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- /*global define*/
- define([
- '../Core/BoundingSphere',
- '../Core/BoxGeometry',
- '../Core/Cartesian3',
- '../Core/combine',
- '../Core/defaultValue',
- '../Core/defined',
- '../Core/destroyObject',
- '../Core/DeveloperError',
- '../Core/Matrix4',
- '../Core/VertexFormat',
- '../Renderer/BufferUsage',
- '../Renderer/DrawCommand',
- '../Renderer/ShaderSource',
- '../Shaders/EllipsoidFS',
- '../Shaders/EllipsoidVS',
- './BlendingState',
- './CullFace',
- './Material',
- './Pass',
- './SceneMode'
- ], function(
- BoundingSphere,
- BoxGeometry,
- Cartesian3,
- combine,
- defaultValue,
- defined,
- destroyObject,
- DeveloperError,
- Matrix4,
- VertexFormat,
- BufferUsage,
- DrawCommand,
- ShaderSource,
- EllipsoidFS,
- EllipsoidVS,
- BlendingState,
- CullFace,
- Material,
- Pass,
- SceneMode) {
- "use strict";
- var attributeLocations = {
- position : 0
- };
- /**
- * A renderable ellipsoid. It can also draw spheres when the three {@link EllipsoidPrimitive#radii} components are equal.
- * <p>
- * This is only supported in 3D. The ellipsoid is not shown in 2D or Columbus view.
- * </p>
- *
- * @alias EllipsoidPrimitive
- * @constructor
- *
- * @param {Object} [options] Object with the following properties:
- * @param {Cartesian3} [options.center=Cartesian3.ZERO] The center of the ellipsoid in the ellipsoid's model coordinates.
- * @param {Cartesian3} [options.radii] The radius of the ellipsoid along the <code>x</code>, <code>y</code>, and <code>z</code> axes in the ellipsoid's model coordinates.
- * @param {Matrix4} [options.modelMatrix=Matrix4.IDENTITY] The 4x4 transformation matrix that transforms the ellipsoid from model to world coordinates.
- * @param {Boolean} [options.show=true] Determines if this primitive will be shown.
- * @param {Material} [options.material=Material.ColorType] The surface appearance of the primitive.
- * @param {Object} [options.id] A user-defined object to return when the instance is picked with {@link Scene#pick}
- * @param {Boolean} [options.debugShowBoundingVolume=false] For debugging only. Determines if this primitive's commands' bounding spheres are shown.
- *
- * @demo {@link http://cesiumjs.org/Cesium/Apps/Sandcastle/index.html?src=Volumes.html|Cesium Sandcastle Volumes Demo}
- *
- * @example
- * // 1. Create a sphere using the ellipsoid primitive
- * primitives.add(new Cesium.EllipsoidPrimitive({
- * center : Cesium.Cartesian3.fromDegrees(-75.0, 40.0, 500000.0),
- * radii : new Cesium.Cartesian3(500000.0, 500000.0, 500000.0)
- * }));
- *
- * @example
- * // 2. Create a tall ellipsoid in an east-north-up reference frame
- * var e = new Cesium.EllipsoidPrimitive();
- * e.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(
- * Cesium.Cartesian3.fromDegrees(-95.0, 40.0, 200000.0));
- * e.radii = new Cesium.Cartesian3(100000.0, 100000.0, 200000.0);
- * primitives.add(e);
- */
- var EllipsoidPrimitive = function(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- /**
- * The center of the ellipsoid in the ellipsoid's model coordinates.
- * <p>
- * The default is {@link Cartesian3.ZERO}.
- * </p>
- *
- * @type {Cartesian3}
- * @default {@link Cartesian3.ZERO}
- *
- * @see EllipsoidPrimitive#modelMatrix
- */
- this.center = Cartesian3.clone(defaultValue(options.center, Cartesian3.ZERO));
- this._center = new Cartesian3();
- /**
- * The radius of the ellipsoid along the <code>x</code>, <code>y</code>, and <code>z</code> axes in the ellipsoid's model coordinates.
- * When these are the same, the ellipsoid is a sphere.
- * <p>
- * The default is <code>undefined</code>. The ellipsoid is not drawn until a radii is provided.
- * </p>
- *
- * @type {Cartesian3}
- * @default undefined
- *
- * @see EllipsoidPrimitive#modelMatrix
- *
- * @example
- * // A sphere with a radius of 2.0
- * e.radii = new Cesium.Cartesian3(2.0, 2.0, 2.0);
- */
- this.radii = Cartesian3.clone(options.radii);
- this._radii = new Cartesian3();
- this._oneOverEllipsoidRadiiSquared = new Cartesian3();
- this._boundingSphere = new BoundingSphere();
- /**
- * The 4x4 transformation matrix that transforms the ellipsoid from model to world coordinates.
- * When this is the identity matrix, the ellipsoid is drawn in world coordinates, i.e., Earth's WGS84 coordinates.
- * Local reference frames can be used by providing a different transformation matrix, like that returned
- * by {@link Transforms.eastNorthUpToFixedFrame}.
- *
- * @type {Matrix4}
- * @default {@link Matrix4.IDENTITY}
- *
- * @example
- * var origin = Cesium.Cartesian3.fromDegrees(-95.0, 40.0, 200000.0);
- * e.modelMatrix = Cesium.Transforms.eastNorthUpToFixedFrame(origin);
- */
- this.modelMatrix = Matrix4.clone(defaultValue(options.modelMatrix, Matrix4.IDENTITY));
- this._modelMatrix = new Matrix4();
- this._computedModelMatrix = new Matrix4();
- /**
- * Determines if the ellipsoid primitive will be shown.
- *
- * @type {Boolean}
- * @default true
- */
- this.show = defaultValue(options.show, true);
- /**
- * The surface appearance of the ellipsoid. This can be one of several built-in {@link Material} objects or a custom material, scripted with
- * {@link https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric|Fabric}.
- * <p>
- * The default material is <code>Material.ColorType</code>.
- * </p>
- *
- * @type {Material}
- * @default Material.fromType(Material.ColorType)
- *
- * @see {@link https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric|Fabric}
- *
- * @example
- * // 1. Change the color of the default material to yellow
- * e.material.uniforms.color = new Cesium.Color(1.0, 1.0, 0.0, 1.0);
- *
- * // 2. Change material to horizontal stripes
- * e.material = Cesium.Material.fromType(Material.StripeType);
- */
- this.material = defaultValue(options.material, Material.fromType(Material.ColorType));
- this._material = undefined;
- this._translucent = undefined;
- /**
- * User-defined object returned when the ellipsoid is picked.
- *
- * @type Object
- *
- * @default undefined
- *
- * @see Scene#pick
- */
- this.id = options.id;
- this._id = undefined;
- /**
- * This property is for debugging only; it is not for production use nor is it optimized.
- * <p>
- * Draws the bounding sphere for each draw command in the primitive.
- * </p>
- *
- * @type {Boolean}
- *
- * @default false
- */
- this.debugShowBoundingVolume = defaultValue(options.debugShowBoundingVolume, false);
- /**
- * @private
- */
- this.onlySunLighting = defaultValue(options.onlySunLighting, false);
- this._onlySunLighting = false;
- this._sp = undefined;
- this._rs = undefined;
- this._va = undefined;
- this._pickSP = undefined;
- this._pickId = undefined;
- this._colorCommand = new DrawCommand({
- owner : defaultValue(options._owner, this)
- });
- this._pickCommand = new DrawCommand({
- owner : defaultValue(options._owner, this)
- });
- var that = this;
- this._uniforms = {
- u_radii : function() {
- return that.radii;
- },
- u_oneOverEllipsoidRadiiSquared : function() {
- return that._oneOverEllipsoidRadiiSquared;
- }
- };
- this._pickUniforms = {
- czm_pickColor : function() {
- return that._pickId.color;
- }
- };
- };
- function getVertexArray(context) {
- var vertexArray = context.cache.ellipsoidPrimitive_vertexArray;
- if (defined(vertexArray)) {
- return vertexArray;
- }
- var geometry = BoxGeometry.createGeometry(BoxGeometry.fromDimensions({
- dimensions : new Cartesian3(2.0, 2.0, 2.0),
- vertexFormat : VertexFormat.POSITION_ONLY
- }));
- vertexArray = context.createVertexArrayFromGeometry({
- geometry : geometry,
- attributeLocations : attributeLocations,
- bufferUsage : BufferUsage.STATIC_DRAW,
- interleave : true
- });
- context.cache.ellipsoidPrimitive_vertexArray = vertexArray;
- return vertexArray;
- }
- /**
- * Called when {@link Viewer} or {@link CesiumWidget} render the scene to
- * get the draw commands needed to render this primitive.
- * <p>
- * Do not call this function directly. This is documented just to
- * list the exceptions that may be propagated when the scene is rendered:
- * </p>
- *
- * @exception {DeveloperError} this.material must be defined.
- */
- EllipsoidPrimitive.prototype.update = function(context, frameState, commandList) {
- if (!this.show ||
- (frameState.mode !== SceneMode.SCENE3D) ||
- (!defined(this.center)) ||
- (!defined(this.radii))) {
- return;
- }
- //>>includeStart('debug', pragmas.debug);
- if (!defined(this.material)) {
- throw new DeveloperError('this.material must be defined.');
- }
- //>>includeEnd('debug');
- var translucent = this.material.isTranslucent();
- var translucencyChanged = this._translucent !== translucent;
- if (!defined(this._rs) || translucencyChanged) {
- this._translucent = translucent;
- // If this render state is ever updated to use a non-default
- // depth range, the hard-coded values in EllipsoidVS.glsl need
- // to be updated as well.
- this._rs = context.createRenderState({
- // Cull front faces - not back faces - so the ellipsoid doesn't
- // disappear if the viewer enters the bounding box.
- cull : {
- enabled : true,
- face : CullFace.FRONT
- },
- depthTest : {
- enabled : true
- },
- // Do not write depth since the depth for the bounding box is
- // wrong; it is not the true depth of the ray casted ellipsoid.
- // Only write depth when EXT_frag_depth is supported.
- depthMask : !translucent && context.fragmentDepth,
- blending : translucent ? BlendingState.ALPHA_BLEND : undefined
- });
- }
- if (!defined(this._va)) {
- this._va = getVertexArray(context);
- }
- var boundingSphereDirty = false;
- var radii = this.radii;
- if (!Cartesian3.equals(this._radii, radii)) {
- Cartesian3.clone(radii, this._radii);
- var r = this._oneOverEllipsoidRadiiSquared;
- r.x = 1.0 / (radii.x * radii.x);
- r.y = 1.0 / (radii.y * radii.y);
- r.z = 1.0 / (radii.z * radii.z);
- boundingSphereDirty = true;
- }
- if (!Matrix4.equals(this.modelMatrix, this._modelMatrix) || !Cartesian3.equals(this.center, this._center)) {
- Matrix4.clone(this.modelMatrix, this._modelMatrix);
- Cartesian3.clone(this.center, this._center);
- // Translate model coordinates used for rendering such that the origin is the center of the ellipsoid.
- Matrix4.multiplyByTranslation(this.modelMatrix, this.center, this._computedModelMatrix);
- boundingSphereDirty = true;
- }
- if (boundingSphereDirty) {
- Cartesian3.clone(Cartesian3.ZERO, this._boundingSphere.center);
- this._boundingSphere.radius = Cartesian3.maximumComponent(radii);
- BoundingSphere.transform(this._boundingSphere, this._computedModelMatrix, this._boundingSphere);
- }
- var materialChanged = this._material !== this.material;
- this._material = this.material;
- this._material.update(context);
- var lightingChanged = this.onlySunLighting !== this._onlySunLighting;
- this._onlySunLighting = this.onlySunLighting;
- var colorCommand = this._colorCommand;
- var vs;
- var fs;
- // Recompile shader when material, lighting, or translucency changes
- if (materialChanged || lightingChanged || translucencyChanged) {
- fs = new ShaderSource({
- sources : [this.material.shaderSource, EllipsoidFS]
- });
- if (this.onlySunLighting) {
- fs.defines.push('ONLY_SUN_LIGHTING');
- }
- if (!translucent && context.fragmentDepth) {
- fs.defines.push('WRITE_DEPTH');
- }
- this._sp = context.replaceShaderProgram(this._sp, EllipsoidVS, fs, attributeLocations);
- colorCommand.vertexArray = this._va;
- colorCommand.renderState = this._rs;
- colorCommand.shaderProgram = this._sp;
- colorCommand.uniformMap = combine(this._uniforms, this.material._uniforms);
- colorCommand.executeInClosestFrustum = translucent;
- }
- var passes = frameState.passes;
- if (passes.render) {
- colorCommand.boundingVolume = this._boundingSphere;
- colorCommand.debugShowBoundingVolume = this.debugShowBoundingVolume;
- colorCommand.modelMatrix = this._computedModelMatrix;
- colorCommand.pass = translucent ? Pass.TRANSLUCENT : Pass.OPAQUE;
- commandList.push(colorCommand);
- }
- if (passes.pick) {
- var pickCommand = this._pickCommand;
- if (!defined(this._pickId) || (this._id !== this.id)) {
- this._id = this.id;
- this._pickId = this._pickId && this._pickId.destroy();
- this._pickId = context.createPickId({
- primitive : this,
- id : this.id
- });
- }
- // Recompile shader when material changes
- if (materialChanged || lightingChanged || !defined(this._pickSP)) {
- fs = new ShaderSource({
- sources : [this.material.shaderSource, EllipsoidFS],
- pickColorQualifier : 'uniform'
- });
- if (this.onlySunLighting) {
- fs.defines.push('ONLY_SUN_LIGHTING');
- }
- if (!translucent && context.fragmentDepth) {
- fs.defines.push('WRITE_DEPTH');
- }
- this._pickSP = context.replaceShaderProgram(this._pickSP, EllipsoidVS, fs, attributeLocations);
- pickCommand.vertexArray = this._va;
- pickCommand.renderState = this._rs;
- pickCommand.shaderProgram = this._pickSP;
- pickCommand.uniformMap = combine(combine(this._uniforms, this._pickUniforms), this.material._uniforms);
- pickCommand.executeInClosestFrustum = translucent;
- }
- pickCommand.boundingVolume = this._boundingSphere;
- pickCommand.modelMatrix = this._computedModelMatrix;
- pickCommand.pass = translucent ? Pass.TRANSLUCENT : Pass.OPAQUE;
- commandList.push(pickCommand);
- }
- };
- /**
- * 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 EllipsoidPrimitive#destroy
- */
- EllipsoidPrimitive.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.
- *
- * @returns {undefined}
- *
- * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
- *
- * @see EllipsoidPrimitive#isDestroyed
- *
- * @example
- * e = e && e.destroy();
- */
- EllipsoidPrimitive.prototype.destroy = function() {
- this._sp = this._sp && this._sp.destroy();
- this._pickSP = this._pickSP && this._pickSP.destroy();
- this._pickId = this._pickId && this._pickId.destroy();
- return destroyObject(this);
- };
- return EllipsoidPrimitive;
- });
|