336 lines
11 KiB
JavaScript
336 lines
11 KiB
JavaScript
// @ts-check
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import defined from "../Core/defined.js";
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import Cartesian3 from "../Core/Cartesian3.js";
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import Color from "../Core/Color.js";
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import BufferPoint from "./BufferPoint.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 VertexArray from "../Renderer/VertexArray.js";
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import ComponentDatatype from "../Core/ComponentDatatype.js";
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import RenderState from "../Renderer/RenderState.js";
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import BlendingState from "./BlendingState.js";
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import ShaderSource from "../Renderer/ShaderSource.js";
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import ShaderProgram from "../Renderer/ShaderProgram.js";
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import DrawCommand from "../Renderer/DrawCommand.js";
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import Pass from "../Renderer/Pass.js";
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import PrimitiveType from "../Core/PrimitiveType.js";
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import BufferPointMaterialVS from "../Shaders/BufferPointMaterialVS.js";
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import BufferPointMaterialFS from "../Shaders/BufferPointMaterialFS.js";
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import EncodedCartesian3 from "../Core/EncodedCartesian3.js";
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import AttributeCompression from "../Core/AttributeCompression.js";
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import BufferPointMaterial from "./BufferPointMaterial.js";
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import BlendOption from "./BlendOption.js";
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/** @import FrameState from "./FrameState.js"; */
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/** @import BufferPointCollection from "./BufferPointCollection.js"; */
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/** @import {TypedArray} from "../Core/globalTypes.js"; */
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/**
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* TODO(PR#13211): Need 'keyof' syntax to avoid duplicating attribute names.
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* @typedef {'positionHigh' | 'positionLow' | 'pickColor' | 'showSizeColorAlpha' | 'outlineWidthColorAlpha'} BufferPointAttribute
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* @ignore
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*/
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/**
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* Attribute locations when using 64-bit position precision.
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* @type {Record<BufferPointAttribute, number>}
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* @ignore
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*/
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const BufferPointAttributeLocationsFloat64 = {
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positionHigh: 0,
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positionLow: 1,
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pickColor: 2,
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showSizeColorAlpha: 3,
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outlineWidthColorAlpha: 4,
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};
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/**
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* Attribute locations when using <= 32-bit position precision.
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* @type {Record<string, number>}
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* @ignore
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*/
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const BufferPointAttributeLocations = {
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position: 0,
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pickColor: 1,
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showSizeColorAlpha: 2,
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outlineWidthColorAlpha: 3,
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};
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/**
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* @typedef {object} BufferPointRenderContext
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* @property {VertexArray} [vertexArray]
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* @property {Record<string, TypedArray>} [attributeArrays]
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* @property {RenderState} [renderState]
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* @property {ShaderProgram} [shaderProgram]
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* @property {DrawCommand} [command]
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* @property {Function} destroy
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* @ignore
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*/
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// Scratch variables.
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const point = new BufferPoint();
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const material = new BufferPointMaterial();
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const pickColor = new Color();
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const cartesian = new Cartesian3();
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const encodedCartesian = new EncodedCartesian3();
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/**
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* @param {BufferPointCollection} collection
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* @param {FrameState} frameState
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* @param {BufferPointRenderContext} [renderContext]
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* @returns {BufferPointRenderContext}
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* @ignore
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*/
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function renderBufferPointCollection(collection, frameState, renderContext) {
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const context = frameState.context;
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renderContext = renderContext || { destroy: destroyRenderContext };
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const useFloat64 = collection._positionDatatype === ComponentDatatype.DOUBLE;
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const attributeLocations = useFloat64
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? BufferPointAttributeLocationsFloat64
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: BufferPointAttributeLocations;
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if (!defined(renderContext.attributeArrays)) {
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const featureCountMax = collection.primitiveCountMax;
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renderContext.attributeArrays = {
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...(useFloat64
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? {
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positionHigh: new Float32Array(featureCountMax * 3),
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positionLow: new Float32Array(featureCountMax * 3),
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}
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: { position: collection._positionView }),
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pickColor: new Uint8Array(featureCountMax * 4),
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showSizeColorAlpha: new Float32Array(featureCountMax * 4),
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outlineWidthColorAlpha: new Float32Array(featureCountMax * 3),
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};
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}
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if (collection._dirtyCount > 0) {
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const { attributeArrays } = renderContext;
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const positionHighArray = attributeArrays.positionHigh;
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const positionLowArray = attributeArrays.positionLow;
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const pickColorArray = attributeArrays.pickColor;
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const showSizeColorAlphaArray = attributeArrays.showSizeColorAlpha;
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const outlineWidthColorAlphaArray = attributeArrays.outlineWidthColorAlpha;
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const { _dirtyOffset, _dirtyCount } = collection;
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for (let i = _dirtyOffset, il = _dirtyOffset + _dirtyCount; i < il; i++) {
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collection.get(i, point);
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if (!point._dirty) {
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continue;
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}
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if (useFloat64) {
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point.getPosition(cartesian);
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EncodedCartesian3.fromCartesian(cartesian, encodedCartesian);
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// @ts-expect-error https://github.com/CesiumGS/cesium/pull/13302
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Cartesian3.pack(encodedCartesian.high, positionHighArray, i * 3);
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// @ts-expect-error https://github.com/CesiumGS/cesium/pull/13302
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Cartesian3.pack(encodedCartesian.low, positionLowArray, i * 3);
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}
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point.getMaterial(material);
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Color.fromRgba(point._pickId, pickColor);
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pickColorArray[i * 4] = Color.floatToByte(pickColor.red);
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pickColorArray[i * 4 + 1] = Color.floatToByte(pickColor.green);
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pickColorArray[i * 4 + 2] = Color.floatToByte(pickColor.blue);
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pickColorArray[i * 4 + 3] = Color.floatToByte(pickColor.alpha);
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showSizeColorAlphaArray[i * 4] = point.show ? 1 : 0;
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showSizeColorAlphaArray[i * 4 + 1] = material.size;
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showSizeColorAlphaArray[i * 4 + 2] = AttributeCompression.encodeRGB8(
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material.color,
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);
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showSizeColorAlphaArray[i * 4 + 3] = material.color.alpha;
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outlineWidthColorAlphaArray[i * 3] = material.outlineWidth;
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outlineWidthColorAlphaArray[i * 3 + 1] = AttributeCompression.encodeRGB8(
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// When outlineWidth=0, overwrite outlineColor to prevent subpixel bleeding.
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material.outlineWidth > 0 ? material.outlineColor : material.color,
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);
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outlineWidthColorAlphaArray[i * 3 + 2] =
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// When outlineWidth=0, overwrite outlineAlpha to prevent subpixel bleeding.
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material.outlineWidth > 0
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? material.outlineColor.alpha
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: material.color.alpha;
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point._dirty = false;
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}
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}
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if (!defined(renderContext.vertexArray)) {
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const { attributeArrays } = renderContext;
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renderContext.vertexArray = new VertexArray({
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context,
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attributes: [
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...(!useFloat64
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? [
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{
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index: BufferPointAttributeLocations.position,
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componentDatatype: collection._positionDatatype,
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componentsPerAttribute: 3,
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normalize: collection._positionNormalized,
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vertexBuffer: Buffer.createVertexBuffer({
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typedArray: collection._positionView,
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context,
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usage: BufferUsage.STATIC_DRAW,
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}),
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},
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]
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: [
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{
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index: BufferPointAttributeLocationsFloat64.positionHigh,
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componentDatatype: ComponentDatatype.FLOAT,
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componentsPerAttribute: 3,
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vertexBuffer: Buffer.createVertexBuffer({
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typedArray: attributeArrays.positionHigh,
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context,
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usage: BufferUsage.STATIC_DRAW,
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}),
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},
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{
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index: BufferPointAttributeLocationsFloat64.positionLow,
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componentDatatype: ComponentDatatype.FLOAT,
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componentsPerAttribute: 3,
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vertexBuffer: Buffer.createVertexBuffer({
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typedArray: attributeArrays.positionLow,
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context,
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usage: BufferUsage.STATIC_DRAW,
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}),
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},
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]),
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{
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index: attributeLocations.pickColor,
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componentDatatype: ComponentDatatype.UNSIGNED_BYTE,
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componentsPerAttribute: 4,
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vertexBuffer: Buffer.createVertexBuffer({
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typedArray: attributeArrays.pickColor,
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context,
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usage: BufferUsage.STATIC_DRAW,
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}),
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},
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{
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index: attributeLocations.showSizeColorAlpha,
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componentDatatype: ComponentDatatype.FLOAT,
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componentsPerAttribute: 4,
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vertexBuffer: Buffer.createVertexBuffer({
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typedArray: attributeArrays.showSizeColorAlpha,
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context,
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usage: BufferUsage.STATIC_DRAW,
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}),
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},
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{
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index: attributeLocations.outlineWidthColorAlpha,
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componentDatatype: ComponentDatatype.FLOAT,
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componentsPerAttribute: 3,
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vertexBuffer: Buffer.createVertexBuffer({
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typedArray: attributeArrays.outlineWidthColorAlpha,
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context,
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usage: BufferUsage.STATIC_DRAW,
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}),
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},
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],
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});
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} else if (collection._dirtyCount > 0) {
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for (const key in attributeLocations) {
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if (Object.hasOwn(attributeLocations, key)) {
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const attribute = /** @type {BufferPointAttribute} */ (key);
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renderContext.vertexArray.copyAttributeFromRange(
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attributeLocations[attribute],
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renderContext.attributeArrays[attribute],
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collection._dirtyOffset,
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collection._dirtyCount,
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);
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}
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}
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}
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if (!defined(renderContext.renderState)) {
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renderContext.renderState = RenderState.fromCache({
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blending:
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collection._blendOption === BlendOption.OPAQUE
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? BlendingState.DISABLED
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: BlendingState.ALPHA_BLEND,
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depthTest: { enabled: true },
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});
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}
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if (!defined(renderContext.shaderProgram)) {
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renderContext.shaderProgram = ShaderProgram.fromCache({
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context,
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vertexShaderSource: new ShaderSource({
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sources: [BufferPointMaterialVS],
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defines: useFloat64 ? ["USE_FLOAT64"] : [],
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}),
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fragmentShaderSource: new ShaderSource({
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sources: [BufferPointMaterialFS],
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}),
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attributeLocations,
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});
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}
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if (!defined(renderContext.command)) {
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renderContext.command = new DrawCommand({
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vertexArray: renderContext.vertexArray,
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renderState: renderContext.renderState,
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shaderProgram: renderContext.shaderProgram,
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primitiveType: PrimitiveType.POINTS,
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pass:
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collection._blendOption === BlendOption.OPAQUE
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? Pass.OPAQUE
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: Pass.TRANSLUCENT,
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pickId: collection._allowPicking ? "v_pickColor" : undefined,
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owner: collection,
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count: collection.primitiveCount,
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modelMatrix: collection.modelMatrix, // shared reference
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boundingVolume: collection.boundingVolume, // shared reference
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debugShowBoundingVolume: collection.debugShowBoundingVolume,
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});
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}
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const command = renderContext.command;
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if (command.count !== collection.primitiveCount) {
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command.count = collection.primitiveCount;
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}
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if (command.debugShowBoundingVolume !== collection.debugShowBoundingVolume) {
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command.debugShowBoundingVolume = collection.debugShowBoundingVolume;
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}
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frameState.commandList.push(command);
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collection._makeClean();
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return renderContext;
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}
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/**
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* Destroys render context resources. Deleting properties from the context
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* object isn't necessary, as collection.destroy() will discard the object.
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* @ignore
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*/
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function destroyRenderContext() {
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const context = /** @type {BufferPointRenderContext} */ (this);
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if (defined(context.vertexArray)) {
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context.vertexArray.destroy();
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}
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if (defined(context.shaderProgram)) {
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context.shaderProgram.destroy();
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}
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if (defined(context.renderState)) {
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RenderState.removeFromCache(context.renderState);
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}
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}
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export default renderBufferPointCollection;
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