智慧水务管理系统 - 精河县供水工程综合管理平台

GlobeSurfaceTile.js 28KB

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  1. import BoundingSphere from "../Core/BoundingSphere.js";
  2. import Cartesian3 from "../Core/Cartesian3.js";
  3. import Cartesian4 from "../Core/Cartesian4.js";
  4. import defined from "../Core/defined.js";
  5. import IndexDatatype from "../Core/IndexDatatype.js";
  6. import PixelFormat from "../Core/PixelFormat.js";
  7. import Request from "../Core/Request.js";
  8. import RequestState from "../Core/RequestState.js";
  9. import RequestType from "../Core/RequestType.js";
  10. import TerrainEncoding from "../Core/TerrainEncoding.js";
  11. import TileProviderError from "../Core/TileProviderError.js";
  12. import Buffer from "../Renderer/Buffer.js";
  13. import BufferUsage from "../Renderer/BufferUsage.js";
  14. import PixelDatatype from "../Renderer/PixelDatatype.js";
  15. import Sampler from "../Renderer/Sampler.js";
  16. import Texture from "../Renderer/Texture.js";
  17. import TextureMagnificationFilter from "../Renderer/TextureMagnificationFilter.js";
  18. import TextureMinificationFilter from "../Renderer/TextureMinificationFilter.js";
  19. import TextureWrap from "../Renderer/TextureWrap.js";
  20. import VertexArray from "../Renderer/VertexArray.js";
  21. import ImageryState from "./ImageryState.js";
  22. import QuadtreeTileLoadState from "./QuadtreeTileLoadState.js";
  23. import TerrainState from "./TerrainState.js";
  24. /**
  25. * Contains additional information about a {@link QuadtreeTile} of the globe's surface, and
  26. * encapsulates state transition logic for loading tiles.
  27. *
  28. * @constructor
  29. * @alias GlobeSurfaceTile
  30. * @private
  31. */
  32. function GlobeSurfaceTile() {
  33. /**
  34. * The {@link TileImagery} attached to this tile.
  35. * @type {TileImagery[]}
  36. * @default []
  37. */
  38. this.imagery = [];
  39. this.waterMaskTexture = undefined;
  40. this.waterMaskTranslationAndScale = new Cartesian4(0.0, 0.0, 1.0, 1.0);
  41. this.terrainData = undefined;
  42. this.vertexArray = undefined;
  43. /**
  44. * A bounding region used to estimate distance to the tile. The horizontal bounds are always tight-fitting,
  45. * but the `minimumHeight` and `maximumHeight` properties may be derived from the min/max of an ancestor tile
  46. * and be quite loose-fitting and thus very poor for estimating distance.
  47. * @type {TileBoundingRegion}
  48. */
  49. this.tileBoundingRegion = undefined;
  50. this.occludeePointInScaledSpace = new Cartesian3();
  51. this.boundingVolumeSourceTile = undefined;
  52. this.boundingVolumeIsFromMesh = false;
  53. this.terrainState = TerrainState.UNLOADED;
  54. this.mesh = undefined;
  55. this.fill = undefined;
  56. this.pickBoundingSphere = new BoundingSphere();
  57. this.surfaceShader = undefined;
  58. this.isClipped = true;
  59. this.clippedByBoundaries = false;
  60. }
  61. Object.defineProperties(GlobeSurfaceTile.prototype, {
  62. /**
  63. * Gets a value indicating whether or not this tile is eligible to be unloaded.
  64. * Typically, a tile is ineligible to be unloaded while an asynchronous operation,
  65. * such as a request for data, is in progress on it. A tile will never be
  66. * unloaded while it is needed for rendering, regardless of the value of this
  67. * property.
  68. * @memberof GlobeSurfaceTile.prototype
  69. * @type {boolean}
  70. */
  71. eligibleForUnloading: {
  72. get: function () {
  73. // Do not remove tiles that are transitioning or that have
  74. // imagery that is transitioning.
  75. const terrainState = this.terrainState;
  76. const loadingIsTransitioning =
  77. terrainState === TerrainState.RECEIVING ||
  78. terrainState === TerrainState.TRANSFORMING;
  79. let shouldRemoveTile = !loadingIsTransitioning;
  80. const imagery = this.imagery;
  81. for (let i = 0, len = imagery.length; shouldRemoveTile && i < len; ++i) {
  82. const tileImagery = imagery[i];
  83. shouldRemoveTile =
  84. !defined(tileImagery.loadingImagery) ||
  85. tileImagery.loadingImagery.state !== ImageryState.TRANSITIONING;
  86. }
  87. return shouldRemoveTile;
  88. },
  89. },
  90. /**
  91. * Gets the {@link TerrainMesh} that is used for rendering this tile, if any.
  92. * Returns the value of the {@link GlobeSurfaceTile#mesh} property if
  93. * {@link GlobeSurfaceTile#vertexArray} is defined. Otherwise, It returns the
  94. * {@link TerrainFillMesh#mesh} property of the {@link GlobeSurfaceTile#fill}.
  95. * If there is no fill, it returns undefined.
  96. *
  97. * @memberof GlobeSurfaceTile.prototype
  98. * @type {TerrainMesh}
  99. */
  100. renderedMesh: {
  101. get: function () {
  102. if (defined(this.vertexArray)) {
  103. return this.mesh;
  104. } else if (defined(this.fill)) {
  105. return this.fill.mesh;
  106. }
  107. return undefined;
  108. },
  109. },
  110. });
  111. GlobeSurfaceTile.prototype.pick = function (
  112. ray,
  113. mode,
  114. projection,
  115. cullBackFaces,
  116. result,
  117. ) {
  118. if (!defined(this.renderedMesh)) {
  119. return undefined;
  120. }
  121. const value = this.renderedMesh.pick(ray, cullBackFaces, mode, projection);
  122. return Cartesian3.clone(value, result);
  123. };
  124. GlobeSurfaceTile.prototype.freeResources = function () {
  125. if (defined(this.waterMaskTexture)) {
  126. --this.waterMaskTexture.referenceCount;
  127. if (this.waterMaskTexture.referenceCount === 0) {
  128. this.waterMaskTexture.destroy();
  129. }
  130. this.waterMaskTexture = undefined;
  131. }
  132. this.terrainData = undefined;
  133. this.terrainState = TerrainState.UNLOADED;
  134. this.mesh = undefined;
  135. this.fill = this.fill && this.fill.destroy();
  136. const imageryList = this.imagery;
  137. for (let i = 0, len = imageryList.length; i < len; ++i) {
  138. imageryList[i].freeResources();
  139. }
  140. this.imagery.length = 0;
  141. this.freeVertexArray();
  142. };
  143. GlobeSurfaceTile.prototype.freeVertexArray = function () {
  144. GlobeSurfaceTile._freeVertexArray(this.vertexArray);
  145. this.vertexArray = undefined;
  146. GlobeSurfaceTile._freeVertexArray(this.wireframeVertexArray);
  147. this.wireframeVertexArray = undefined;
  148. };
  149. GlobeSurfaceTile.initialize = function (
  150. tile,
  151. terrainProvider,
  152. imageryLayerCollection,
  153. ) {
  154. let surfaceTile = tile.data;
  155. if (!defined(surfaceTile)) {
  156. surfaceTile = tile.data = new GlobeSurfaceTile();
  157. }
  158. if (tile.state === QuadtreeTileLoadState.START) {
  159. prepareNewTile(tile, terrainProvider, imageryLayerCollection);
  160. tile.state = QuadtreeTileLoadState.LOADING;
  161. }
  162. };
  163. GlobeSurfaceTile.processStateMachine = function (
  164. tile,
  165. frameState,
  166. terrainProvider,
  167. imageryLayerCollection,
  168. quadtree,
  169. vertexArraysToDestroy,
  170. terrainOnly,
  171. ) {
  172. GlobeSurfaceTile.initialize(tile, terrainProvider, imageryLayerCollection);
  173. const surfaceTile = tile.data;
  174. if (tile.state === QuadtreeTileLoadState.LOADING) {
  175. processTerrainStateMachine(
  176. tile,
  177. frameState,
  178. terrainProvider,
  179. imageryLayerCollection,
  180. quadtree,
  181. vertexArraysToDestroy,
  182. );
  183. }
  184. // From here down we're loading imagery, not terrain. We don't want to load imagery until
  185. // we're certain that the terrain tiles are actually visible, though. We'll load terrainOnly
  186. // in these scenarios:
  187. // * our bounding volume isn't accurate so we're not certain this tile is really visible (see GlobeSurfaceTileProvider#loadTile).
  188. // * we want to upsample from this tile but don't plan to render it (see processTerrainStateMachine).
  189. if (terrainOnly) {
  190. return;
  191. }
  192. const wasAlreadyRenderable = tile.renderable;
  193. // The terrain is renderable as soon as we have a valid vertex array.
  194. tile.renderable = defined(surfaceTile.vertexArray);
  195. // But it's not done loading until it's in the READY state.
  196. const isTerrainDoneLoading = surfaceTile.terrainState === TerrainState.READY;
  197. // If this tile's terrain and imagery are just upsampled from its parent, mark the tile as
  198. // upsampled only. We won't refine a tile if its four children are upsampled only.
  199. tile.upsampledFromParent =
  200. defined(surfaceTile.terrainData) &&
  201. surfaceTile.terrainData.wasCreatedByUpsampling();
  202. const isImageryDoneLoading = surfaceTile.processImagery(
  203. tile,
  204. terrainProvider,
  205. frameState,
  206. );
  207. if (isTerrainDoneLoading && isImageryDoneLoading) {
  208. const callbacks = tile._loadedCallbacks;
  209. const newCallbacks = {};
  210. for (const layerId in callbacks) {
  211. if (callbacks.hasOwnProperty(layerId)) {
  212. if (!callbacks[layerId](tile)) {
  213. newCallbacks[layerId] = callbacks[layerId];
  214. }
  215. }
  216. }
  217. tile._loadedCallbacks = newCallbacks;
  218. tile.state = QuadtreeTileLoadState.DONE;
  219. }
  220. // Once a tile is renderable, it stays renderable, because doing otherwise would
  221. // cause detail (or maybe even the entire globe) to vanish when adding a new
  222. // imagery layer. `GlobeSurfaceTileProvider._onLayerAdded` sets renderable to
  223. // false for all affected tiles that are not currently being rendered.
  224. if (wasAlreadyRenderable) {
  225. tile.renderable = true;
  226. }
  227. };
  228. GlobeSurfaceTile.prototype.processImagery = function (
  229. tile,
  230. terrainProvider,
  231. frameState,
  232. skipLoading,
  233. ) {
  234. const surfaceTile = tile.data;
  235. let isUpsampledOnly = tile.upsampledFromParent;
  236. let isAnyTileLoaded = false;
  237. let isDoneLoading = true;
  238. // Transition imagery states
  239. const tileImageryCollection = surfaceTile.imagery;
  240. let i, len;
  241. for (i = 0, len = tileImageryCollection.length; i < len; ++i) {
  242. const tileImagery = tileImageryCollection[i];
  243. if (!defined(tileImagery.loadingImagery)) {
  244. isUpsampledOnly = false;
  245. continue;
  246. }
  247. if (tileImagery.loadingImagery.state === ImageryState.PLACEHOLDER) {
  248. const imageryLayer = tileImagery.loadingImagery.imageryLayer;
  249. if (imageryLayer.ready) {
  250. // Remove the placeholder and add the actual skeletons (if any)
  251. // at the same position. Then continue the loop at the same index.
  252. tileImagery.freeResources();
  253. tileImageryCollection.splice(i, 1);
  254. imageryLayer._createTileImagerySkeletons(tile, terrainProvider, i);
  255. --i;
  256. len = tileImageryCollection.length;
  257. continue;
  258. } else {
  259. isUpsampledOnly = false;
  260. }
  261. }
  262. const thisTileDoneLoading = tileImagery.processStateMachine(
  263. tile,
  264. frameState,
  265. skipLoading,
  266. );
  267. isDoneLoading = isDoneLoading && thisTileDoneLoading;
  268. // The imagery is renderable as soon as we have any renderable imagery for this region.
  269. isAnyTileLoaded =
  270. isAnyTileLoaded ||
  271. thisTileDoneLoading ||
  272. defined(tileImagery.readyImagery);
  273. isUpsampledOnly =
  274. isUpsampledOnly &&
  275. defined(tileImagery.loadingImagery) &&
  276. (tileImagery.loadingImagery.state === ImageryState.FAILED ||
  277. tileImagery.loadingImagery.state === ImageryState.INVALID);
  278. }
  279. tile.upsampledFromParent = isUpsampledOnly;
  280. // Allow rendering if any available layers are loaded
  281. tile.renderable = tile.renderable && (isAnyTileLoaded || isDoneLoading);
  282. return isDoneLoading;
  283. };
  284. function toggleGeodeticSurfaceNormals(
  285. surfaceTile,
  286. enabled,
  287. ellipsoid,
  288. frameState,
  289. ) {
  290. const renderedMesh = surfaceTile.renderedMesh;
  291. const vertexBuffer = renderedMesh.vertices;
  292. const encoding = renderedMesh.encoding;
  293. const vertexCount = vertexBuffer.length / encoding.stride;
  294. // Calculate the new stride and generate a new buffer
  295. // Clone the other encoding, toggle geodetic surface normals, then clone again to get updated stride
  296. let newEncoding = TerrainEncoding.clone(encoding);
  297. newEncoding.hasGeodeticSurfaceNormals = enabled;
  298. newEncoding = TerrainEncoding.clone(newEncoding);
  299. const newStride = newEncoding.stride;
  300. const newVertexBuffer = new Float32Array(vertexCount * newStride);
  301. if (enabled) {
  302. encoding.addGeodeticSurfaceNormals(
  303. vertexBuffer,
  304. newVertexBuffer,
  305. ellipsoid,
  306. );
  307. } else {
  308. encoding.removeGeodeticSurfaceNormals(vertexBuffer, newVertexBuffer);
  309. }
  310. renderedMesh.vertices = newVertexBuffer;
  311. renderedMesh.stride = newStride;
  312. // delete the old vertex array (which deletes the vertex buffer attached to it), and create a new vertex array with the new vertex buffer
  313. const isFill = renderedMesh !== surfaceTile.mesh;
  314. if (isFill) {
  315. GlobeSurfaceTile._freeVertexArray(surfaceTile.fill.vertexArray);
  316. surfaceTile.fill.vertexArray = GlobeSurfaceTile._createVertexArrayForMesh(
  317. frameState.context,
  318. renderedMesh,
  319. );
  320. } else {
  321. GlobeSurfaceTile._freeVertexArray(surfaceTile.vertexArray);
  322. surfaceTile.vertexArray = GlobeSurfaceTile._createVertexArrayForMesh(
  323. frameState.context,
  324. renderedMesh,
  325. );
  326. }
  327. GlobeSurfaceTile._freeVertexArray(surfaceTile.wireframeVertexArray);
  328. surfaceTile.wireframeVertexArray = undefined;
  329. }
  330. GlobeSurfaceTile.prototype.addGeodeticSurfaceNormals = function (
  331. ellipsoid,
  332. frameState,
  333. ) {
  334. toggleGeodeticSurfaceNormals(this, true, ellipsoid, frameState);
  335. };
  336. GlobeSurfaceTile.prototype.removeGeodeticSurfaceNormals = function (
  337. frameState,
  338. ) {
  339. toggleGeodeticSurfaceNormals(this, false, undefined, frameState);
  340. };
  341. GlobeSurfaceTile.prototype.updateExaggeration = function (
  342. tile,
  343. frameState,
  344. quadtree,
  345. ) {
  346. const surfaceTile = this;
  347. const mesh = surfaceTile.renderedMesh;
  348. if (mesh === undefined) {
  349. return;
  350. }
  351. // Check the tile's terrain encoding to see if it has been exaggerated yet
  352. const exaggeration = frameState.verticalExaggeration;
  353. const exaggerationRelativeHeight =
  354. frameState.verticalExaggerationRelativeHeight;
  355. const hasExaggerationScale = exaggeration !== 1.0;
  356. const encoding = mesh.encoding;
  357. const encodingExaggerationScaleChanged =
  358. encoding.exaggeration !== exaggeration;
  359. const encodingRelativeHeightChanged =
  360. encoding.exaggerationRelativeHeight !== exaggerationRelativeHeight;
  361. const exaggerationChanged =
  362. encodingExaggerationScaleChanged || encodingRelativeHeightChanged;
  363. if (exaggerationChanged) {
  364. // Turning exaggeration scale on/off requires adding or removing geodetic surface normals
  365. // Relative height only translates, so it has no effect on normals
  366. if (encodingExaggerationScaleChanged) {
  367. if (hasExaggerationScale && !encoding.hasGeodeticSurfaceNormals) {
  368. const ellipsoid = tile.tilingScheme.ellipsoid;
  369. surfaceTile.addGeodeticSurfaceNormals(ellipsoid, frameState);
  370. } else if (!hasExaggerationScale && encoding.hasGeodeticSurfaceNormals) {
  371. surfaceTile.removeGeodeticSurfaceNormals(frameState);
  372. }
  373. }
  374. encoding.exaggeration = exaggeration;
  375. encoding.exaggerationRelativeHeight = exaggerationRelativeHeight;
  376. // Notify the quadtree that this tile's height has changed
  377. if (quadtree !== undefined) {
  378. quadtree._tileToUpdateHeights.push(tile);
  379. const customData = tile.customData;
  380. for (const data of customData) {
  381. // Restart the level so that a height update is triggered
  382. data.level = -1;
  383. }
  384. }
  385. mesh.updateExaggeration(exaggeration, exaggerationRelativeHeight);
  386. }
  387. };
  388. GlobeSurfaceTile.prototype.updateSceneMode = function (mode) {
  389. const surfaceTile = this;
  390. const mesh = surfaceTile.renderedMesh;
  391. if (mesh === undefined) {
  392. return;
  393. }
  394. mesh.updateSceneMode(mode);
  395. };
  396. function prepareNewTile(tile, terrainProvider, imageryLayerCollection) {
  397. let available = terrainProvider.getTileDataAvailable(
  398. tile.x,
  399. tile.y,
  400. tile.level,
  401. );
  402. if (!defined(available) && defined(tile.parent)) {
  403. // Provider doesn't know if this tile is available. Does the parent tile know?
  404. const parent = tile.parent;
  405. const parentSurfaceTile = parent.data;
  406. if (defined(parentSurfaceTile) && defined(parentSurfaceTile.terrainData)) {
  407. available = parentSurfaceTile.terrainData.isChildAvailable(
  408. parent.x,
  409. parent.y,
  410. tile.x,
  411. tile.y,
  412. );
  413. }
  414. }
  415. if (available === false) {
  416. // This tile is not available, so mark it failed so we start upsampling right away.
  417. tile.data.terrainState = TerrainState.FAILED;
  418. }
  419. // Map imagery tiles to this terrain tile
  420. for (let i = 0, len = imageryLayerCollection.length; i < len; ++i) {
  421. const layer = imageryLayerCollection.get(i);
  422. if (layer.show) {
  423. layer._createTileImagerySkeletons(tile, terrainProvider);
  424. }
  425. }
  426. }
  427. function processTerrainStateMachine(
  428. tile,
  429. frameState,
  430. terrainProvider,
  431. imageryLayerCollection,
  432. quadtree,
  433. vertexArraysToDestroy,
  434. ) {
  435. const surfaceTile = tile.data;
  436. // If this tile is FAILED, we'll need to upsample from the parent. If the parent isn't
  437. // ready for that, let's push it along.
  438. const parent = tile.parent;
  439. if (
  440. surfaceTile.terrainState === TerrainState.FAILED &&
  441. parent !== undefined
  442. ) {
  443. const parentReady =
  444. parent.data !== undefined &&
  445. parent.data.terrainData !== undefined &&
  446. parent.data.terrainData.canUpsample !== false;
  447. if (!parentReady) {
  448. GlobeSurfaceTile.processStateMachine(
  449. parent,
  450. frameState,
  451. terrainProvider,
  452. imageryLayerCollection,
  453. quadtree,
  454. vertexArraysToDestroy,
  455. true,
  456. );
  457. }
  458. }
  459. if (surfaceTile.terrainState === TerrainState.FAILED) {
  460. upsample(
  461. surfaceTile,
  462. tile,
  463. frameState,
  464. terrainProvider,
  465. tile.x,
  466. tile.y,
  467. tile.level,
  468. );
  469. }
  470. if (surfaceTile.terrainState === TerrainState.UNLOADED) {
  471. requestTileGeometry(
  472. surfaceTile,
  473. terrainProvider,
  474. tile.x,
  475. tile.y,
  476. tile.level,
  477. );
  478. }
  479. if (surfaceTile.terrainState === TerrainState.RECEIVED) {
  480. transform(
  481. surfaceTile,
  482. frameState,
  483. terrainProvider,
  484. tile.x,
  485. tile.y,
  486. tile.level,
  487. );
  488. }
  489. if (surfaceTile.terrainState === TerrainState.TRANSFORMED) {
  490. createResources(
  491. surfaceTile,
  492. frameState.context,
  493. terrainProvider,
  494. tile.x,
  495. tile.y,
  496. tile.level,
  497. vertexArraysToDestroy,
  498. );
  499. // Update the tile's exaggeration in case the globe's exaggeration changed while the tile was being processed
  500. surfaceTile.updateExaggeration(tile, frameState, quadtree);
  501. }
  502. if (
  503. surfaceTile.terrainState >= TerrainState.RECEIVED &&
  504. surfaceTile.waterMaskTexture === undefined &&
  505. terrainProvider.hasWaterMask
  506. ) {
  507. const terrainData = surfaceTile.terrainData;
  508. if (terrainData.waterMask !== undefined) {
  509. createWaterMaskTextureIfNeeded(frameState.context, surfaceTile);
  510. } else {
  511. const sourceTile = surfaceTile._findAncestorTileWithTerrainData(tile);
  512. if (defined(sourceTile) && defined(sourceTile.data.waterMaskTexture)) {
  513. surfaceTile.waterMaskTexture = sourceTile.data.waterMaskTexture;
  514. ++surfaceTile.waterMaskTexture.referenceCount;
  515. surfaceTile._computeWaterMaskTranslationAndScale(
  516. tile,
  517. sourceTile,
  518. surfaceTile.waterMaskTranslationAndScale,
  519. );
  520. }
  521. }
  522. }
  523. }
  524. function upsample(surfaceTile, tile, frameState, terrainProvider, x, y, level) {
  525. const parent = tile.parent;
  526. if (!parent) {
  527. // Trying to upsample from a root tile. No can do. This tile is a failure.
  528. tile.state = QuadtreeTileLoadState.FAILED;
  529. return;
  530. }
  531. const sourceData = parent.data.terrainData;
  532. const sourceX = parent.x;
  533. const sourceY = parent.y;
  534. const sourceLevel = parent.level;
  535. if (!defined(sourceData)) {
  536. // Parent is not available, so we can't upsample this tile yet.
  537. return;
  538. }
  539. const terrainDataPromise = sourceData.upsample(
  540. terrainProvider.tilingScheme,
  541. sourceX,
  542. sourceY,
  543. sourceLevel,
  544. x,
  545. y,
  546. level,
  547. );
  548. if (!defined(terrainDataPromise)) {
  549. // The upsample request has been deferred - try again later.
  550. return;
  551. }
  552. surfaceTile.terrainState = TerrainState.RECEIVING;
  553. Promise.resolve(terrainDataPromise)
  554. .then(function (terrainData) {
  555. if (!defined(terrainData)) {
  556. // The upsample request has been deferred - try again later.
  557. return;
  558. }
  559. surfaceTile.terrainData = terrainData;
  560. surfaceTile.terrainState = TerrainState.RECEIVED;
  561. })
  562. .catch(function () {
  563. surfaceTile.terrainState = TerrainState.FAILED;
  564. });
  565. }
  566. function requestTileGeometry(surfaceTile, terrainProvider, x, y, level) {
  567. function success(terrainData) {
  568. if (!defined(terrainData)) {
  569. // Throttled due to low priority - try again later.
  570. surfaceTile.terrainState = TerrainState.UNLOADED;
  571. surfaceTile.request = undefined;
  572. return;
  573. }
  574. surfaceTile.terrainData = terrainData;
  575. surfaceTile.terrainState = TerrainState.RECEIVED;
  576. surfaceTile.request = undefined;
  577. }
  578. function failure(error) {
  579. if (surfaceTile.request.state === RequestState.CANCELLED) {
  580. // Cancelled due to low priority - try again later.
  581. surfaceTile.terrainData = undefined;
  582. surfaceTile.terrainState = TerrainState.UNLOADED;
  583. surfaceTile.request = undefined;
  584. return;
  585. }
  586. // Initially assume failure. reportError may retry, in which case the state will
  587. // change to RECEIVING or UNLOADED.
  588. surfaceTile.terrainState = TerrainState.FAILED;
  589. surfaceTile.request = undefined;
  590. const message = `Failed to obtain terrain tile X: ${x} Y: ${y} Level: ${level}. Error message: "${error}"`;
  591. terrainProvider._requestError = TileProviderError.reportError(
  592. terrainProvider._requestError,
  593. terrainProvider,
  594. terrainProvider.errorEvent,
  595. message,
  596. x,
  597. y,
  598. level,
  599. );
  600. if (terrainProvider._requestError.retry) {
  601. doRequest();
  602. }
  603. }
  604. function doRequest() {
  605. // Request the terrain from the terrain provider.
  606. const request = new Request({
  607. throttle: false,
  608. throttleByServer: true,
  609. type: RequestType.TERRAIN,
  610. });
  611. surfaceTile.request = request;
  612. const requestPromise = terrainProvider.requestTileGeometry(
  613. x,
  614. y,
  615. level,
  616. request,
  617. );
  618. // If the request method returns undefined (instead of a promise), the request
  619. // has been deferred.
  620. if (defined(requestPromise)) {
  621. surfaceTile.terrainState = TerrainState.RECEIVING;
  622. Promise.resolve(requestPromise)
  623. .then(function (terrainData) {
  624. success(terrainData);
  625. })
  626. .catch(function (e) {
  627. failure(e);
  628. });
  629. } else {
  630. // Deferred - try again later.
  631. surfaceTile.terrainState = TerrainState.UNLOADED;
  632. surfaceTile.request = undefined;
  633. }
  634. }
  635. doRequest();
  636. }
  637. const scratchCreateMeshOptions = {
  638. tilingScheme: undefined,
  639. x: 0,
  640. y: 0,
  641. level: 0,
  642. exaggeration: 1.0,
  643. exaggerationRelativeHeight: 0.0,
  644. throttle: true,
  645. };
  646. function transform(surfaceTile, frameState, terrainProvider, x, y, level) {
  647. const tilingScheme = terrainProvider.tilingScheme;
  648. const createMeshOptions = scratchCreateMeshOptions;
  649. createMeshOptions.tilingScheme = tilingScheme;
  650. createMeshOptions.x = x;
  651. createMeshOptions.y = y;
  652. createMeshOptions.level = level;
  653. createMeshOptions.exaggeration = frameState.verticalExaggeration;
  654. createMeshOptions.exaggerationRelativeHeight =
  655. frameState.verticalExaggerationRelativeHeight;
  656. createMeshOptions.throttle = true;
  657. const terrainData = surfaceTile.terrainData;
  658. const meshPromise = terrainData.createMesh(createMeshOptions);
  659. if (!defined(meshPromise)) {
  660. // Postponed.
  661. return;
  662. }
  663. surfaceTile.terrainState = TerrainState.TRANSFORMING;
  664. Promise.resolve(meshPromise)
  665. .then(function (mesh) {
  666. surfaceTile.mesh = mesh;
  667. surfaceTile.terrainState = TerrainState.TRANSFORMED;
  668. })
  669. .catch(function () {
  670. surfaceTile.terrainState = TerrainState.FAILED;
  671. });
  672. }
  673. GlobeSurfaceTile._createVertexArrayForMesh = function (context, mesh) {
  674. const typedArray = mesh.vertices;
  675. const buffer = Buffer.createVertexBuffer({
  676. context: context,
  677. typedArray: typedArray,
  678. usage: BufferUsage.STATIC_DRAW,
  679. });
  680. const attributes = mesh.encoding.getAttributes(buffer);
  681. const indexBuffers = mesh.indices.indexBuffers || {};
  682. let indexBuffer = indexBuffers[context.id];
  683. if (!defined(indexBuffer) || indexBuffer.isDestroyed()) {
  684. const indices = mesh.indices;
  685. indexBuffer = Buffer.createIndexBuffer({
  686. context: context,
  687. typedArray: indices,
  688. usage: BufferUsage.STATIC_DRAW,
  689. indexDatatype: IndexDatatype.fromSizeInBytes(indices.BYTES_PER_ELEMENT),
  690. });
  691. indexBuffer.vertexArrayDestroyable = false;
  692. indexBuffer.referenceCount = 1;
  693. indexBuffers[context.id] = indexBuffer;
  694. mesh.indices.indexBuffers = indexBuffers;
  695. } else {
  696. ++indexBuffer.referenceCount;
  697. }
  698. return new VertexArray({
  699. context: context,
  700. attributes: attributes,
  701. indexBuffer: indexBuffer,
  702. });
  703. };
  704. GlobeSurfaceTile._freeVertexArray = function (vertexArray) {
  705. if (defined(vertexArray)) {
  706. const indexBuffer = vertexArray.indexBuffer;
  707. if (!vertexArray.isDestroyed()) {
  708. vertexArray.destroy();
  709. }
  710. if (
  711. defined(indexBuffer) &&
  712. !indexBuffer.isDestroyed() &&
  713. defined(indexBuffer.referenceCount)
  714. ) {
  715. --indexBuffer.referenceCount;
  716. if (indexBuffer.referenceCount === 0) {
  717. indexBuffer.destroy();
  718. }
  719. }
  720. }
  721. };
  722. function createResources(
  723. surfaceTile,
  724. context,
  725. terrainProvider,
  726. x,
  727. y,
  728. level,
  729. vertexArraysToDestroy,
  730. ) {
  731. surfaceTile.vertexArray = GlobeSurfaceTile._createVertexArrayForMesh(
  732. context,
  733. surfaceTile.mesh,
  734. );
  735. surfaceTile.terrainState = TerrainState.READY;
  736. surfaceTile.fill =
  737. surfaceTile.fill && surfaceTile.fill.destroy(vertexArraysToDestroy);
  738. }
  739. function getContextWaterMaskData(context) {
  740. let data = context.cache.tile_waterMaskData;
  741. if (!defined(data)) {
  742. const allWaterTexture = Texture.create({
  743. context: context,
  744. pixelFormat: PixelFormat.LUMINANCE,
  745. pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
  746. source: {
  747. arrayBufferView: new Uint8Array([255]),
  748. width: 1,
  749. height: 1,
  750. },
  751. });
  752. allWaterTexture.referenceCount = 1;
  753. const sampler = new Sampler({
  754. wrapS: TextureWrap.CLAMP_TO_EDGE,
  755. wrapT: TextureWrap.CLAMP_TO_EDGE,
  756. minificationFilter: TextureMinificationFilter.LINEAR,
  757. magnificationFilter: TextureMagnificationFilter.LINEAR,
  758. });
  759. data = {
  760. allWaterTexture: allWaterTexture,
  761. sampler: sampler,
  762. destroy: function () {
  763. this.allWaterTexture.destroy();
  764. },
  765. };
  766. context.cache.tile_waterMaskData = data;
  767. }
  768. return data;
  769. }
  770. function createWaterMaskTextureIfNeeded(context, surfaceTile) {
  771. const waterMask = surfaceTile.terrainData.waterMask;
  772. const waterMaskData = getContextWaterMaskData(context);
  773. let texture;
  774. const waterMaskLength = waterMask.length;
  775. if (waterMask instanceof ImageBitmap) {
  776. texture = Texture.create({
  777. context: context,
  778. source: waterMask,
  779. sampler: waterMaskData.sampler,
  780. flipY: false,
  781. skipColorSpaceConversion: true,
  782. });
  783. } else if (waterMaskLength === 1) {
  784. // Length 1 means the tile is entirely land or entirely water.
  785. // A value of 0 indicates entirely land, a value of 1 indicates entirely water.
  786. if (waterMask[0] !== 0) {
  787. texture = waterMaskData.allWaterTexture;
  788. } else {
  789. // Leave the texture undefined if the tile is entirely land.
  790. return;
  791. }
  792. } else {
  793. const textureSize = Math.sqrt(waterMaskLength);
  794. texture = Texture.create({
  795. context: context,
  796. pixelFormat: PixelFormat.LUMINANCE,
  797. pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
  798. source: {
  799. width: textureSize,
  800. height: textureSize,
  801. arrayBufferView: waterMask,
  802. },
  803. sampler: waterMaskData.sampler,
  804. flipY: false,
  805. });
  806. texture.referenceCount = 0;
  807. }
  808. ++texture.referenceCount;
  809. surfaceTile.waterMaskTexture = texture;
  810. Cartesian4.fromElements(
  811. 0.0,
  812. 0.0,
  813. 1.0,
  814. 1.0,
  815. surfaceTile.waterMaskTranslationAndScale,
  816. );
  817. }
  818. GlobeSurfaceTile.prototype._findAncestorTileWithTerrainData = function (tile) {
  819. let sourceTile = tile.parent;
  820. while (
  821. defined(sourceTile) &&
  822. (!defined(sourceTile.data) ||
  823. !defined(sourceTile.data.terrainData) ||
  824. sourceTile.data.terrainData.wasCreatedByUpsampling())
  825. ) {
  826. sourceTile = sourceTile.parent;
  827. }
  828. return sourceTile;
  829. };
  830. GlobeSurfaceTile.prototype._computeWaterMaskTranslationAndScale = function (
  831. tile,
  832. sourceTile,
  833. result,
  834. ) {
  835. const sourceTileRectangle = sourceTile.rectangle;
  836. const tileRectangle = tile.rectangle;
  837. const tileWidth = tileRectangle.width;
  838. const tileHeight = tileRectangle.height;
  839. const scaleX = tileWidth / sourceTileRectangle.width;
  840. const scaleY = tileHeight / sourceTileRectangle.height;
  841. result.x =
  842. (scaleX * (tileRectangle.west - sourceTileRectangle.west)) / tileWidth;
  843. result.y =
  844. (scaleY * (tileRectangle.south - sourceTileRectangle.south)) / tileHeight;
  845. result.z = scaleX;
  846. result.w = scaleY;
  847. return result;
  848. };
  849. export default GlobeSurfaceTile;