Add existing to tracked
This commit is contained in:
+463
@@ -0,0 +1,463 @@
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import Cartesian2 from "../Core/Cartesian2.js";
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import Check from "../Core/Check.js";
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import defined from "../Core/defined.js";
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import Frozen from "../Core/Frozen.js";
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import destroyObject from "../Core/destroyObject.js";
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import DeveloperError from "../Core/DeveloperError.js";
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import SpecularEnvironmentCubeMap from "./SpecularEnvironmentCubeMap.js";
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/**
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* Properties for managing image-based lighting on tilesets and models.
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* Also manages the necessary resources and textures.
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* <p>
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* If specular environment maps are used, {@link ImageBasedLighting#destroy} must be called
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* when the image-based lighting is no longer needed to clean up GPU resources properly.
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* If a model or tileset creates an instance of ImageBasedLighting, it will handle this.
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* Otherwise, the application is responsible for calling destroy().
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*</p>
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*
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* @alias ImageBasedLighting
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* @constructor
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*
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* @param {Cartesian2} [options.imageBasedLightingFactor=Cartesian2(1.0, 1.0)] Scales diffuse and specular image-based lighting from the earth, sky, atmosphere and star skybox.
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* @param {Cartesian3[]} [options.sphericalHarmonicCoefficients] The third order spherical harmonic coefficients used for the diffuse color of image-based lighting.
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* @param {string} [options.specularEnvironmentMaps] A URL to a KTX2 file that contains a cube map of the specular lighting and the convoluted specular mipmaps.
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*/
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function ImageBasedLighting(options) {
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options = options ?? Frozen.EMPTY_OBJECT;
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const imageBasedLightingFactor = defined(options.imageBasedLightingFactor)
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? Cartesian2.clone(options.imageBasedLightingFactor)
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: new Cartesian2(1.0, 1.0);
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object(
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"options.imageBasedLightingFactor",
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imageBasedLightingFactor,
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);
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Check.typeOf.number.greaterThanOrEquals(
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"options.imageBasedLightingFactor.x",
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imageBasedLightingFactor.x,
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0.0,
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);
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Check.typeOf.number.lessThanOrEquals(
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"options.imageBasedLightingFactor.x",
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imageBasedLightingFactor.x,
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1.0,
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);
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Check.typeOf.number.greaterThanOrEquals(
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"options.imageBasedLightingFactor.y",
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imageBasedLightingFactor.y,
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0.0,
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);
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Check.typeOf.number.lessThanOrEquals(
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"options.imageBasedLightingFactor.y",
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imageBasedLightingFactor.y,
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1.0,
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);
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//>>includeEnd('debug');
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this._imageBasedLightingFactor = imageBasedLightingFactor;
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const sphericalHarmonicCoefficients = options.sphericalHarmonicCoefficients;
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//>>includeStart('debug', pragmas.debug);
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if (
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defined(sphericalHarmonicCoefficients) &&
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(!Array.isArray(sphericalHarmonicCoefficients) ||
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sphericalHarmonicCoefficients.length !== 9)
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) {
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throw new DeveloperError(
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"options.sphericalHarmonicCoefficients must be an array of 9 Cartesian3 values.",
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);
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}
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//>>includeEnd('debug');
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this._sphericalHarmonicCoefficients = sphericalHarmonicCoefficients;
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// The specular environment map texture is created in update();
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this._specularEnvironmentMaps = options.specularEnvironmentMaps;
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this._specularEnvironmentCubeMap = undefined;
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this._specularEnvironmentCubeMapDirty = true;
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this._specularEnvironmentMapLoaded = false;
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this._previousSpecularEnvironmentMapLoaded = false;
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this._useDefaultSpecularMaps = false;
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this._useDefaultSphericalHarmonics = false;
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this._shouldRegenerateShaders = false;
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// Store the previous frame number to prevent redundant update calls
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this._previousFrameNumber = undefined;
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this._previousFrameContext = undefined;
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// Keeps track of the last values for use during update logic
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this._previousImageBasedLightingFactor = Cartesian2.clone(
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imageBasedLightingFactor,
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);
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this._previousSphericalHarmonicCoefficients = sphericalHarmonicCoefficients;
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this._removeErrorListener = undefined;
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}
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Object.defineProperties(ImageBasedLighting.prototype, {
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/**
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* Cesium adds lighting from the earth, sky, atmosphere, and star skybox.
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* This cartesian is used to scale the final diffuse and specular lighting
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* contribution from those sources to the final color. A value of 0.0 will
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* disable those light sources.
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*
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* @memberof ImageBasedLighting.prototype
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*
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* @type {Cartesian2}
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* @default Cartesian2(1.0, 1.0)
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*/
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imageBasedLightingFactor: {
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get: function () {
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return this._imageBasedLightingFactor;
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},
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set: function (value) {
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//>>includeStart('debug', pragmas.debug);
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Check.typeOf.object("imageBasedLightingFactor", value);
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Check.typeOf.number.greaterThanOrEquals(
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"imageBasedLightingFactor.x",
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value.x,
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0.0,
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);
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Check.typeOf.number.lessThanOrEquals(
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"imageBasedLightingFactor.x",
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value.x,
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1.0,
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);
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Check.typeOf.number.greaterThanOrEquals(
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"imageBasedLightingFactor.y",
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value.y,
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0.0,
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);
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Check.typeOf.number.lessThanOrEquals(
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"imageBasedLightingFactor.y",
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value.y,
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1.0,
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);
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//>>includeEnd('debug');
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this._previousImageBasedLightingFactor = Cartesian2.clone(
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this._imageBasedLightingFactor,
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this._previousImageBasedLightingFactor,
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);
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this._imageBasedLightingFactor = Cartesian2.clone(
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value,
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this._imageBasedLightingFactor,
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);
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},
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},
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/**
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* The third order spherical harmonic coefficients used for the diffuse color of image-based lighting. When <code>undefined</code>, a diffuse irradiance
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* computed from the atmosphere color is used.
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* <p>
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* There are nine <code>Cartesian3</code> coefficients.
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* The order of the coefficients is: L<sub>0,0</sub>, L<sub>1,-1</sub>, L<sub>1,0</sub>, L<sub>1,1</sub>, L<sub>2,-2</sub>, L<sub>2,-1</sub>, L<sub>2,0</sub>, L<sub>2,1</sub>, L<sub>2,2</sub>
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* </p>
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*
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* These values can be obtained by preprocessing the environment map using the <code>cmgen</code> tool of
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* {@link https://github.com/google/filament/releases|Google's Filament project}.
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* Be sure to use the <code>--no-mirror</code> option in <code>cmgen</code>.
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*
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* @memberof ImageBasedLighting.prototype
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*
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* @type {Cartesian3[]}
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* @demo {@link https://sandcastle.cesium.com/index.html?id=image-based-lighting|Sandcastle Image Based Lighting Demo}
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* @see {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf|An Efficient Representation for Irradiance Environment Maps}
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*/
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sphericalHarmonicCoefficients: {
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get: function () {
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return this._sphericalHarmonicCoefficients;
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},
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set: function (value) {
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//>>includeStart('debug', pragmas.debug);
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if (defined(value) && (!Array.isArray(value) || value.length !== 9)) {
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throw new DeveloperError(
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"sphericalHarmonicCoefficients must be an array of 9 Cartesian3 values.",
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);
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}
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//>>includeEnd('debug');
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this._previousSphericalHarmonicCoefficients =
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this._sphericalHarmonicCoefficients;
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this._sphericalHarmonicCoefficients = value;
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},
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},
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/**
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* A URL to a KTX2 file that contains a cube map of the specular lighting and the convoluted specular mipmaps.
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*
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* @memberof ImageBasedLighting.prototype
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* @demo {@link https://sandcastle.cesium.com/index.html?id=image-based-lighting|Sandcastle Image Based Lighting Demo}
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* @type {string}
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* @see ImageBasedLighting#sphericalHarmonicCoefficients
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*/
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specularEnvironmentMaps: {
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get: function () {
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return this._specularEnvironmentMaps;
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},
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set: function (value) {
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if (value !== this._specularEnvironmentMaps) {
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this._specularEnvironmentCubeMapDirty =
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this._specularEnvironmentCubeMapDirty ||
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value !== this._specularEnvironmentMaps;
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this._specularEnvironmentMapLoaded = false;
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}
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this._specularEnvironmentMaps = value;
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},
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},
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/**
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* Whether or not image-based lighting is enabled.
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*
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* @memberof ImageBasedLighting.prototype
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* @type {boolean}
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*
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* @private
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*/
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enabled: {
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get: function () {
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return (
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this._imageBasedLightingFactor.x > 0.0 ||
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this._imageBasedLightingFactor.y > 0.0
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);
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},
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},
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/**
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* Whether or not the models that use this lighting should regenerate their shaders,
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* based on the properties and resources have changed.
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*
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* @memberof ImageBasedLighting.prototype
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* @type {boolean}
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*
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* @private
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*/
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shouldRegenerateShaders: {
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get: function () {
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return this._shouldRegenerateShaders;
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},
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},
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/**
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* The texture atlas for the specular environment maps.
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*
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* @memberof ImageBasedLighting.prototype
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* @type {SpecularEnvironmentCubeMap}
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*
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* @private
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*/
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specularEnvironmentCubeMap: {
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get: function () {
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return this._specularEnvironmentCubeMap;
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},
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},
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/**
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* Whether or not to use the default spherical harmonics coefficients.
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*
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* @memberof ImageBasedLighting.prototype
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* @type {boolean}
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*
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* @private
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*/
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useDefaultSphericalHarmonics: {
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get: function () {
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return this._useDefaultSphericalHarmonics;
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},
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},
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/**
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* Whether or not to use the default specular environment maps.
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*
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* @memberof ImageBasedLighting.prototype
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* @type {boolean}
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*
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* @private
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*/
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useDefaultSpecularMaps: {
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get: function () {
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return this._useDefaultSpecularMaps;
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},
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},
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/**
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* Whether or not the image-based lighting settings use specular environment maps.
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*
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* @memberof ImageBasedLighting.prototype
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* @type {boolean}
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*
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* @private
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*/
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useSpecularEnvironmentMaps: {
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get: function () {
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return (
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(defined(this._specularEnvironmentCubeMap) &&
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this._specularEnvironmentCubeMap.ready) ||
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this._useDefaultSpecularMaps
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);
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},
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},
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});
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function createSpecularEnvironmentCubeMap(imageBasedLighting, context) {
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if (!SpecularEnvironmentCubeMap.isSupported(context)) {
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return;
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}
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imageBasedLighting._specularEnvironmentCubeMap =
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imageBasedLighting._specularEnvironmentCubeMap &&
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imageBasedLighting._specularEnvironmentCubeMap.destroy();
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if (defined(imageBasedLighting._specularEnvironmentMaps)) {
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const cubeMap = new SpecularEnvironmentCubeMap(
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imageBasedLighting._specularEnvironmentMaps,
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);
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imageBasedLighting._specularEnvironmentCubeMap = cubeMap;
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imageBasedLighting._removeErrorListener =
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cubeMap.errorEvent.addEventListener((error) => {
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console.error(`Error loading specularEnvironmentMaps: ${error}`);
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});
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}
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// Regenerate shaders so they do not use an environment map.
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// Will be set to true again if there was a new environment map and it is ready.
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imageBasedLighting._shouldRegenerateShaders = true;
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}
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ImageBasedLighting.prototype.update = function (frameState) {
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if (
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frameState.frameNumber === this._previousFrameNumber &&
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frameState.context === this._previousFrameContext
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) {
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return;
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}
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this._previousFrameNumber = frameState.frameNumber;
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const context = (this._previousFrameContext = frameState.context);
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frameState.brdfLutGenerator.update(frameState);
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this._shouldRegenerateShaders = false;
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const iblFactor = this._imageBasedLightingFactor;
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const previousIBLFactor = this._previousImageBasedLightingFactor;
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if (!Cartesian2.equals(iblFactor, previousIBLFactor)) {
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this._shouldRegenerateShaders =
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(iblFactor.x > 0.0 && previousIBLFactor.x === 0.0) ||
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(iblFactor.x === 0.0 && previousIBLFactor.x > 0.0);
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this._shouldRegenerateShaders =
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this._shouldRegenerateShaders ||
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(iblFactor.y > 0.0 && previousIBLFactor.y === 0.0) ||
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(iblFactor.y === 0.0 && previousIBLFactor.y > 0.0);
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this._previousImageBasedLightingFactor = Cartesian2.clone(
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this._imageBasedLightingFactor,
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this._previousImageBasedLightingFactor,
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);
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}
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if (
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this._previousSphericalHarmonicCoefficients !==
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this._sphericalHarmonicCoefficients
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) {
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this._shouldRegenerateShaders =
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this._shouldRegenerateShaders ||
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defined(this._previousSphericalHarmonicCoefficients) !==
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defined(this._sphericalHarmonicCoefficients);
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this._previousSphericalHarmonicCoefficients =
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this._sphericalHarmonicCoefficients;
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}
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this._shouldRegenerateShaders =
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this._shouldRegenerateShaders ||
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this._previousSpecularEnvironmentMapLoaded !==
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this._specularEnvironmentMapLoaded;
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this._previousSpecularEnvironmentMapLoaded =
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this._specularEnvironmentMapLoaded;
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if (this._specularEnvironmentCubeMapDirty) {
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createSpecularEnvironmentCubeMap(this, context);
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this._specularEnvironmentCubeMapDirty = false;
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}
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if (defined(this._specularEnvironmentCubeMap)) {
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this._specularEnvironmentCubeMap.update(frameState);
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if (this._specularEnvironmentCubeMap.ready) {
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this._specularEnvironmentMapLoaded = true;
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}
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}
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const recompileWithDefaultCubeMap =
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!defined(this._specularEnvironmentCubeMap) &&
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defined(frameState.specularEnvironmentMaps) &&
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!this._useDefaultSpecularMaps;
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const recompileWithoutDefaultCubeMap =
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!defined(frameState.specularEnvironmentMaps) &&
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this._useDefaultSpecularMaps;
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const recompileWithDefaultSHCoeffs =
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!defined(this._sphericalHarmonicCoefficients) &&
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defined(frameState.sphericalHarmonicCoefficients) &&
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!this._useDefaultSphericalHarmonics;
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const recompileWithoutDefaultSHCoeffs =
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!defined(frameState.sphericalHarmonicCoefficients) &&
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this._useDefaultSphericalHarmonics;
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this._shouldRegenerateShaders =
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this._shouldRegenerateShaders ||
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recompileWithDefaultCubeMap ||
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recompileWithoutDefaultCubeMap ||
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recompileWithDefaultSHCoeffs ||
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recompileWithoutDefaultSHCoeffs;
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this._useDefaultSpecularMaps =
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!defined(this._specularEnvironmentCubeMap) &&
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defined(frameState.specularEnvironmentMaps);
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this._useDefaultSphericalHarmonics =
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!defined(this._sphericalHarmonicCoefficients) &&
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defined(frameState.sphericalHarmonicCoefficients);
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};
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/**
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* Returns true if this object was destroyed; otherwise, false.
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* <br /><br />
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* If this object was destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
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*
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* @returns {boolean} True if this object was destroyed; otherwise, false.
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*
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* @see ImageBasedLighting#destroy
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* @private
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*/
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ImageBasedLighting.prototype.isDestroyed = function () {
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return false;
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};
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/**
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* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
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* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
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* <br /><br />
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* Once an object is destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
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* assign the return value (<code>undefined</code>) to the object as done in the example.
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*
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*
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* @example
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* imageBasedLighting = imageBasedLighting && imageBasedLighting.destroy();
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*
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* @see ImageBasedLighting#isDestroyed
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* @private
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*/
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ImageBasedLighting.prototype.destroy = function () {
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this._specularEnvironmentCubeMap =
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this._specularEnvironmentCubeMap &&
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this._specularEnvironmentCubeMap.destroy();
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this._removeErrorListener =
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this._removeErrorListener && this._removeErrorListener();
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return destroyObject(this);
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};
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||||
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export default ImageBasedLighting;
|
||||
Reference in New Issue
Block a user