611 lines
15 KiB
JavaScript
611 lines
15 KiB
JavaScript
import defaultValue from "../Core/defaultValue.js";
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import defined from "../Core/defined.js";
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import PrimitiveType from "../Core/PrimitiveType.js";
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const Flags = {
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CULL: 1,
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OCCLUDE: 2,
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EXECUTE_IN_CLOSEST_FRUSTUM: 4,
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DEBUG_SHOW_BOUNDING_VOLUME: 8,
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CAST_SHADOWS: 16,
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RECEIVE_SHADOWS: 32,
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PICK_ONLY: 64,
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DEPTH_FOR_TRANSLUCENT_CLASSIFICATION: 128,
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};
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/**
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* Represents a command to the renderer for drawing.
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*
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* @private
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*/
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function DrawCommand(options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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this._boundingVolume = options.boundingVolume;
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this._orientedBoundingBox = options.orientedBoundingBox;
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this._modelMatrix = options.modelMatrix;
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this._primitiveType = defaultValue(
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options.primitiveType,
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PrimitiveType.TRIANGLES
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);
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this._vertexArray = options.vertexArray;
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this._count = options.count;
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this._offset = defaultValue(options.offset, 0);
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this._instanceCount = defaultValue(options.instanceCount, 0);
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this._shaderProgram = options.shaderProgram;
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this._uniformMap = options.uniformMap;
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this._renderState = options.renderState;
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this._framebuffer = options.framebuffer;
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this._pass = options.pass;
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this._owner = options.owner;
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this._debugOverlappingFrustums = 0;
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this._pickId = options.pickId;
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// Set initial flags.
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this._flags = 0;
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this.cull = defaultValue(options.cull, true);
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this.occlude = defaultValue(options.occlude, true);
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this.executeInClosestFrustum = defaultValue(
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options.executeInClosestFrustum,
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false
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);
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this.debugShowBoundingVolume = defaultValue(
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options.debugShowBoundingVolume,
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false
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);
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this.castShadows = defaultValue(options.castShadows, false);
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this.receiveShadows = defaultValue(options.receiveShadows, false);
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this.pickOnly = defaultValue(options.pickOnly, false);
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this.depthForTranslucentClassification = defaultValue(
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options.depthForTranslucentClassification,
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false
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);
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this.dirty = true;
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this.lastDirtyTime = 0;
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/**
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* @private
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*/
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this.derivedCommands = {};
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}
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function hasFlag(command, flag) {
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return (command._flags & flag) === flag;
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}
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function setFlag(command, flag, value) {
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if (value) {
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command._flags |= flag;
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} else {
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command._flags &= ~flag;
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}
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}
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Object.defineProperties(DrawCommand.prototype, {
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/**
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* The bounding volume of the geometry in world space. This is used for culling and frustum selection.
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* <p>
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* For best rendering performance, use the tightest possible bounding volume. Although
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* <code>undefined</code> is allowed, always try to provide a bounding volume to
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* allow the tightest possible near and far planes to be computed for the scene, and
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* minimize the number of frustums needed.
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* </p>
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*
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* @memberof DrawCommand.prototype
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* @type {object}
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* @default undefined
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*
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* @see DrawCommand#debugShowBoundingVolume
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*/
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boundingVolume: {
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get: function () {
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return this._boundingVolume;
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},
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set: function (value) {
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if (this._boundingVolume !== value) {
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this._boundingVolume = value;
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this.dirty = true;
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}
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},
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},
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/**
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* The oriented bounding box of the geometry in world space. If this is defined, it is used instead of
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* {@link DrawCommand#boundingVolume} for plane intersection testing.
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*
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* @memberof DrawCommand.prototype
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* @type {OrientedBoundingBox}
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* @default undefined
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*
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* @see DrawCommand#debugShowBoundingVolume
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*/
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orientedBoundingBox: {
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get: function () {
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return this._orientedBoundingBox;
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},
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set: function (value) {
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if (this._orientedBoundingBox !== value) {
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this._orientedBoundingBox = value;
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this.dirty = true;
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}
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},
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},
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/**
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* When <code>true</code>, the renderer frustum and horizon culls the command based on its {@link DrawCommand#boundingVolume}.
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* If the command was already culled, set this to <code>false</code> for a performance improvement.
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*
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* @memberof DrawCommand.prototype
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* @type {boolean}
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* @default true
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*/
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cull: {
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get: function () {
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return hasFlag(this, Flags.CULL);
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},
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set: function (value) {
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if (hasFlag(this, Flags.CULL) !== value) {
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setFlag(this, Flags.CULL, value);
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this.dirty = true;
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}
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},
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},
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/**
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* When <code>true</code>, the horizon culls the command based on its {@link DrawCommand#boundingVolume}.
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* {@link DrawCommand#cull} must also be <code>true</code> in order for the command to be culled.
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*
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* @memberof DrawCommand.prototype
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* @type {boolean}
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* @default true
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*/
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occlude: {
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get: function () {
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return hasFlag(this, Flags.OCCLUDE);
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},
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set: function (value) {
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if (hasFlag(this, Flags.OCCLUDE) !== value) {
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setFlag(this, Flags.OCCLUDE, value);
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this.dirty = true;
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}
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},
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},
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/**
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* The transformation from the geometry in model space to world space.
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* <p>
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* When <code>undefined</code>, the geometry is assumed to be defined in world space.
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* </p>
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*
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* @memberof DrawCommand.prototype
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* @type {Matrix4}
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* @default undefined
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*/
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modelMatrix: {
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get: function () {
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return this._modelMatrix;
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},
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set: function (value) {
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if (this._modelMatrix !== value) {
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this._modelMatrix = value;
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this.dirty = true;
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}
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},
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},
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/**
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* The type of geometry in the vertex array.
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*
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* @memberof DrawCommand.prototype
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* @type {PrimitiveType}
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* @default PrimitiveType.TRIANGLES
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*/
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primitiveType: {
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get: function () {
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return this._primitiveType;
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},
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set: function (value) {
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if (this._primitiveType !== value) {
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this._primitiveType = value;
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this.dirty = true;
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}
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},
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},
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/**
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* The vertex array.
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*
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* @memberof DrawCommand.prototype
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* @type {VertexArray}
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* @default undefined
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*/
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vertexArray: {
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get: function () {
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return this._vertexArray;
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},
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set: function (value) {
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if (this._vertexArray !== value) {
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this._vertexArray = value;
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this.dirty = true;
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}
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},
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},
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/**
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* The number of vertices to draw in the vertex array.
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*
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* @memberof DrawCommand.prototype
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* @type {number}
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* @default undefined
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*/
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count: {
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get: function () {
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return this._count;
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},
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set: function (value) {
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if (this._count !== value) {
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this._count = value;
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this.dirty = true;
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}
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},
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},
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/**
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* The offset to start drawing in the vertex array.
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*
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* @memberof DrawCommand.prototype
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* @type {number}
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* @default 0
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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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set: function (value) {
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if (this._offset !== value) {
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this._offset = value;
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this.dirty = true;
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}
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},
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},
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/**
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* The number of instances to draw.
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*
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* @memberof DrawCommand.prototype
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* @type {number}
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* @default 0
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*/
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instanceCount: {
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get: function () {
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return this._instanceCount;
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},
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set: function (value) {
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if (this._instanceCount !== value) {
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this._instanceCount = value;
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this.dirty = true;
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}
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},
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},
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/**
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* The shader program to apply.
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*
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* @memberof DrawCommand.prototype
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* @type {ShaderProgram}
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* @default undefined
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*/
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shaderProgram: {
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get: function () {
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return this._shaderProgram;
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},
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set: function (value) {
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if (this._shaderProgram !== value) {
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this._shaderProgram = value;
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this.dirty = true;
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}
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},
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},
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/**
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* Whether this command should cast shadows when shadowing is enabled.
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*
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* @memberof DrawCommand.prototype
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* @type {boolean}
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* @default false
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*/
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castShadows: {
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get: function () {
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return hasFlag(this, Flags.CAST_SHADOWS);
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},
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set: function (value) {
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if (hasFlag(this, Flags.CAST_SHADOWS) !== value) {
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setFlag(this, Flags.CAST_SHADOWS, value);
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this.dirty = true;
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}
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},
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},
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/**
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* Whether this command should receive shadows when shadowing is enabled.
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*
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* @memberof DrawCommand.prototype
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* @type {boolean}
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* @default false
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*/
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receiveShadows: {
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get: function () {
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return hasFlag(this, Flags.RECEIVE_SHADOWS);
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},
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set: function (value) {
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if (hasFlag(this, Flags.RECEIVE_SHADOWS) !== value) {
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setFlag(this, Flags.RECEIVE_SHADOWS, value);
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this.dirty = true;
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}
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},
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},
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/**
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* An object with functions whose names match the uniforms in the shader program
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* and return values to set those uniforms.
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*
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* @memberof DrawCommand.prototype
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* @type {object}
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* @default undefined
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*/
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uniformMap: {
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get: function () {
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return this._uniformMap;
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},
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set: function (value) {
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if (this._uniformMap !== value) {
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this._uniformMap = value;
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this.dirty = true;
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}
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},
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},
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/**
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* The render state.
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*
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* @memberof DrawCommand.prototype
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* @type {RenderState}
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* @default undefined
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*/
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renderState: {
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get: function () {
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return this._renderState;
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},
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set: function (value) {
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if (this._renderState !== value) {
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this._renderState = value;
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this.dirty = true;
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}
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},
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},
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/**
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* The framebuffer to draw to.
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*
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* @memberof DrawCommand.prototype
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* @type {Framebuffer}
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* @default undefined
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*/
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framebuffer: {
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get: function () {
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return this._framebuffer;
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},
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set: function (value) {
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if (this._framebuffer !== value) {
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this._framebuffer = value;
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this.dirty = true;
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}
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},
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},
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/**
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* The pass when to render.
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*
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* @memberof DrawCommand.prototype
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* @type {Pass}
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* @default undefined
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*/
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pass: {
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get: function () {
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return this._pass;
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},
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set: function (value) {
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if (this._pass !== value) {
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this._pass = value;
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this.dirty = true;
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}
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},
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},
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/**
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* Specifies if this command is only to be executed in the frustum closest
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* to the eye containing the bounding volume. Defaults to <code>false</code>.
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*
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* @memberof DrawCommand.prototype
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* @type {boolean}
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* @default false
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*/
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executeInClosestFrustum: {
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get: function () {
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return hasFlag(this, Flags.EXECUTE_IN_CLOSEST_FRUSTUM);
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},
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set: function (value) {
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if (hasFlag(this, Flags.EXECUTE_IN_CLOSEST_FRUSTUM) !== value) {
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setFlag(this, Flags.EXECUTE_IN_CLOSEST_FRUSTUM, value);
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this.dirty = true;
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}
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},
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},
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/**
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* The object who created this command. This is useful for debugging command
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* execution; it allows us to see who created a command when we only have a
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* reference to the command, and can be used to selectively execute commands
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* with {@link Scene#debugCommandFilter}.
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*
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* @memberof DrawCommand.prototype
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* @type {object}
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* @default undefined
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*
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* @see Scene#debugCommandFilter
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*/
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owner: {
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get: function () {
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return this._owner;
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},
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set: function (value) {
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if (this._owner !== value) {
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this._owner = value;
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this.dirty = true;
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}
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},
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},
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/**
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* This property is for debugging only; it is not for production use nor is it optimized.
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* <p>
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* Draws the {@link DrawCommand#boundingVolume} for this command, assuming it is a sphere, when the command executes.
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* </p>
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*
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* @memberof DrawCommand.prototype
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* @type {boolean}
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* @default false
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*
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* @see DrawCommand#boundingVolume
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*/
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debugShowBoundingVolume: {
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get: function () {
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return hasFlag(this, Flags.DEBUG_SHOW_BOUNDING_VOLUME);
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},
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set: function (value) {
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if (hasFlag(this, Flags.DEBUG_SHOW_BOUNDING_VOLUME) !== value) {
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setFlag(this, Flags.DEBUG_SHOW_BOUNDING_VOLUME, value);
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this.dirty = true;
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}
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},
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},
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/**
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* Used to implement Scene.debugShowFrustums.
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* @private
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*/
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debugOverlappingFrustums: {
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get: function () {
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return this._debugOverlappingFrustums;
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},
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set: function (value) {
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if (this._debugOverlappingFrustums !== value) {
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this._debugOverlappingFrustums = value;
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this.dirty = true;
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}
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},
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},
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/**
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* A GLSL string that will evaluate to a pick id. When <code>undefined</code>, the command will only draw depth
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* during the pick pass.
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*
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* @memberof DrawCommand.prototype
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* @type {string}
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* @default undefined
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*/
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pickId: {
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get: function () {
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return this._pickId;
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},
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set: function (value) {
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if (this._pickId !== value) {
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this._pickId = value;
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this.dirty = true;
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}
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},
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},
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/**
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* Whether this command should be executed in the pick pass only.
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*
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* @memberof DrawCommand.prototype
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* @type {boolean}
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* @default false
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*/
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pickOnly: {
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get: function () {
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return hasFlag(this, Flags.PICK_ONLY);
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},
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set: function (value) {
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if (hasFlag(this, Flags.PICK_ONLY) !== value) {
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setFlag(this, Flags.PICK_ONLY, value);
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this.dirty = true;
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}
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},
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},
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/**
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* Whether this command should be derived to draw depth for classification of translucent primitives.
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*
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* @memberof DrawCommand.prototype
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* @type {boolean}
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* @default false
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*/
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depthForTranslucentClassification: {
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get: function () {
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return hasFlag(this, Flags.DEPTH_FOR_TRANSLUCENT_CLASSIFICATION);
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},
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set: function (value) {
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if (hasFlag(this, Flags.DEPTH_FOR_TRANSLUCENT_CLASSIFICATION) !== value) {
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setFlag(this, Flags.DEPTH_FOR_TRANSLUCENT_CLASSIFICATION, value);
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this.dirty = true;
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}
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},
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},
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});
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/**
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* @private
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*/
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DrawCommand.shallowClone = function (command, result) {
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if (!defined(command)) {
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return undefined;
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}
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if (!defined(result)) {
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result = new DrawCommand();
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}
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result._boundingVolume = command._boundingVolume;
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result._orientedBoundingBox = command._orientedBoundingBox;
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result._modelMatrix = command._modelMatrix;
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result._primitiveType = command._primitiveType;
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result._vertexArray = command._vertexArray;
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result._count = command._count;
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result._offset = command._offset;
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result._instanceCount = command._instanceCount;
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result._shaderProgram = command._shaderProgram;
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result._uniformMap = command._uniformMap;
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result._renderState = command._renderState;
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result._framebuffer = command._framebuffer;
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result._pass = command._pass;
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result._owner = command._owner;
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result._debugOverlappingFrustums = command._debugOverlappingFrustums;
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result._pickId = command._pickId;
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|
result._flags = command._flags;
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|
|
|
result.dirty = true;
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|
result.lastDirtyTime = 0;
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|
|
|
return result;
|
|
};
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|
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/**
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|
* Executes the draw command.
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|
*
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|
* @param {Context} context The renderer context in which to draw.
|
|
* @param {PassState} [passState] The state for the current render pass.
|
|
*/
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|
DrawCommand.prototype.execute = function (context, passState) {
|
|
context.draw(this, passState);
|
|
};
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|
export default DrawCommand;
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