Add existing to tracked
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import BoundingSphere from "../Core/BoundingSphere.js";
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import Cartesian2 from "../Core/Cartesian2.js";
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import Cartesian3 from "../Core/Cartesian3.js";
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import Cartesian4 from "../Core/Cartesian4.js";
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import ComponentDatatype from "../Core/ComponentDatatype.js";
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import defined from "../Core/defined.js";
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import destroyObject from "../Core/destroyObject.js";
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import IndexDatatype from "../Core/IndexDatatype.js";
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import CesiumMath from "../Core/Math.js";
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import Matrix4 from "../Core/Matrix4.js";
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import PixelFormat from "../Core/PixelFormat.js";
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import PrimitiveType from "../Core/PrimitiveType.js";
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import Buffer from "../Renderer/Buffer.js";
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import BufferUsage from "../Renderer/BufferUsage.js";
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import ComputeCommand from "../Renderer/ComputeCommand.js";
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import DrawCommand from "../Renderer/DrawCommand.js";
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import PixelDatatype from "../Renderer/PixelDatatype.js";
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import RenderState from "../Renderer/RenderState.js";
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import ShaderProgram from "../Renderer/ShaderProgram.js";
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import Texture from "../Renderer/Texture.js";
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import VertexArray from "../Renderer/VertexArray.js";
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import SunFS from "../Shaders/SunFS.js";
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import SunTextureFS from "../Shaders/SunTextureFS.js";
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import SunVS from "../Shaders/SunVS.js";
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import BlendingState from "./BlendingState.js";
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import SceneMode from "./SceneMode.js";
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import SceneTransforms from "./SceneTransforms.js";
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/**
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* Draws a sun billboard.
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* <p>This is only supported in 3D and Columbus view.</p>
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*
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* @alias Sun
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* @constructor
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*
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*
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* @example
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* scene.sun = new Cesium.Sun();
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*
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* @see Scene#sun
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*/
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function Sun() {
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/**
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* Determines if the sun will be shown.
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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.show = true;
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this._drawCommand = new DrawCommand({
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primitiveType: PrimitiveType.TRIANGLES,
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boundingVolume: new BoundingSphere(),
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owner: this,
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});
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this._commands = {
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drawCommand: this._drawCommand,
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computeCommand: undefined,
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};
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this._boundingVolume = new BoundingSphere();
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this._boundingVolume2D = new BoundingSphere();
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this._texture = undefined;
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this._drawingBufferWidth = undefined;
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this._drawingBufferHeight = undefined;
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this._radiusTS = undefined;
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this._size = undefined;
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this.glowFactor = 1.0;
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this._glowFactorDirty = false;
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this._useHdr = undefined;
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const that = this;
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this._uniformMap = {
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u_texture: function () {
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return that._texture;
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},
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u_size: function () {
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return that._size;
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},
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};
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}
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Object.defineProperties(Sun.prototype, {
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/**
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* Gets or sets a number that controls how "bright" the Sun's lens flare appears
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* to be. Zero shows just the Sun's disc without any flare.
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* Use larger values for a more pronounced flare around the Sun.
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*
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* @memberof Sun.prototype
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* @type {number}
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* @default 1.0
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*/
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glowFactor: {
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get: function () {
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return this._glowFactor;
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},
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set: function (glowFactor) {
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glowFactor = Math.max(glowFactor, 0.0);
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this._glowFactor = glowFactor;
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this._glowFactorDirty = true;
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},
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},
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});
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const scratchPositionWC = new Cartesian2();
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const scratchLimbWC = new Cartesian2();
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const scratchPositionEC = new Cartesian4();
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const scratchCartesian4 = new Cartesian4();
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/**
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* @private
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*/
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Sun.prototype.update = function (frameState, passState, useHdr) {
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if (!this.show) {
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return undefined;
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}
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const mode = frameState.mode;
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if (mode === SceneMode.SCENE2D || mode === SceneMode.MORPHING) {
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return undefined;
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}
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if (!frameState.passes.render) {
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return undefined;
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}
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const context = frameState.context;
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const drawingBufferWidth = passState.viewport.width;
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const drawingBufferHeight = passState.viewport.height;
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if (
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!defined(this._texture) ||
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drawingBufferWidth !== this._drawingBufferWidth ||
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drawingBufferHeight !== this._drawingBufferHeight ||
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this._glowFactorDirty ||
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useHdr !== this._useHdr
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) {
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this._texture = this._texture && this._texture.destroy();
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this._drawingBufferWidth = drawingBufferWidth;
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this._drawingBufferHeight = drawingBufferHeight;
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this._glowFactorDirty = false;
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this._useHdr = useHdr;
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let size = Math.max(drawingBufferWidth, drawingBufferHeight);
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size = Math.pow(2.0, Math.ceil(Math.log(size) / Math.log(2.0)) - 2.0);
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// The size computed above can be less than 1.0 if size < 4.0. This will probably
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// never happen in practice, but does in the tests. Clamp to 1.0 to prevent WebGL
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// errors in the tests.
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size = Math.max(1.0, size);
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const pixelDatatype = useHdr
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? context.halfFloatingPointTexture
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? PixelDatatype.HALF_FLOAT
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: PixelDatatype.FLOAT
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: PixelDatatype.UNSIGNED_BYTE;
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this._texture = new Texture({
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context: context,
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width: size,
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height: size,
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pixelFormat: PixelFormat.RGBA,
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pixelDatatype: pixelDatatype,
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});
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this._glowLengthTS = this._glowFactor * 5.0;
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this._radiusTS = (1.0 / (1.0 + 2.0 * this._glowLengthTS)) * 0.5;
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const that = this;
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const uniformMap = {
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u_radiusTS: function () {
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return that._radiusTS;
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},
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};
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this._commands.computeCommand = new ComputeCommand({
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fragmentShaderSource: SunTextureFS,
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outputTexture: this._texture,
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uniformMap: uniformMap,
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persists: false,
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owner: this,
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postExecute: function () {
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that._commands.computeCommand = undefined;
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},
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});
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}
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const drawCommand = this._drawCommand;
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if (!defined(drawCommand.vertexArray)) {
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const attributeLocations = {
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direction: 0,
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};
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const directions = new Uint8Array(4 * 2);
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directions[0] = 0;
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directions[1] = 0;
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directions[2] = 255;
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directions[3] = 0.0;
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directions[4] = 255;
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directions[5] = 255;
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directions[6] = 0.0;
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directions[7] = 255;
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const vertexBuffer = Buffer.createVertexBuffer({
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context: context,
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typedArray: directions,
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usage: BufferUsage.STATIC_DRAW,
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});
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const attributes = [
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{
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index: attributeLocations.direction,
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vertexBuffer: vertexBuffer,
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componentsPerAttribute: 2,
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normalize: true,
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componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
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},
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];
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// Workaround Internet Explorer 11.0.8 lack of TRIANGLE_FAN
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const indexBuffer = Buffer.createIndexBuffer({
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context: context,
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typedArray: new Uint16Array([0, 1, 2, 0, 2, 3]),
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usage: BufferUsage.STATIC_DRAW,
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indexDatatype: IndexDatatype.UNSIGNED_SHORT,
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});
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drawCommand.vertexArray = new VertexArray({
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context: context,
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attributes: attributes,
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indexBuffer: indexBuffer,
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});
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drawCommand.shaderProgram = ShaderProgram.fromCache({
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context: context,
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vertexShaderSource: SunVS,
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fragmentShaderSource: SunFS,
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attributeLocations: attributeLocations,
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});
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drawCommand.renderState = RenderState.fromCache({
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blending: BlendingState.ALPHA_BLEND,
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});
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drawCommand.uniformMap = this._uniformMap;
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}
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const sunPosition = context.uniformState.sunPositionWC;
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const sunPositionCV = context.uniformState.sunPositionColumbusView;
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const boundingVolume = this._boundingVolume;
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const boundingVolume2D = this._boundingVolume2D;
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Cartesian3.clone(sunPosition, boundingVolume.center);
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boundingVolume2D.center.x = sunPositionCV.z;
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boundingVolume2D.center.y = sunPositionCV.x;
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boundingVolume2D.center.z = sunPositionCV.y;
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boundingVolume.radius =
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CesiumMath.SOLAR_RADIUS + CesiumMath.SOLAR_RADIUS * this._glowLengthTS;
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boundingVolume2D.radius = boundingVolume.radius;
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if (mode === SceneMode.SCENE3D) {
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BoundingSphere.clone(boundingVolume, drawCommand.boundingVolume);
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} else if (mode === SceneMode.COLUMBUS_VIEW) {
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BoundingSphere.clone(boundingVolume2D, drawCommand.boundingVolume);
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}
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const position = SceneTransforms.computeActualEllipsoidPosition(
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frameState,
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sunPosition,
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scratchCartesian4,
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);
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const dist = Cartesian3.magnitude(
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Cartesian3.subtract(
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position,
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frameState.camera.position,
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scratchCartesian4,
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),
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);
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const projMatrix = context.uniformState.projection;
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const positionEC = scratchPositionEC;
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positionEC.x = 0;
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positionEC.y = 0;
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positionEC.z = -dist;
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positionEC.w = 1;
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const positionCC = Matrix4.multiplyByVector(
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projMatrix,
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positionEC,
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scratchCartesian4,
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);
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const positionWC = SceneTransforms.clipToGLWindowCoordinates(
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passState.viewport,
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positionCC,
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scratchPositionWC,
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);
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positionEC.x = CesiumMath.SOLAR_RADIUS;
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const limbCC = Matrix4.multiplyByVector(
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projMatrix,
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positionEC,
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scratchCartesian4,
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);
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const limbWC = SceneTransforms.clipToGLWindowCoordinates(
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passState.viewport,
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limbCC,
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scratchLimbWC,
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);
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this._size = Cartesian2.magnitude(
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Cartesian2.subtract(limbWC, positionWC, scratchCartesian4),
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);
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this._size = 2.0 * this._size * (1.0 + 2.0 * this._glowLengthTS);
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this._size = Math.ceil(this._size);
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return this._commands;
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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} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
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*
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* @see Sun#destroy
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*/
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Sun.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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*
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* @example
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* sun = sun && sun.destroy();
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*
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* @see Sun#isDestroyed
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*/
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Sun.prototype.destroy = function () {
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const command = this._drawCommand;
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command.vertexArray = command.vertexArray && command.vertexArray.destroy();
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command.shaderProgram =
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command.shaderProgram && command.shaderProgram.destroy();
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this._texture = this._texture && this._texture.destroy();
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return destroyObject(this);
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};
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export default Sun;
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