArray = [];
|
|
/**
|
* @private
|
*/
|
PointPrimitiveCollection.prototype.update = function(frameState) {
|
removePointPrimitives(this);
|
|
this._maxTotalPointSize = ContextLimits.maximumAliasedPointSize;
|
|
updateMode(this, frameState);
|
|
var pointPrimitives = this._pointPrimitives;
|
var pointPrimitivesLength = pointPrimitives.length;
|
var pointPrimitivesToUpdate = this._pointPrimitivesToUpdate;
|
var pointPrimitivesToUpdateLength = this._pointPrimitivesToUpdateIndex;
|
|
var properties = this._propertiesChanged;
|
|
var createVertexArray = this._createVertexArray;
|
|
var vafWriters;
|
var context = frameState.context;
|
var pass = frameState.passes;
|
var picking = pass.pick;
|
|
// PERFORMANCE_IDEA: Round robin multiple buffers.
|
if (createVertexArray || (!picking && this.computeNewBuffersUsage())) {
|
this._createVertexArray = false;
|
|
for (var k = 0; k < NUMBER_OF_PROPERTIES; ++k) {
|
properties[k] = 0;
|
}
|
|
this._vaf = this._vaf && this._vaf.destroy();
|
|
if (pointPrimitivesLength > 0) {
|
// PERFORMANCE_IDEA: Instead of creating a new one, resize like std::vector.
|
this._vaf = createVAF(context, pointPrimitivesLength, this._buffersUsage);
|
vafWriters = this._vaf.writers;
|
|
// Rewrite entire buffer if pointPrimitives were added or removed.
|
for (var i = 0; i < pointPrimitivesLength; ++i) {
|
var pointPrimitive = this._pointPrimitives[i];
|
pointPrimitive._dirty = false; // In case it needed an update.
|
writePointPrimitive(this, context, vafWriters, pointPrimitive);
|
}
|
|
this._vaf.commit();
|
}
|
|
this._pointPrimitivesToUpdateIndex = 0;
|
} else if (pointPrimitivesToUpdateLength > 0) {
|
// PointPrimitives were modified, but none were added or removed.
|
var writers = scratchWriterArray;
|
writers.length = 0;
|
|
if (properties[POSITION_INDEX] || properties[OUTLINE_WIDTH_INDEX] || properties[PIXEL_SIZE_INDEX]) {
|
writers.push(writePositionSizeAndOutline);
|
}
|
|
if (properties[COLOR_INDEX] || properties[OUTLINE_COLOR_INDEX]) {
|
writers.push(writeCompressedAttrib0);
|
}
|
|
if (properties[SHOW_INDEX] || properties[TRANSLUCENCY_BY_DISTANCE_INDEX]) {
|
writers.push(writeCompressedAttrib1);
|
}
|
|
if (properties[SCALE_BY_DISTANCE_INDEX]) {
|
writers.push(writeScaleByDistance);
|
}
|
|
if (properties[DISTANCE_DISPLAY_CONDITION_INDEX] || properties[DISABLE_DEPTH_DISTANCE_INDEX]) {
|
writers.push(writeDistanceDisplayConditionAndDepthDisable);
|
}
|
|
var numWriters = writers.length;
|
|
vafWriters = this._vaf.writers;
|
|
if ((pointPrimitivesToUpdateLength / pointPrimitivesLength) > 0.1) {
|
// If more than 10% of pointPrimitive change, rewrite the entire buffer.
|
|
// PERFORMANCE_IDEA: I totally made up 10% :).
|
|
for (var m = 0; m < pointPrimitivesToUpdateLength; ++m) {
|
var b = pointPrimitivesToUpdate[m];
|
b._dirty = false;
|
|
for ( var n = 0; n < numWriters; ++n) {
|
writers[n](this, context, vafWriters, b);
|
}
|
}
|
this._vaf.commit();
|
} else {
|
for (var h = 0; h < pointPrimitivesToUpdateLength; ++h) {
|
var bb = pointPrimitivesToUpdate[h];
|
bb._dirty = false;
|
|
for ( var o = 0; o < numWriters; ++o) {
|
writers[o](this, context, vafWriters, bb);
|
}
|
this._vaf.subCommit(bb._index, 1);
|
}
|
this._vaf.endSubCommits();
|
}
|
|
this._pointPrimitivesToUpdateIndex = 0;
|
}
|
|
// If the number of total pointPrimitives ever shrinks considerably
|
// Truncate pointPrimitivesToUpdate so that we free memory that we're
|
// not going to be using.
|
if (pointPrimitivesToUpdateLength > pointPrimitivesLength * 1.5) {
|
pointPrimitivesToUpdate.length = pointPrimitivesLength;
|
}
|
|
if (!defined(this._vaf) || !defined(this._vaf.va)) {
|
return;
|
}
|
|
if (this._boundingVolumeDirty) {
|
this._boundingVolumeDirty = false;
|
BoundingSphere.transform(this._baseVolume, this.modelMatrix, this._baseVolumeWC);
|
}
|
|
var boundingVolume;
|
var modelMatrix = Matrix4.IDENTITY;
|
if (frameState.mode === SceneMode.SCENE3D) {
|
modelMatrix = this.modelMatrix;
|
boundingVolume = BoundingSphere.clone(this._baseVolumeWC, this._boundingVolume);
|
} else {
|
boundingVolume = BoundingSphere.clone(this._baseVolume2D, this._boundingVolume);
|
}
|
updateBoundingVolume(this, frameState, boundingVolume);
|
|
var blendOptionChanged = this._blendOption !== this.blendOption;
|
this._blendOption = this.blendOption;
|
|
if (blendOptionChanged) {
|
if (this._blendOption === BlendOption.OPAQUE || this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT) {
|
this._rsOpaque = RenderState.fromCache({
|
depthTest : {
|
enabled : true,
|
func : WebGLConstants.LEQUAL
|
},
|
depthMask : true
|
});
|
} else {
|
this._rsOpaque = undefined;
|
}
|
|
if (this._blendOption === BlendOption.TRANSLUCENT || this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT) {
|
this._rsTranslucent = RenderState.fromCache({
|
depthTest : {
|
enabled : true,
|
func : WebGLConstants.LEQUAL
|
},
|
depthMask : false,
|
blending : BlendingState.ALPHA_BLEND
|
});
|
} else {
|
this._rsTranslucent = undefined;
|
}
|
}
|
|
this._shaderDisableDepthDistance = this._shaderDisableDepthDistance || frameState.minimumDisableDepthTestDistance !== 0.0;
|
var vs;
|
var fs;
|
|
if (blendOptionChanged ||
|
(this._shaderScaleByDistance && !this._compiledShaderScaleByDistance) ||
|
(this._shaderTranslucencyByDistance && !this._compiledShaderTranslucencyByDistance) ||
|
(this._shaderDistanceDisplayCondition && !this._compiledShaderDistanceDisplayCondition) ||
|
(this._shaderDisableDepthDistance !== this._compiledShaderDisableDepthDistance)) {
|
|
vs = new ShaderSource({
|
sources : [PointPrimitiveCollectionVS]
|
});
|
if (this._shaderScaleByDistance) {
|
vs.defines.push('EYE_DISTANCE_SCALING');
|
}
|
if (this._shaderTranslucencyByDistance) {
|
vs.defines.push('EYE_DISTANCE_TRANSLUCENCY');
|
}
|
if (this._shaderDistanceDisplayCondition) {
|
vs.defines.push('DISTANCE_DISPLAY_CONDITION');
|
}
|
if (this._shaderDisableDepthDistance) {
|
vs.defines.push('DISABLE_DEPTH_DISTANCE');
|
}
|
|
if (this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT) {
|
fs = new ShaderSource({
|
defines : ['OPAQUE'],
|
sources : [PointPrimitiveCollectionFS]
|
});
|
this._sp = ShaderProgram.replaceCache({
|
context : context,
|
shaderProgram : this._sp,
|
vertexShaderSource : vs,
|
fragmentShaderSource : fs,
|
attributeLocations : attributeLocations
|
});
|
|
fs = new ShaderSource({
|
defines : ['TRANSLUCENT'],
|
sources : [PointPrimitiveCollectionFS]
|
});
|
this._spTranslucent = ShaderProgram.replaceCache({
|
context : context,
|
shaderProgram : this._spTranslucent,
|
vertexShaderSource : vs,
|
fragmentShaderSource : fs,
|
attributeLocations : attributeLocations
|
});
|
}
|
|
if (this._blendOption === BlendOption.OPAQUE) {
|
fs = new ShaderSource({
|
sources : [PointPrimitiveCollectionFS]
|
});
|
this._sp = ShaderProgram.replaceCache({
|
context : context,
|
shaderProgram : this._sp,
|
vertexShaderSource : vs,
|
fragmentShaderSource : fs,
|
attributeLocations : attributeLocations
|
});
|
}
|
|
if (this._blendOption === BlendOption.TRANSLUCENT) {
|
fs = new ShaderSource({
|
sources : [PointPrimitiveCollectionFS]
|
});
|
this._spTranslucent = ShaderProgram.replaceCache({
|
context : context,
|
shaderProgram : this._spTranslucent,
|
vertexShaderSource : vs,
|
fragmentShaderSource : fs,
|
attributeLocations : attributeLocations
|
});
|
}
|
|
this._compiledShaderScaleByDistance = this._shaderScaleByDistance;
|
this._compiledShaderTranslucencyByDistance = this._shaderTranslucencyByDistance;
|
this._compiledShaderDistanceDisplayCondition = this._shaderDistanceDisplayCondition;
|
this._compiledShaderDisableDepthDistance = this._shaderDisableDepthDistance;
|
}
|
|
var va;
|
var vaLength;
|
var command;
|
var j;
|
|
var commandList = frameState.commandList;
|
|
if (pass.render || picking) {
|
var colorList = this._colorCommands;
|
|
var opaque = this._blendOption === BlendOption.OPAQUE;
|
var opaqueAndTranslucent = this._blendOption === BlendOption.OPAQUE_AND_TRANSLUCENT;
|
|
va = this._vaf.va;
|
vaLength = va.length;
|
|
colorList.length = vaLength;
|
var totalLength = opaqueAndTranslucent ? vaLength * 2 : vaLength;
|
for (j = 0; j < totalLength; ++j) {
|
var opaqueCommand = opaque || (opaqueAndTranslucent && j % 2 === 0);
|
|
command = colorList[j];
|
if (!defined(command)) {
|
command = colorList[j] = new DrawCommand();
|
}
|
|
command.primitiveType = PrimitiveType.POINTS;
|
command.pass = opaqueCommand || !opaqueAndTranslucent ? Pass.OPAQUE : Pass.TRANSLUCENT;
|
command.owner = this;
|
|
var index = opaqueAndTranslucent ? Math.floor(j / 2.0) : j;
|
command.boundingVolume = boundingVolume;
|
command.modelMatrix = modelMatrix;
|
command.shaderProgram = opaqueCommand ? this._sp : this._spTranslucent;
|
command.uniformMap = this._uniforms;
|
command.vertexArray = va[index].va;
|
command.renderState = opaqueCommand ? this._rsOpaque : this._rsTranslucent;
|
command.debugShowBoundingVolume = this.debugShowBoundingVolume;
|
command.pickId = 'v_pickColor';
|
|
commandList.push(command);
|
}
|
}
|
};
|
|
/**
|
* 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 PointPrimitiveCollection#destroy
|
*/
|
PointPrimitiveCollection.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
|
* pointPrimitives = pointPrimitives && pointPrimitives.destroy();
|
*
|
* @see PointPrimitiveCollection#isDestroyed
|
*/
|
PointPrimitiveCollection.prototype.destroy = function() {
|
this._sp = this._sp && this._sp.destroy();
|
this._spTranslucent = this._spTranslucent && this._spTranslucent.destroy();
|
this._spPick = this._spPick && this._spPick.destroy();
|
this._vaf = this._vaf && this._vaf.destroy();
|
destroyPointPrimitives(this._pointPrimitives);
|
|
return destroyObject(this);
|
};
|
export default PointPrimitiveCollection;
|