264 lines
7.7 KiB
JavaScript
264 lines
7.7 KiB
JavaScript
import Check from "../Core/Check.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 GltfLoaderUtil from "./GltfLoaderUtil.js";
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import MetadataType from "./MetadataType.js";
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import MetadataComponentType from "./MetadataComponentType.js";
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/**
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* A property in a property texture.
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*
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* <p>
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* See the {@link https://github.com/CesiumGS/glTF/tree/3d-tiles-next/extensions/2.0/Vendor/EXT_structural_metadata|EXT_structural_metadata Extension} as well as the
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* previous {@link https://github.com/CesiumGS/glTF/tree/3d-tiles-next/extensions/2.0/Vendor/EXT_feature_metadata|EXT_feature_metadata Extension} for glTF.
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* </p>
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*
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* @param {object} options Object with the following properties:
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* @param {object} options.property The property JSON object.
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* @param {MetadataClassProperty} options.classProperty The class property.
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* @param {Object<number, Texture>} options.textures An object mapping texture IDs to {@link Texture} objects.
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*
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* @alias PropertyTextureProperty
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* @constructor
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*
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* @private
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* @experimental This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.
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*/
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function PropertyTextureProperty(options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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const property = options.property;
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const classProperty = options.classProperty;
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const textures = options.textures;
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object("options.property", property);
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Check.typeOf.object("options.classProperty", classProperty);
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Check.typeOf.object("options.textures", textures);
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//>>includeEnd('debug');
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// in EXT_structural_metadata, the property is a valid glTF textureInfo
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const channels = defined(property.channels) ? property.channels : [0];
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const textureInfo = property;
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const textureReader = GltfLoaderUtil.createModelTextureReader({
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textureInfo: textureInfo,
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channels: reformatChannels(channels),
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texture: textures[textureInfo.index],
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});
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this._min = property.min;
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this._max = property.max;
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let offset = property.offset;
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let scale = property.scale;
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// This needs to be set before handling default values
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const hasValueTransform =
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classProperty.hasValueTransform || defined(offset) || defined(scale);
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// If the property attribute does not define an offset/scale, it inherits from
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// the class property. The class property handles setting the default of
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// identity: (offset 0, scale 1) with the same scalar/vector/matrix types.
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// array types are disallowed by the spec.
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offset = defaultValue(offset, classProperty.offset);
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scale = defaultValue(scale, classProperty.scale);
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// offset and scale are applied on the GPU, so unpack the values
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// as math types we can use in uniform callbacks.
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offset = classProperty.unpackVectorAndMatrixTypes(offset);
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scale = classProperty.unpackVectorAndMatrixTypes(scale);
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this._offset = offset;
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this._scale = scale;
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this._hasValueTransform = hasValueTransform;
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this._textureReader = textureReader;
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this._classProperty = classProperty;
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this._extras = property.extras;
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this._extensions = property.extensions;
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}
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Object.defineProperties(PropertyTextureProperty.prototype, {
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/**
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* The texture reader.
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*
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* @memberof PropertyTextureProperty.prototype
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* @type {ModelComponents.TextureReader}
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* @readonly
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* @private
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*/
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textureReader: {
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get: function () {
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return this._textureReader;
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},
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},
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/**
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* True if offset/scale should be applied. If both offset/scale were
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* undefined, they default to identity so this property is set false
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*
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* @memberof PropertyTextureProperty.prototype
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* @type {boolean}
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* @readonly
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* @private
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*/
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hasValueTransform: {
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get: function () {
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return this._hasValueTransform;
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},
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},
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/**
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* The offset to be added to property values as part of the value transform.
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*
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* @memberof PropertyTextureProperty.prototype
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* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
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* @readonly
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* @private
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*/
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offset: {
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get: function () {
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return this._offset;
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},
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},
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/**
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* The scale to be multiplied to property values as part of the value transform.
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*
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* @memberof PropertyTextureProperty.prototype
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* @type {number|Cartesian2|Cartesian3|Cartesian4|Matrix2|Matrix3|Matrix4}
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* @readonly
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* @private
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*/
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scale: {
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get: function () {
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return this._scale;
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},
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},
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/**
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* The properties inherited from this property's class
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*
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* @memberof PropertyTextureProperty.prototype
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* @type {MetadataClassProperty}
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* @readonly
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* @private
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*/
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classProperty: {
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get: function () {
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return this._classProperty;
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},
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},
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/**
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* Extra user-defined properties.
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*
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* @memberof PropertyTextureProperty.prototype
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* @type {*}
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* @readonly
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* @private
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*/
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extras: {
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get: function () {
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return this._extras;
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},
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},
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/**
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* An object containing extensions.
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*
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* @memberof PropertyTextureProperty.prototype
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* @type {*}
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* @readonly
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* @private
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*/
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extensions: {
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get: function () {
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return this._extensions;
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},
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},
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});
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PropertyTextureProperty.prototype.isGpuCompatible = function () {
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const classProperty = this._classProperty;
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const type = classProperty.type;
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const componentType = classProperty.componentType;
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if (classProperty.isArray) {
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// only support arrays of 1-4 UINT8 scalars (normalized or unnormalized)
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return (
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!classProperty.isVariableLengthArray &&
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classProperty.arrayLength <= 4 &&
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type === MetadataType.SCALAR &&
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componentType === MetadataComponentType.UINT8
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);
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}
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if (MetadataType.isVectorType(type) || type === MetadataType.SCALAR) {
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return componentType === MetadataComponentType.UINT8;
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}
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// For this initial implementation, only UINT8-based properties
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// are supported.
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return false;
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};
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const floatTypesByComponentCount = [undefined, "float", "vec2", "vec3", "vec4"];
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const integerTypesByComponentCount = [
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undefined,
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"int",
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"ivec2",
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"ivec3",
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"ivec4",
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];
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PropertyTextureProperty.prototype.getGlslType = function () {
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const classProperty = this._classProperty;
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let componentCount = MetadataType.getComponentCount(classProperty.type);
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if (classProperty.isArray) {
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// fixed-sized arrays of length 2-4 UINT8s are represented as vectors as the
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// shader since those are more useful in GLSL.
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componentCount = classProperty.arrayLength;
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}
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// Normalized UINT8 properties are float types in the shader
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if (classProperty.normalized) {
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return floatTypesByComponentCount[componentCount];
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}
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// other UINT8-based properties are represented as integer types.
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return integerTypesByComponentCount[componentCount];
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};
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PropertyTextureProperty.prototype.unpackInShader = function (packedValueGlsl) {
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const classProperty = this._classProperty;
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// no unpacking needed if for normalized types
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if (classProperty.normalized) {
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return packedValueGlsl;
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}
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// integer types are read from the texture as normalized float values.
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// these need to be rescaled to [0, 255] and cast to the appropriate integer
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// type.
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const glslType = this.getGlslType();
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return `${glslType}(255.0 * ${packedValueGlsl})`;
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};
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/**
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* Reformat from an array of channel indices like <code>[0, 1]</code> to a
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* string of channels as would be used in GLSL swizzling (e.g. "rg")
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*
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* @param {number[]} channels the channel indices
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* @return {string} The channels as a string of "r", "g", "b" or "a" characters.
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* @private
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*/
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function reformatChannels(channels) {
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return channels
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.map(function (channelIndex) {
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return "rgba".charAt(channelIndex);
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})
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.join("");
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}
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export default PropertyTextureProperty;
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