import BoundingRectangle from '../Core/BoundingRectangle.js';
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import Cartesian3 from '../Core/Cartesian3.js';
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import CullingVolume from '../Core/CullingVolume.js';
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import defined from '../Core/defined.js';
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import getTimestamp from '../Core/getTimestamp.js';
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import Interval from '../Core/Interval.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 ClearCommand from '../Renderer/ClearCommand.js';
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import Pass from '../Renderer/Pass.js';
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import PassState from '../Renderer/PassState.js';
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import Camera from './Camera.js';
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import FrustumCommands from './FrustumCommands.js';
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import GlobeDepth from './GlobeDepth.js';
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import OIT from './OIT.js';
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import PickDepthFramebuffer from './PickDepthFramebuffer.js';
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import PickFramebuffer from './PickFramebuffer.js';
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import SceneFramebuffer from './SceneFramebuffer.js';
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import SceneMode from './SceneMode.js';
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import ShadowMap from './ShadowMap.js';
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/**
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* @private
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*/
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function View(scene, camera, viewport) {
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var context = scene.context;
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var frustumCommandsList = [];
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// Initial guess at frustums.
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var near = camera.frustum.near;
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var far = camera.frustum.far;
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var farToNearRatio = scene.logarithmicDepthBuffer ? scene.logarithmicDepthFarToNearRatio : scene.farToNearRatio;
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var numFrustums = Math.ceil(Math.log(far / near) / Math.log(farToNearRatio));
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updateFrustums(near, far, farToNearRatio, numFrustums, scene.logarithmicDepthBuffer, frustumCommandsList, false, undefined);
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var globeDepth;
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if (context.depthTexture) {
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globeDepth = new GlobeDepth();
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}
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var oit;
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if (scene._useOIT && context.depthTexture) {
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oit = new OIT(context);
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}
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var passState = new PassState(context);
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passState.viewport = BoundingRectangle.clone(viewport);
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this.camera = camera;
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this._cameraClone = Camera.clone(camera);
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this._cameraStartFired = false;
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this._cameraMovedTime = undefined;
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this.viewport = viewport;
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this.passState = passState;
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this.pickFramebuffer = new PickFramebuffer(context);
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this.pickDepthFramebuffer = new PickDepthFramebuffer();
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this.sceneFramebuffer = new SceneFramebuffer();
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this.globeDepth = globeDepth;
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this.oit = oit;
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this.pickDepths = [];
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this.debugGlobeDepths = [];
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this.frustumCommandsList = frustumCommandsList;
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this.debugFrustumStatistics = undefined;
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this.updateFrustums = false;
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}
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var scratchPosition0 = new Cartesian3();
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var scratchPosition1 = new Cartesian3();
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function maxComponent(a, b) {
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var x = Math.max(Math.abs(a.x), Math.abs(b.x));
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var y = Math.max(Math.abs(a.y), Math.abs(b.y));
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var z = Math.max(Math.abs(a.z), Math.abs(b.z));
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return Math.max(Math.max(x, y), z);
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}
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function cameraEqual(camera0, camera1, epsilon) {
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var scalar = 1 / Math.max(1, maxComponent(camera0.position, camera1.position));
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Cartesian3.multiplyByScalar(camera0.position, scalar, scratchPosition0);
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Cartesian3.multiplyByScalar(camera1.position, scalar, scratchPosition1);
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return Cartesian3.equalsEpsilon(scratchPosition0, scratchPosition1, epsilon) &&
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Cartesian3.equalsEpsilon(camera0.direction, camera1.direction, epsilon) &&
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Cartesian3.equalsEpsilon(camera0.up, camera1.up, epsilon) &&
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Cartesian3.equalsEpsilon(camera0.right, camera1.right, epsilon) &&
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Matrix4.equalsEpsilon(camera0.transform, camera1.transform, epsilon) &&
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camera0.frustum.equalsEpsilon(camera1.frustum, epsilon);
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}
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View.prototype.checkForCameraUpdates = function(scene) {
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var camera = this.camera;
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var cameraClone = this._cameraClone;
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if (!cameraEqual(camera, cameraClone, CesiumMath.EPSILON15)) {
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if (!this._cameraStartFired) {
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camera.moveStart.raiseEvent();
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this._cameraStartFired = true;
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}
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this._cameraMovedTime = getTimestamp();
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Camera.clone(camera, cameraClone);
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return true;
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}
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if (this._cameraStartFired && getTimestamp() - this._cameraMovedTime > scene.cameraEventWaitTime) {
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camera.moveEnd.raiseEvent();
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this._cameraStartFired = false;
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}
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return false;
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};
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function updateFrustums(near, far, farToNearRatio, numFrustums, logDepth, frustumCommandsList, is2D, nearToFarDistance2D) {
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frustumCommandsList.length = numFrustums;
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for (var m = 0; m < numFrustums; ++m) {
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var curNear;
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var curFar;
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if (is2D) {
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curNear = Math.min(far - nearToFarDistance2D, near + m * nearToFarDistance2D);
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curFar = Math.min(far, curNear + nearToFarDistance2D);
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} else {
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curNear = Math.max(near, Math.pow(farToNearRatio, m) * near);
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curFar = farToNearRatio * curNear;
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if (!logDepth) {
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curFar = Math.min(far, curFar);
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}
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}
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var frustumCommands = frustumCommandsList[m];
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if (!defined(frustumCommands)) {
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frustumCommands = frustumCommandsList[m] = new FrustumCommands(curNear, curFar);
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} else {
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frustumCommands.near = curNear;
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frustumCommands.far = curFar;
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}
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}
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}
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function insertIntoBin(scene, view, command, distance) {
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if (scene.debugShowFrustums) {
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command.debugOverlappingFrustums = 0;
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}
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var frustumCommandsList = view.frustumCommandsList;
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var length = frustumCommandsList.length;
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for (var i = 0; i < length; ++i) {
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var frustumCommands = frustumCommandsList[i];
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var curNear = frustumCommands.near;
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var curFar = frustumCommands.far;
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if (distance.start > curFar) {
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continue;
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}
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if (distance.stop < curNear) {
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break;
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}
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var pass = command.pass;
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var index = frustumCommands.indices[pass]++;
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frustumCommands.commands[pass][index] = command;
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if (scene.debugShowFrustums) {
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command.debugOverlappingFrustums |= (1 << i);
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}
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if (command.executeInClosestFrustum) {
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break;
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}
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}
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if (scene.debugShowFrustums) {
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var cf = view.debugFrustumStatistics.commandsInFrustums;
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cf[command.debugOverlappingFrustums] = defined(cf[command.debugOverlappingFrustums]) ? cf[command.debugOverlappingFrustums] + 1 : 1;
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++view.debugFrustumStatistics.totalCommands;
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}
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scene.updateDerivedCommands(command);
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}
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var scratchCullingVolume = new CullingVolume();
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var distances = new Interval();
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View.prototype.createPotentiallyVisibleSet = function(scene) {
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var frameState = scene.frameState;
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var camera = frameState.camera;
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var direction = camera.directionWC;
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var position = camera.positionWC;
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var computeList = scene._computeCommandList;
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var overlayList = scene._overlayCommandList;
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var commandList = frameState.commandList;
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if (scene.debugShowFrustums) {
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this.debugFrustumStatistics = {
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totalCommands : 0,
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commandsInFrustums : {}
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};
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}
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var frustumCommandsList = this.frustumCommandsList;
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var numberOfFrustums = frustumCommandsList.length;
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var numberOfPasses = Pass.NUMBER_OF_PASSES;
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for (var n = 0; n < numberOfFrustums; ++n) {
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for (var p = 0; p < numberOfPasses; ++p) {
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frustumCommandsList[n].indices[p] = 0;
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}
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}
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computeList.length = 0;
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overlayList.length = 0;
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var near = Number.MAX_VALUE;
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var far = -Number.MAX_VALUE;
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var undefBV = false;
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var shadowsEnabled = frameState.shadowState.shadowsEnabled;
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var shadowNear = Number.MAX_VALUE;
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var shadowFar = -Number.MAX_VALUE;
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var shadowClosestObjectSize = Number.MAX_VALUE;
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var occluder = (frameState.mode === SceneMode.SCENE3D) ? frameState.occluder: undefined;
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var cullingVolume = frameState.cullingVolume;
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// get user culling volume minus the far plane.
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var planes = scratchCullingVolume.planes;
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for (var k = 0; k < 5; ++k) {
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planes[k] = cullingVolume.planes[k];
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}
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cullingVolume = scratchCullingVolume;
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var length = commandList.length;
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for (var i = 0; i < length; ++i) {
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var command = commandList[i];
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var pass = command.pass;
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if (pass === Pass.COMPUTE) {
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computeList.push(command);
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} else if (pass === Pass.OVERLAY) {
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overlayList.push(command);
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} else {
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var boundingVolume = command.boundingVolume;
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if (defined(boundingVolume)) {
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if (!scene.isVisible(command, cullingVolume, occluder)) {
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continue;
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}
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distances = boundingVolume.computePlaneDistances(position, direction, distances);
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near = Math.min(near, distances.start);
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far = Math.max(far, distances.stop);
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// Compute a tight near and far plane for commands that receive shadows. This helps compute
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// good splits for cascaded shadow maps. Ignore commands that exceed the maximum distance.
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// When moving the camera low LOD globe tiles begin to load, whose bounding volumes
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// throw off the near/far fitting for the shadow map. Only update for globe tiles that the
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// camera isn't inside.
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if (shadowsEnabled && command.receiveShadows && (distances.start < ShadowMap.MAXIMUM_DISTANCE) &&
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!((pass === Pass.GLOBE) && (distances.start < -100.0) && (distances.stop > 100.0))) {
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// Get the smallest bounding volume the camera is near. This is used to place more shadow detail near the object.
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var size = distances.stop - distances.start;
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if ((pass !== Pass.GLOBE) && (distances.start < 100.0)) {
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shadowClosestObjectSize = Math.min(shadowClosestObjectSize, size);
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}
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shadowNear = Math.min(shadowNear, distances.start);
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shadowFar = Math.max(shadowFar, distances.stop);
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}
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} else {
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// Clear commands don't need a bounding volume - just add the clear to all frustums.
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// If another command has no bounding volume, though, we need to use the camera's
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// worst-case near and far planes to avoid clipping something important.
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distances.start = camera.frustum.near;
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distances.stop = camera.frustum.far;
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undefBV = undefBV || !(command instanceof ClearCommand);
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}
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insertIntoBin(scene, this, command, distances);
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}
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}
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if (undefBV) {
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near = camera.frustum.near;
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far = camera.frustum.far;
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} else {
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// The computed near plane must be between the user defined near and far planes.
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// The computed far plane must between the user defined far and computed near.
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// This will handle the case where the computed near plane is further than the user defined far plane.
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near = Math.min(Math.max(near, camera.frustum.near), camera.frustum.far);
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far = Math.max(Math.min(far, camera.frustum.far), near);
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if (shadowsEnabled) {
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shadowNear = Math.min(Math.max(shadowNear, camera.frustum.near), camera.frustum.far);
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shadowFar = Math.max(Math.min(shadowFar, camera.frustum.far), shadowNear);
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}
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}
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// Use the computed near and far for shadows
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if (shadowsEnabled) {
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frameState.shadowState.nearPlane = shadowNear;
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frameState.shadowState.farPlane = shadowFar;
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frameState.shadowState.closestObjectSize = shadowClosestObjectSize;
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}
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// Exploit temporal coherence. If the frustums haven't changed much, use the frustums computed
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// last frame, else compute the new frustums and sort them by frustum again.
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var is2D = scene.mode === SceneMode.SCENE2D;
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var logDepth = frameState.useLogDepth;
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var farToNearRatio = logDepth ? scene.logarithmicDepthFarToNearRatio : scene.farToNearRatio;
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var numFrustums;
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if (is2D) {
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// The multifrustum for 2D is uniformly distributed. To avoid z-fighting in 2D,
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// the camera is moved to just before the frustum and the frustum depth is scaled
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// to be in [1.0, nearToFarDistance2D].
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far = Math.min(far, camera.position.z + scene.nearToFarDistance2D);
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near = Math.min(near, far);
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numFrustums = Math.ceil(Math.max(1.0, far - near) / scene.nearToFarDistance2D);
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} else {
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// The multifrustum for 3D/CV is non-uniformly distributed.
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numFrustums = Math.ceil(Math.log(far / near) / Math.log(farToNearRatio));
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}
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if (this.updateFrustums || (near !== Number.MAX_VALUE && (numFrustums !== numberOfFrustums || (frustumCommandsList.length !== 0 &&
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(near < frustumCommandsList[0].near || (far > frustumCommandsList[numberOfFrustums - 1].far && (logDepth || !CesiumMath.equalsEpsilon(far, frustumCommandsList[numberOfFrustums - 1].far, CesiumMath.EPSILON8)))))))) {
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this.updateFrustums = false;
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updateFrustums(near, far, farToNearRatio, numFrustums, logDepth, frustumCommandsList, is2D, scene.nearToFarDistance2D);
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this.createPotentiallyVisibleSet(scene);
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}
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var frustumSplits = frameState.frustumSplits;
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frustumSplits.length = numFrustums + 1;
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for (var j = 0; j < numFrustums; ++j) {
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frustumSplits[j] = frustumCommandsList[j].near;
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if (j === numFrustums - 1) {
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frustumSplits[j + 1] = frustumCommandsList[j].far;
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}
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}
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};
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View.prototype.destroy = function() {
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this.pickFramebuffer = this.pickFramebuffer && this.pickFramebuffer.destroy();
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this.pickDepthFramebuffer = this.pickDepthFramebuffer && this.pickDepthFramebuffer.destroy();
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this.sceneFramebuffer = this.sceneFramebuffer && this.sceneFramebuffer.destroy();
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this.globeDepth = this.globeDepth && this.globeDepth.destroy();
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this.oit = this.oit && this.oit.destroy();
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var i;
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var length;
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var pickDepths = this.pickDepths;
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var debugGlobeDepths = this.debugGlobeDepths;
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length = pickDepths.length;
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for (i = 0; i < length; ++i) {
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pickDepths[i].destroy();
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}
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length = debugGlobeDepths.length;
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for (i = 0; i < length; ++i) {
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debugGlobeDepths[i].destroy();
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}
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};
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export default View;
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