/
GlobeSurfaceShaderSet.js
203 lines (174 loc) · 7.73 KB
/
GlobeSurfaceShaderSet.js
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/*global define*/
define([
'../Core/defined',
'../Core/destroyObject',
'../Scene/SceneMode',
'../Scene/terrainAttributeLocations'
], function(
defined,
destroyObject,
SceneMode,
terrainAttributeLocations) {
"use strict";
function GlobeSurfaceShader(numberOfDayTextures, flags, shaderProgram) {
this.numberOfDayTextures = numberOfDayTextures;
this.flags = flags;
this.shaderProgram = shaderProgram;
}
/**
* Manages the shaders used to shade the surface of a {@link Globe}.
*
* @alias GlobeSurfaceShaderSet
* @private
*/
function GlobeSurfaceShaderSet() {
this.baseVertexShaderSource = undefined;
this.baseFragmentShaderSource = undefined;
this._attributeLocations = terrainAttributeLocations;
this._shadersByTexturesFlags = [];
}
GlobeSurfaceShaderSet.prototype.getShaderProgram = function(context, sceneMode, surfaceTile, numberOfDayTextures, applyBrightness, applyContrast, applyHue, applySaturation, applyGamma, applyAlpha, showReflectiveOcean, showOceanWaves, enableLighting, hasVertexNormals, useWebMercatorProjection) {
var flags = sceneMode |
(applyBrightness << 2) |
(applyContrast << 3) |
(applyHue << 4) |
(applySaturation << 5) |
(applyGamma << 6) |
(applyAlpha << 7) |
(showReflectiveOcean << 8) |
(showOceanWaves << 9) |
(enableLighting << 10) |
(hasVertexNormals << 11) |
(useWebMercatorProjection << 12);
var surfaceShader = surfaceTile.surfaceShader;
if (defined(surfaceShader) &&
surfaceShader.numberOfDayTextures === numberOfDayTextures &&
surfaceShader.flags === flags) {
return surfaceShader.shaderProgram;
}
// New tile, or tile changed number of textures or flags.
var shadersByFlags = this._shadersByTexturesFlags[numberOfDayTextures];
if (!defined(shadersByFlags)) {
shadersByFlags = this._shadersByTexturesFlags[numberOfDayTextures] = [];
}
surfaceShader = shadersByFlags[flags];
if (!defined(surfaceShader)) {
// Cache miss - we've never seen this combination of numberOfDayTextures and flags before.
var vs = this.baseVertexShaderSource.clone();
var fs = this.baseFragmentShaderSource.clone();
fs.defines.push('TEXTURE_UNITS ' + numberOfDayTextures);
if (applyBrightness) {
fs.defines.push('APPLY_BRIGHTNESS');
}
if (applyContrast) {
fs.defines.push('APPLY_CONTRAST');
}
if (applyHue) {
fs.defines.push('APPLY_HUE');
}
if (applySaturation) {
fs.defines.push('APPLY_SATURATION');
}
if (applyGamma) {
fs.defines.push('APPLY_GAMMA');
}
if (applyAlpha) {
fs.defines.push('APPLY_ALPHA');
}
if (showReflectiveOcean) {
fs.defines.push('SHOW_REFLECTIVE_OCEAN');
vs.defines.push('SHOW_REFLECTIVE_OCEAN');
}
if (showOceanWaves) {
fs.defines.push('SHOW_OCEAN_WAVES');
}
if (enableLighting) {
if (hasVertexNormals) {
vs.defines.push('ENABLE_VERTEX_LIGHTING');
fs.defines.push('ENABLE_VERTEX_LIGHTING');
} else {
vs.defines.push('ENABLE_DAYNIGHT_SHADING');
fs.defines.push('ENABLE_DAYNIGHT_SHADING');
}
}
var computeDayColor = '\
vec4 computeDayColor(vec4 initialColor, vec2 textureCoordinates)\n\
{\n\
vec4 color = initialColor;\n';
for (var i = 0; i < numberOfDayTextures; ++i) {
computeDayColor += '\
color = sampleAndBlend(\n\
color,\n\
u_dayTextures[' + i + '],\n\
textureCoordinates,\n\
u_dayTextureTexCoordsRectangle[' + i + '],\n\
u_dayTextureTranslationAndScale[' + i + '],\n\
' + (applyAlpha ? 'u_dayTextureAlpha[' + i + ']' : '1.0') + ',\n\
' + (applyBrightness ? 'u_dayTextureBrightness[' + i + ']' : '0.0') + ',\n\
' + (applyContrast ? 'u_dayTextureContrast[' + i + ']' : '0.0') + ',\n\
' + (applyHue ? 'u_dayTextureHue[' + i + ']' : '0.0') + ',\n\
' + (applySaturation ? 'u_dayTextureSaturation[' + i + ']' : '0.0') + ',\n\
' + (applyGamma ? 'u_dayTextureOneOverGamma[' + i + ']' : '0.0') + '\n\
);\n';
}
computeDayColor += '\
return color;\n\
}';
fs.sources.push(computeDayColor);
var getPosition3DMode = 'vec4 getPosition(vec3 position3DWC) { return getPosition3DMode(position3DWC); }';
var getPosition2DMode = 'vec4 getPosition(vec3 position3DWC) { return getPosition2DMode(position3DWC); }';
var getPositionColumbusViewMode = 'vec4 getPosition(vec3 position3DWC) { return getPositionColumbusViewMode(position3DWC); }';
var getPositionMorphingMode = 'vec4 getPosition(vec3 position3DWC) { return getPositionMorphingMode(position3DWC); }';
var getPositionMode;
switch (sceneMode) {
case SceneMode.SCENE3D:
getPositionMode = getPosition3DMode;
break;
case SceneMode.SCENE2D:
getPositionMode = getPosition2DMode;
break;
case SceneMode.COLUMBUS_VIEW:
getPositionMode = getPositionColumbusViewMode;
break;
case SceneMode.MORPHING:
getPositionMode = getPositionMorphingMode;
break;
}
vs.sources.push(getPositionMode);
var get2DYPositionFractionGeographicProjection = 'float get2DYPositionFraction() { return get2DGeographicYPositionFraction(); }';
var get2DYPositionFractionMercatorProjection = 'float get2DYPositionFraction() { return get2DMercatorYPositionFraction(); }';
var get2DYPositionFraction;
if (useWebMercatorProjection) {
get2DYPositionFraction = get2DYPositionFractionMercatorProjection;
} else {
get2DYPositionFraction = get2DYPositionFractionGeographicProjection;
}
vs.sources.push(get2DYPositionFraction);
var shader = context.createShaderProgram(vs, fs, this._attributeLocations);
surfaceShader = shadersByFlags[flags] = new GlobeSurfaceShader(numberOfDayTextures, flags, shader);
}
surfaceTile.surfaceShader = surfaceShader;
return surfaceShader.shaderProgram;
};
GlobeSurfaceShaderSet.prototype.destroy = function() {
var shadersByTexturesFlags = this._shadersByTexturesFlags;
for (var textureCount in shadersByTexturesFlags) {
if (shadersByTexturesFlags.hasOwnProperty(textureCount)) {
var shadersByFlags = shadersByTexturesFlags[textureCount];
if (!defined(shadersByFlags)) {
continue;
}
for (var flags in shadersByFlags) {
if (shadersByFlags.hasOwnProperty(flags)) {
var shader = shadersByFlags[flags];
if (defined(shader)) {
shader.shaderProgram.destroy();
}
}
}
}
}
return destroyObject(this);
};
return GlobeSurfaceShaderSet;
});