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import PointCloudEyeDomeLighting from "./PointCloudEyeDomeLighting.js";
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/**
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* Options for performing point attenuation based on geometric error when rendering
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* point clouds using 3D Tiles.
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*
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* @param {object} [options] Object with the following properties:
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* @param {boolean} [options.attenuation=false] Perform point attenuation based on geometric error.
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* @param {number} [options.geometricErrorScale=1.0] Scale to be applied to each tile's geometric error.
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* @param {number} [options.maximumAttenuation] Maximum attenuation in pixels. Defaults to the Cesium3DTileset's maximumScreenSpaceError.
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* @param {number} [options.baseResolution] Average base resolution for the dataset in meters. Substitute for Geometric Error when not available.
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* @param {boolean} [options.eyeDomeLighting=true] When true, use eye dome lighting when drawing with point attenuation.
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* @param {number} [options.eyeDomeLightingStrength=1.0] Increasing this value increases contrast on slopes and edges.
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* @param {number} [options.eyeDomeLightingRadius=1.0] Increase the thickness of contours from eye dome lighting.
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* @param {boolean} [options.backFaceCulling=false] Determines whether back-facing points are hidden. This option works only if data has normals included.
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* @param {boolean} [options.normalShading=true] Determines whether a point cloud that contains normals is shaded by the scene's light source.
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*
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* @alias PointCloudShading
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* @constructor
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*/
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function PointCloudShading(options) {
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const pointCloudShading = options ?? {};
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/**
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* Perform point attenuation based on geometric error.
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* @type {boolean}
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* @default false
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*/
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this.attenuation = pointCloudShading.attenuation ?? false;
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/**
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* Scale to be applied to the geometric error before computing attenuation.
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* @type {number}
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* @default 1.0
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*/
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this.geometricErrorScale = pointCloudShading.geometricErrorScale ?? 1.0;
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/**
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* Maximum point attenuation in pixels. If undefined, the Cesium3DTileset's maximumScreenSpaceError will be used.
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* @type {number}
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*/
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this.maximumAttenuation = pointCloudShading.maximumAttenuation;
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/**
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* Average base resolution for the dataset in meters.
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* Used in place of geometric error when geometric error is 0.
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* If undefined, an approximation will be computed for each tile that has geometric error of 0.
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* @type {number}
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*/
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this.baseResolution = pointCloudShading.baseResolution;
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/**
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* Use eye dome lighting when drawing with point attenuation
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* Requires support for EXT_frag_depth, OES_texture_float, and WEBGL_draw_buffers extensions in WebGL 1.0,
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* otherwise eye dome lighting is ignored.
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*
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* @type {boolean}
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* @default true
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*/
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this.eyeDomeLighting = pointCloudShading.eyeDomeLighting ?? true;
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/**
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* Eye dome lighting strength (apparent contrast)
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* @type {number}
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* @default 1.0
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*/
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this.eyeDomeLightingStrength =
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pointCloudShading.eyeDomeLightingStrength ?? 1.0;
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/**
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* Thickness of contours from eye dome lighting
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* @type {number}
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* @default 1.0
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*/
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this.eyeDomeLightingRadius = pointCloudShading.eyeDomeLightingRadius ?? 1.0;
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/**
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* Determines whether back-facing points are hidden.
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* This option works only if data has normals included.
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*
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* @type {boolean}
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* @default false
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*/
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this.backFaceCulling = pointCloudShading.backFaceCulling ?? false;
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/**
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* Determines whether a point cloud that contains normals is shaded by the scene's light source.
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*
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* @type {boolean}
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* @default true
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*/
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this.normalShading = pointCloudShading.normalShading ?? true;
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}
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/**
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* Determines if point cloud shading is supported.
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*
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* @param {Scene} scene The scene.
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* @returns {boolean} <code>true</code> if point cloud shading is supported; otherwise, returns <code>false</code>
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*/
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PointCloudShading.isSupported = function (scene) {
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return PointCloudEyeDomeLighting.isSupported(scene.context);
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};
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export default PointCloudShading;
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