1235 lines
57 KiB
JavaScript
1235 lines
57 KiB
JavaScript
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define([
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'../Core/Cartesian2',
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'../Core/Cartesian4',
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'../Core/defaultValue',
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'../Core/defined',
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'../Core/defineProperties',
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'../Core/destroyObject',
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'../Core/DeveloperError',
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'../Core/FeatureDetection',
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'../Core/GeographicProjection',
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'../Core/GeographicTilingScheme',
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'../Core/IndexDatatype',
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'../Core/Math',
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'../Core/PixelFormat',
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'../Core/Rectangle',
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'../Core/Request',
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'../Core/RequestState',
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'../Core/RequestType',
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'../Core/TerrainProvider',
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'../Core/TileProviderError',
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'../Core/WebMercatorProjection',
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'../Core/WebMercatorTilingScheme',
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'../Renderer/Buffer',
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'../Renderer/BufferUsage',
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'../Renderer/ComputeCommand',
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'../Renderer/ContextLimits',
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'../Renderer/MipmapHint',
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'../Renderer/Sampler',
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'../Renderer/ShaderProgram',
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'../Renderer/ShaderSource',
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'../Renderer/Texture',
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'../Renderer/TextureMagnificationFilter',
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'../Renderer/TextureMinificationFilter',
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'../Renderer/TextureWrap',
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'../Renderer/VertexArray',
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'../Shaders/ReprojectWebMercatorFS',
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'../Shaders/ReprojectWebMercatorVS',
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'../ThirdParty/when',
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'./Imagery',
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'./ImagerySplitDirection',
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'./ImageryState',
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'./TileImagery'
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], function(
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Cartesian2,
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Cartesian4,
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defaultValue,
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defined,
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defineProperties,
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destroyObject,
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DeveloperError,
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FeatureDetection,
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GeographicProjection,
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GeographicTilingScheme,
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IndexDatatype,
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CesiumMath,
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PixelFormat,
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Rectangle,
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Request,
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RequestState,
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RequestType,
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TerrainProvider,
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TileProviderError,
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WebMercatorProjection,
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WebMercatorTilingScheme,
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Buffer,
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BufferUsage,
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ComputeCommand,
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ContextLimits,
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MipmapHint,
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Sampler,
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ShaderProgram,
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ShaderSource,
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Texture,
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TextureMagnificationFilter,
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TextureMinificationFilter,
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TextureWrap,
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VertexArray,
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ReprojectWebMercatorFS,
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ReprojectWebMercatorVS,
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when,
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Imagery,
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ImagerySplitDirection,
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ImageryState,
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TileImagery) {
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'use strict';
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/**
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* An imagery layer that displays tiled image data from a single imagery provider
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* on a {@link Globe}.
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*
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* @alias ImageryLayer
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* @constructor
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*
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* @param {ImageryProvider} imageryProvider The imagery provider to use.
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* @param {Object} [options] Object with the following properties:
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* @param {Rectangle} [options.rectangle=imageryProvider.rectangle] The rectangle of the layer. This rectangle
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* can limit the visible portion of the imagery provider.
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* @param {Number|Function} [options.alpha=1.0] The alpha blending value of this layer, from 0.0 to 1.0.
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* This can either be a simple number or a function with the signature
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* <code>function(frameState, layer, x, y, level)</code>. The function is passed the
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* current frame state, this layer, and the x, y, and level coordinates of the
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* imagery tile for which the alpha is required, and it is expected to return
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* the alpha value to use for the tile.
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* @param {Number|Function} [options.brightness=1.0] The brightness of this layer. 1.0 uses the unmodified imagery
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* color. Less than 1.0 makes the imagery darker while greater than 1.0 makes it brighter.
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* This can either be a simple number or a function with the signature
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* <code>function(frameState, layer, x, y, level)</code>. The function is passed the
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* current frame state, this layer, and the x, y, and level coordinates of the
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* imagery tile for which the brightness is required, and it is expected to return
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* the brightness value to use for the tile. The function is executed for every
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* frame and for every tile, so it must be fast.
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* @param {Number|Function} [options.contrast=1.0] The contrast of this layer. 1.0 uses the unmodified imagery color.
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* Less than 1.0 reduces the contrast while greater than 1.0 increases it.
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* This can either be a simple number or a function with the signature
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* <code>function(frameState, layer, x, y, level)</code>. The function is passed the
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* current frame state, this layer, and the x, y, and level coordinates of the
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* imagery tile for which the contrast is required, and it is expected to return
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* the contrast value to use for the tile. The function is executed for every
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* frame and for every tile, so it must be fast.
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* @param {Number|Function} [options.hue=0.0] The hue of this layer. 0.0 uses the unmodified imagery color.
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* This can either be a simple number or a function with the signature
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* <code>function(frameState, layer, x, y, level)</code>. The function is passed the
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* current frame state, this layer, and the x, y, and level coordinates
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* of the imagery tile for which the hue is required, and it is expected to return
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* the contrast value to use for the tile. The function is executed for every
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* frame and for every tile, so it must be fast.
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* @param {Number|Function} [options.saturation=1.0] The saturation of this layer. 1.0 uses the unmodified imagery color.
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* Less than 1.0 reduces the saturation while greater than 1.0 increases it.
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* This can either be a simple number or a function with the signature
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* <code>function(frameState, layer, x, y, level)</code>. The function is passed the
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* current frame state, this layer, and the x, y, and level coordinates
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* of the imagery tile for which the saturation is required, and it is expected to return
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* the contrast value to use for the tile. The function is executed for every
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* frame and for every tile, so it must be fast.
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* @param {Number|Function} [options.gamma=1.0] The gamma correction to apply to this layer. 1.0 uses the unmodified imagery color.
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* This can either be a simple number or a function with the signature
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* <code>function(frameState, layer, x, y, level)</code>. The function is passed the
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* current frame state, this layer, and the x, y, and level coordinates of the
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* imagery tile for which the gamma is required, and it is expected to return
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* the gamma value to use for the tile. The function is executed for every
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* frame and for every tile, so it must be fast.
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* @param {ImagerySplitDirection|Function} [options.splitDirection=ImagerySplitDirection.NONE] The {@link ImagerySplitDirection} split to apply to this layer.
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* @param {TextureMinificationFilter} [options.minificationFilter=TextureMinificationFilter.LINEAR] The
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* texture minification filter to apply to this layer. Possible values
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* are <code>TextureMinificationFilter.LINEAR</code> and
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* <code>TextureMinificationFilter.NEAREST</code>.
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* @param {TextureMagnificationFilter} [options.magnificationFilter=TextureMagnificationFilter.LINEAR] The
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* texture minification filter to apply to this layer. Possible values
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* are <code>TextureMagnificationFilter.LINEAR</code> and
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* <code>TextureMagnificationFilter.NEAREST</code>.
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* @param {Boolean} [options.show=true] True if the layer is shown; otherwise, false.
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* @param {Number} [options.maximumAnisotropy=maximum supported] The maximum anisotropy level to use
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* for texture filtering. If this parameter is not specified, the maximum anisotropy supported
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* by the WebGL stack will be used. Larger values make the imagery look better in horizon
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* views.
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* @param {Number} [options.minimumTerrainLevel] The minimum terrain level-of-detail at which to show this imagery layer,
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* or undefined to show it at all levels. Level zero is the least-detailed level.
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* @param {Number} [options.maximumTerrainLevel] The maximum terrain level-of-detail at which to show this imagery layer,
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* or undefined to show it at all levels. Level zero is the least-detailed level.
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* @param {Rectangle} [options.cutoutRectangle] Cartographic rectangle for cutting out a portion of this ImageryLayer.
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*/
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function ImageryLayer(imageryProvider, options) {
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this._imageryProvider = imageryProvider;
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options = defaultValue(options, {});
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/**
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* The alpha blending value of this layer, with 0.0 representing fully transparent and
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* 1.0 representing fully opaque.
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*
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* @type {Number}
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* @default 1.0
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*/
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this.alpha = defaultValue(options.alpha, defaultValue(imageryProvider.defaultAlpha, 1.0));
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/**
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* The brightness of this layer. 1.0 uses the unmodified imagery color. Less than 1.0
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* makes the imagery darker while greater than 1.0 makes it brighter.
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*
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* @type {Number}
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* @default {@link ImageryLayer.DEFAULT_BRIGHTNESS}
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*/
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this.brightness = defaultValue(options.brightness, defaultValue(imageryProvider.defaultBrightness, ImageryLayer.DEFAULT_BRIGHTNESS));
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/**
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* The contrast of this layer. 1.0 uses the unmodified imagery color. Less than 1.0 reduces
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* the contrast while greater than 1.0 increases it.
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*
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* @type {Number}
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* @default {@link ImageryLayer.DEFAULT_CONTRAST}
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*/
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this.contrast = defaultValue(options.contrast, defaultValue(imageryProvider.defaultContrast, ImageryLayer.DEFAULT_CONTRAST));
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/**
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* The hue of this layer in radians. 0.0 uses the unmodified imagery color.
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*
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* @type {Number}
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* @default {@link ImageryLayer.DEFAULT_HUE}
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*/
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this.hue = defaultValue(options.hue, defaultValue(imageryProvider.defaultHue, ImageryLayer.DEFAULT_HUE));
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/**
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* The saturation of this layer. 1.0 uses the unmodified imagery color. Less than 1.0 reduces the
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* saturation while greater than 1.0 increases it.
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*
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* @type {Number}
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* @default {@link ImageryLayer.DEFAULT_SATURATION}
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*/
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this.saturation = defaultValue(options.saturation, defaultValue(imageryProvider.defaultSaturation, ImageryLayer.DEFAULT_SATURATION));
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/**
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* The gamma correction to apply to this layer. 1.0 uses the unmodified imagery color.
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*
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* @type {Number}
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* @default {@link ImageryLayer.DEFAULT_GAMMA}
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*/
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this.gamma = defaultValue(options.gamma, defaultValue(imageryProvider.defaultGamma, ImageryLayer.DEFAULT_GAMMA));
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/**
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* The {@link ImagerySplitDirection} to apply to this layer.
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*
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* @type {ImagerySplitDirection}
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* @default {@link ImageryLayer.DEFAULT_SPLIT}
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*/
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this.splitDirection = defaultValue(options.splitDirection, defaultValue(imageryProvider.defaultSplit, ImageryLayer.DEFAULT_SPLIT));
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/**
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* The {@link TextureMinificationFilter} to apply to this layer.
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* Possible values are {@link TextureMinificationFilter.LINEAR} (the default)
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* and {@link TextureMinificationFilter.NEAREST}.
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*
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* To take effect, this property must be set immediately after adding the imagery layer.
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* Once a texture is loaded it won't be possible to change the texture filter used.
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*
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* @type {TextureMinificationFilter}
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* @default {@link ImageryLayer.DEFAULT_MINIFICATION_FILTER}
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*/
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this.minificationFilter = defaultValue(options.minificationFilter, defaultValue(imageryProvider.defaultMinificationFilter, ImageryLayer.DEFAULT_MINIFICATION_FILTER));
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/**
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* The {@link TextureMagnificationFilter} to apply to this layer.
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* Possible values are {@link TextureMagnificationFilter.LINEAR} (the default)
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* and {@link TextureMagnificationFilter.NEAREST}.
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*
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* To take effect, this property must be set immediately after adding the imagery layer.
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* Once a texture is loaded it won't be possible to change the texture filter used.
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*
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* @type {TextureMagnificationFilter}
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* @default {@link ImageryLayer.DEFAULT_MAGNIFICATION_FILTER}
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*/
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this.magnificationFilter = defaultValue(options.magnificationFilter, defaultValue(imageryProvider.defaultMagnificationFilter, ImageryLayer.DEFAULT_MAGNIFICATION_FILTER));
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/**
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* Determines if this layer is 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 = defaultValue(options.show, true);
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this._minimumTerrainLevel = options.minimumTerrainLevel;
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this._maximumTerrainLevel = options.maximumTerrainLevel;
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this._rectangle = defaultValue(options.rectangle, Rectangle.MAX_VALUE);
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this._maximumAnisotropy = options.maximumAnisotropy;
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this._imageryCache = {};
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this._skeletonPlaceholder = new TileImagery(Imagery.createPlaceholder(this));
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// The value of the show property on the last update.
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this._show = true;
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// The index of this layer in the ImageryLayerCollection.
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this._layerIndex = -1;
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// true if this is the base (lowest shown) layer.
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this._isBaseLayer = false;
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this._requestImageError = undefined;
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this._reprojectComputeCommands = [];
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/**
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* Rectangle cutout in this layer of imagery.
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*
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* @type {Rectangle}
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*/
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this.cutoutRectangle = options.cutoutRectangle;
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}
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||
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defineProperties(ImageryLayer.prototype, {
|
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/**
|
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* Gets the imagery provider for this layer.
|
||
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* @memberof ImageryLayer.prototype
|
||
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* @type {ImageryProvider}
|
||
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* @readonly
|
||
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*/
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imageryProvider : {
|
||
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get: function() {
|
||
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return this._imageryProvider;
|
||
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}
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||
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},
|
||
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||
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/**
|
||
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* Gets the rectangle of this layer. If this rectangle is smaller than the rectangle of the
|
||
|
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* {@link ImageryProvider}, only a portion of the imagery provider is shown.
|
||
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* @memberof ImageryLayer.prototype
|
||
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* @type {Rectangle}
|
||
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* @readonly
|
||
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*/
|
||
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rectangle: {
|
||
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get: function() {
|
||
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return this._rectangle;
|
||
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}
|
||
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}
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||
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});
|
||
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||
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/**
|
||
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* This value is used as the default brightness for the imagery layer if one is not provided during construction
|
||
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* or by the imagery provider. This value does not modify the brightness of the imagery.
|
||
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* @type {Number}
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||
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* @default 1.0
|
||
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*/
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||
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ImageryLayer.DEFAULT_BRIGHTNESS = 1.0;
|
||
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/**
|
||
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* This value is used as the default contrast for the imagery layer if one is not provided during construction
|
||
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* or by the imagery provider. This value does not modify the contrast of the imagery.
|
||
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* @type {Number}
|
||
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* @default 1.0
|
||
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*/
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||
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ImageryLayer.DEFAULT_CONTRAST = 1.0;
|
||
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/**
|
||
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* This value is used as the default hue for the imagery layer if one is not provided during construction
|
||
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* or by the imagery provider. This value does not modify the hue of the imagery.
|
||
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* @type {Number}
|
||
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* @default 0.0
|
||
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*/
|
||
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ImageryLayer.DEFAULT_HUE = 0.0;
|
||
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|
/**
|
||
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* This value is used as the default saturation for the imagery layer if one is not provided during construction
|
||
|
|
* or by the imagery provider. This value does not modify the saturation of the imagery.
|
||
|
|
* @type {Number}
|
||
|
|
* @default 1.0
|
||
|
|
*/
|
||
|
|
ImageryLayer.DEFAULT_SATURATION = 1.0;
|
||
|
|
/**
|
||
|
|
* This value is used as the default gamma for the imagery layer if one is not provided during construction
|
||
|
|
* or by the imagery provider. This value does not modify the gamma of the imagery.
|
||
|
|
* @type {Number}
|
||
|
|
* @default 1.0
|
||
|
|
*/
|
||
|
|
ImageryLayer.DEFAULT_GAMMA = 1.0;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* This value is used as the default split for the imagery layer if one is not provided during construction
|
||
|
|
* or by the imagery provider.
|
||
|
|
* @type {ImagerySplitDirection}
|
||
|
|
* @default ImagerySplitDirection.NONE
|
||
|
|
*/
|
||
|
|
ImageryLayer.DEFAULT_SPLIT = ImagerySplitDirection.NONE;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* This value is used as the default texture minification filter for the imagery layer if one is not provided
|
||
|
|
* during construction or by the imagery provider.
|
||
|
|
* @type {TextureMinificationFilter}
|
||
|
|
* @default TextureMinificationFilter.LINEAR
|
||
|
|
*/
|
||
|
|
ImageryLayer.DEFAULT_MINIFICATION_FILTER = TextureMinificationFilter.LINEAR;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* This value is used as the default texture magnification filter for the imagery layer if one is not provided
|
||
|
|
* during construction or by the imagery provider.
|
||
|
|
* @type {TextureMagnificationFilter}
|
||
|
|
* @default TextureMagnificationFilter.LINEAR
|
||
|
|
*/
|
||
|
|
ImageryLayer.DEFAULT_MAGNIFICATION_FILTER = TextureMagnificationFilter.LINEAR;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Gets a value indicating whether this layer is the base layer in the
|
||
|
|
* {@link ImageryLayerCollection}. The base layer is the one that underlies all
|
||
|
|
* others. It is special in that it is treated as if it has global rectangle, even if
|
||
|
|
* it actually does not, by stretching the texels at the edges over the entire
|
||
|
|
* globe.
|
||
|
|
*
|
||
|
|
* @returns {Boolean} true if this is the base layer; otherwise, false.
|
||
|
|
*/
|
||
|
|
ImageryLayer.prototype.isBaseLayer = function() {
|
||
|
|
return this._isBaseLayer;
|
||
|
|
};
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Returns true if this object was destroyed; otherwise, false.
|
||
|
|
* <br /><br />
|
||
|
|
* If this object was destroyed, it should not be used; calling any function other than
|
||
|
|
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
|
||
|
|
*
|
||
|
|
* @returns {Boolean} True if this object was destroyed; otherwise, false.
|
||
|
|
*
|
||
|
|
* @see ImageryLayer#destroy
|
||
|
|
*/
|
||
|
|
ImageryLayer.prototype.isDestroyed = function() {
|
||
|
|
return false;
|
||
|
|
};
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
|
||
|
|
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
|
||
|
|
* <br /><br />
|
||
|
|
* Once an object is destroyed, it should not be used; calling any function other than
|
||
|
|
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
|
||
|
|
* assign the return value (<code>undefined</code>) to the object as done in the example.
|
||
|
|
*
|
||
|
|
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
|
||
|
|
*
|
||
|
|
*
|
||
|
|
* @example
|
||
|
|
* imageryLayer = imageryLayer && imageryLayer.destroy();
|
||
|
|
*
|
||
|
|
* @see ImageryLayer#isDestroyed
|
||
|
|
*/
|
||
|
|
ImageryLayer.prototype.destroy = function() {
|
||
|
|
return destroyObject(this);
|
||
|
|
};
|
||
|
|
|
||
|
|
var imageryBoundsScratch = new Rectangle();
|
||
|
|
var tileImageryBoundsScratch = new Rectangle();
|
||
|
|
var clippedRectangleScratch = new Rectangle();
|
||
|
|
var terrainRectangleScratch = new Rectangle();
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Computes the intersection of this layer's rectangle with the imagery provider's availability rectangle,
|
||
|
|
* producing the overall bounds of imagery that can be produced by this layer.
|
||
|
|
*
|
||
|
|
* @returns {Promise.<Rectangle>} A promise to a rectangle which defines the overall bounds of imagery that can be produced by this layer.
|
||
|
|
*
|
||
|
|
* @example
|
||
|
|
* // Zoom to an imagery layer.
|
||
|
|
* imageryLayer.getViewableRectangle().then(function (rectangle) {
|
||
|
|
* return camera.flyTo({
|
||
|
|
* destination: rectangle
|
||
|
|
* });
|
||
|
|
* });
|
||
|
|
*/
|
||
|
|
ImageryLayer.prototype.getViewableRectangle = function() {
|
||
|
|
var imageryProvider = this._imageryProvider;
|
||
|
|
var rectangle = this._rectangle;
|
||
|
|
return imageryProvider.readyPromise.then(function() {
|
||
|
|
return Rectangle.intersection(imageryProvider.rectangle, rectangle);
|
||
|
|
});
|
||
|
|
};
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Create skeletons for the imagery tiles that partially or completely overlap a given terrain
|
||
|
|
* tile.
|
||
|
|
*
|
||
|
|
* @private
|
||
|
|
*
|
||
|
|
* @param {Tile} tile The terrain tile.
|
||
|
|
* @param {TerrainProvider} terrainProvider The terrain provider associated with the terrain tile.
|
||
|
|
* @param {Number} insertionPoint The position to insert new skeletons before in the tile's imagery list.
|
||
|
|
* @returns {Boolean} true if this layer overlaps any portion of the terrain tile; otherwise, false.
|
||
|
|
*/
|
||
|
|
ImageryLayer.prototype._createTileImagerySkeletons = function(tile, terrainProvider, insertionPoint) {
|
||
|
|
var surfaceTile = tile.data;
|
||
|
|
|
||
|
|
if (defined(this._minimumTerrainLevel) && tile.level < this._minimumTerrainLevel) {
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
if (defined(this._maximumTerrainLevel) && tile.level > this._maximumTerrainLevel) {
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
|
||
|
|
var imageryProvider = this._imageryProvider;
|
||
|
|
|
||
|
|
if (!defined(insertionPoint)) {
|
||
|
|
insertionPoint = surfaceTile.imagery.length;
|
||
|
|
}
|
||
|
|
|
||
|
|
if (!imageryProvider.ready) {
|
||
|
|
// The imagery provider is not ready, so we can't create skeletons, yet.
|
||
|
|
// Instead, add a placeholder so that we'll know to create
|
||
|
|
// the skeletons once the provider is ready.
|
||
|
|
this._skeletonPlaceholder.loadingImagery.addReference();
|
||
|
|
surfaceTile.imagery.splice(insertionPoint, 0, this._skeletonPlaceholder);
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Use Web Mercator for our texture coordinate computations if this imagery layer uses
|
||
|
|
// that projection and the terrain tile falls entirely inside the valid bounds of the
|
||
|
|
// projection.
|
||
|
|
var useWebMercatorT = imageryProvider.tilingScheme.projection instanceof WebMercatorProjection &&
|
||
|
|
tile.rectangle.north < WebMercatorProjection.MaximumLatitude &&
|
||
|
|
tile.rectangle.south > -WebMercatorProjection.MaximumLatitude;
|
||
|
|
|
||
|
|
// Compute the rectangle of the imagery from this imageryProvider that overlaps
|
||
|
|
// the geometry tile. The ImageryProvider and ImageryLayer both have the
|
||
|
|
// opportunity to constrain the rectangle. The imagery TilingScheme's rectangle
|
||
|
|
// always fully contains the ImageryProvider's rectangle.
|
||
|
|
var imageryBounds = Rectangle.intersection(imageryProvider.rectangle, this._rectangle, imageryBoundsScratch);
|
||
|
|
var rectangle = Rectangle.intersection(tile.rectangle, imageryBounds, tileImageryBoundsScratch);
|
||
|
|
|
||
|
|
if (!defined(rectangle)) {
|
||
|
|
// There is no overlap between this terrain tile and this imagery
|
||
|
|
// provider. Unless this is the base layer, no skeletons need to be created.
|
||
|
|
// We stretch texels at the edge of the base layer over the entire globe.
|
||
|
|
if (!this.isBaseLayer()) {
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
|
||
|
|
var baseImageryRectangle = imageryBounds;
|
||
|
|
var baseTerrainRectangle = tile.rectangle;
|
||
|
|
rectangle = tileImageryBoundsScratch;
|
||
|
|
|
||
|
|
if (baseTerrainRectangle.south >= baseImageryRectangle.north) {
|
||
|
|
rectangle.north = rectangle.south = baseImageryRectangle.north;
|
||
|
|
} else if (baseTerrainRectangle.north <= baseImageryRectangle.south) {
|
||
|
|
rectangle.north = rectangle.south = baseImageryRectangle.south;
|
||
|
|
} else {
|
||
|
|
rectangle.south = Math.max(baseTerrainRectangle.south, baseImageryRectangle.south);
|
||
|
|
rectangle.north = Math.min(baseTerrainRectangle.north, baseImageryRectangle.north);
|
||
|
|
}
|
||
|
|
|
||
|
|
if (baseTerrainRectangle.west >= baseImageryRectangle.east) {
|
||
|
|
rectangle.west = rectangle.east = baseImageryRectangle.east;
|
||
|
|
} else if (baseTerrainRectangle.east <= baseImageryRectangle.west) {
|
||
|
|
rectangle.west = rectangle.east = baseImageryRectangle.west;
|
||
|
|
} else {
|
||
|
|
rectangle.west = Math.max(baseTerrainRectangle.west, baseImageryRectangle.west);
|
||
|
|
rectangle.east = Math.min(baseTerrainRectangle.east, baseImageryRectangle.east);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
var latitudeClosestToEquator = 0.0;
|
||
|
|
if (rectangle.south > 0.0) {
|
||
|
|
latitudeClosestToEquator = rectangle.south;
|
||
|
|
} else if (rectangle.north < 0.0) {
|
||
|
|
latitudeClosestToEquator = rectangle.north;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Compute the required level in the imagery tiling scheme.
|
||
|
|
// The errorRatio should really be imagerySSE / terrainSSE rather than this hard-coded value.
|
||
|
|
// But first we need configurable imagery SSE and we need the rendering to be able to handle more
|
||
|
|
// images attached to a terrain tile than there are available texture units. So that's for the future.
|
||
|
|
var errorRatio = 1.0;
|
||
|
|
var targetGeometricError = errorRatio * terrainProvider.getLevelMaximumGeometricError(tile.level);
|
||
|
|
var imageryLevel = getLevelWithMaximumTexelSpacing(this, targetGeometricError, latitudeClosestToEquator);
|
||
|
|
imageryLevel = Math.max(0, imageryLevel);
|
||
|
|
var maximumLevel = imageryProvider.maximumLevel;
|
||
|
|
if (imageryLevel > maximumLevel) {
|
||
|
|
imageryLevel = maximumLevel;
|
||
|
|
}
|
||
|
|
|
||
|
|
if (defined(imageryProvider.minimumLevel)) {
|
||
|
|
var minimumLevel = imageryProvider.minimumLevel;
|
||
|
|
if (imageryLevel < minimumLevel) {
|
||
|
|
imageryLevel = minimumLevel;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
var imageryTilingScheme = imageryProvider.tilingScheme;
|
||
|
|
var northwestTileCoordinates = imageryTilingScheme.positionToTileXY(Rectangle.northwest(rectangle), imageryLevel);
|
||
|
|
var southeastTileCoordinates = imageryTilingScheme.positionToTileXY(Rectangle.southeast(rectangle), imageryLevel);
|
||
|
|
|
||
|
|
// If the southeast corner of the rectangle lies very close to the north or west side
|
||
|
|
// of the southeast tile, we don't actually need the southernmost or easternmost
|
||
|
|
// tiles.
|
||
|
|
// Similarly, if the northwest corner of the rectangle lies very close to the south or east side
|
||
|
|
// of the northwest tile, we don't actually need the northernmost or westernmost tiles.
|
||
|
|
|
||
|
|
// We define "very close" as being within 1/512 of the width of the tile.
|
||
|
|
var veryCloseX = tile.rectangle.width / 512.0;
|
||
|
|
var veryCloseY = tile.rectangle.height / 512.0;
|
||
|
|
|
||
|
|
var northwestTileRectangle = imageryTilingScheme.tileXYToRectangle(northwestTileCoordinates.x, northwestTileCoordinates.y, imageryLevel);
|
||
|
|
if (Math.abs(northwestTileRectangle.south - tile.rectangle.north) < veryCloseY && northwestTileCoordinates.y < southeastTileCoordinates.y) {
|
||
|
|
++northwestTileCoordinates.y;
|
||
|
|
}
|
||
|
|
if (Math.abs(northwestTileRectangle.east - tile.rectangle.west) < veryCloseX && northwestTileCoordinates.x < southeastTileCoordinates.x) {
|
||
|
|
++northwestTileCoordinates.x;
|
||
|
|
}
|
||
|
|
|
||
|
|
var southeastTileRectangle = imageryTilingScheme.tileXYToRectangle(southeastTileCoordinates.x, southeastTileCoordinates.y, imageryLevel);
|
||
|
|
if (Math.abs(southeastTileRectangle.north - tile.rectangle.south) < veryCloseY && southeastTileCoordinates.y > northwestTileCoordinates.y) {
|
||
|
|
--southeastTileCoordinates.y;
|
||
|
|
}
|
||
|
|
if (Math.abs(southeastTileRectangle.west - tile.rectangle.east) < veryCloseX && southeastTileCoordinates.x > northwestTileCoordinates.x) {
|
||
|
|
--southeastTileCoordinates.x;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Create TileImagery instances for each imagery tile overlapping this terrain tile.
|
||
|
|
// We need to do all texture coordinate computations in the imagery tile's tiling scheme.
|
||
|
|
|
||
|
|
var terrainRectangle = Rectangle.clone(tile.rectangle, terrainRectangleScratch);
|
||
|
|
var imageryRectangle = imageryTilingScheme.tileXYToRectangle(northwestTileCoordinates.x, northwestTileCoordinates.y, imageryLevel);
|
||
|
|
var clippedImageryRectangle = Rectangle.intersection(imageryRectangle, imageryBounds, clippedRectangleScratch);
|
||
|
|
|
||
|
|
var imageryTileXYToRectangle;
|
||
|
|
if (useWebMercatorT) {
|
||
|
|
imageryTilingScheme.rectangleToNativeRectangle(terrainRectangle, terrainRectangle);
|
||
|
|
imageryTilingScheme.rectangleToNativeRectangle(imageryRectangle, imageryRectangle);
|
||
|
|
imageryTilingScheme.rectangleToNativeRectangle(clippedImageryRectangle, clippedImageryRectangle);
|
||
|
|
imageryTilingScheme.rectangleToNativeRectangle(imageryBounds, imageryBounds);
|
||
|
|
imageryTileXYToRectangle = imageryTilingScheme.tileXYToNativeRectangle.bind(imageryTilingScheme);
|
||
|
|
veryCloseX = terrainRectangle.width / 512.0;
|
||
|
|
veryCloseY = terrainRectangle.height / 512.0;
|
||
|
|
} else {
|
||
|
|
imageryTileXYToRectangle = imageryTilingScheme.tileXYToRectangle.bind(imageryTilingScheme);
|
||
|
|
}
|
||
|
|
|
||
|
|
var minU;
|
||
|
|
var maxU = 0.0;
|
||
|
|
|
||
|
|
var minV = 1.0;
|
||
|
|
var maxV;
|
||
|
|
|
||
|
|
// If this is the northern-most or western-most tile in the imagery tiling scheme,
|
||
|
|
// it may not start at the northern or western edge of the terrain tile.
|
||
|
|
// Calculate where it does start.
|
||
|
|
if (!this.isBaseLayer() && Math.abs(clippedImageryRectangle.west - terrainRectangle.west) >= veryCloseX) {
|
||
|
|
maxU = Math.min(1.0, (clippedImageryRectangle.west - terrainRectangle.west) / terrainRectangle.width);
|
||
|
|
}
|
||
|
|
|
||
|
|
if (!this.isBaseLayer() && Math.abs(clippedImageryRectangle.north - terrainRectangle.north) >= veryCloseY) {
|
||
|
|
minV = Math.max(0.0, (clippedImageryRectangle.north - terrainRectangle.south) / terrainRectangle.height);
|
||
|
|
}
|
||
|
|
|
||
|
|
var initialMinV = minV;
|
||
|
|
|
||
|
|
for ( var i = northwestTileCoordinates.x; i <= southeastTileCoordinates.x; i++) {
|
||
|
|
minU = maxU;
|
||
|
|
|
||
|
|
imageryRectangle = imageryTileXYToRectangle(i, northwestTileCoordinates.y, imageryLevel);
|
||
|
|
clippedImageryRectangle = Rectangle.simpleIntersection(imageryRectangle, imageryBounds, clippedRectangleScratch);
|
||
|
|
|
||
|
|
if (!defined(clippedImageryRectangle)) {
|
||
|
|
continue;
|
||
|
|
}
|
||
|
|
|
||
|
|
maxU = Math.min(1.0, (clippedImageryRectangle.east - terrainRectangle.west) / terrainRectangle.width);
|
||
|
|
|
||
|
|
// If this is the eastern-most imagery tile mapped to this terrain tile,
|
||
|
|
// and there are more imagery tiles to the east of this one, the maxU
|
||
|
|
// should be 1.0 to make sure rounding errors don't make the last
|
||
|
|
// image fall shy of the edge of the terrain tile.
|
||
|
|
if (i === southeastTileCoordinates.x && (this.isBaseLayer() || Math.abs(clippedImageryRectangle.east - terrainRectangle.east) < veryCloseX)) {
|
||
|
|
maxU = 1.0;
|
||
|
|
}
|
||
|
|
|
||
|
|
minV = initialMinV;
|
||
|
|
|
||
|
|
for ( var j = northwestTileCoordinates.y; j <= southeastTileCoordinates.y; j++) {
|
||
|
|
maxV = minV;
|
||
|
|
|
||
|
|
imageryRectangle = imageryTileXYToRectangle(i, j, imageryLevel);
|
||
|
|
clippedImageryRectangle = Rectangle.simpleIntersection(imageryRectangle, imageryBounds, clippedRectangleScratch);
|
||
|
|
|
||
|
|
if (!defined(clippedImageryRectangle)) {
|
||
|
|
continue;
|
||
|
|
}
|
||
|
|
|
||
|
|
minV = Math.max(0.0, (clippedImageryRectangle.south - terrainRectangle.south) / terrainRectangle.height);
|
||
|
|
|
||
|
|
// If this is the southern-most imagery tile mapped to this terrain tile,
|
||
|
|
// and there are more imagery tiles to the south of this one, the minV
|
||
|
|
// should be 0.0 to make sure rounding errors don't make the last
|
||
|
|
// image fall shy of the edge of the terrain tile.
|
||
|
|
if (j === southeastTileCoordinates.y && (this.isBaseLayer() || Math.abs(clippedImageryRectangle.south - terrainRectangle.south) < veryCloseY)) {
|
||
|
|
minV = 0.0;
|
||
|
|
}
|
||
|
|
|
||
|
|
var texCoordsRectangle = new Cartesian4(minU, minV, maxU, maxV);
|
||
|
|
var imagery = this.getImageryFromCache(i, j, imageryLevel);
|
||
|
|
surfaceTile.imagery.splice(insertionPoint, 0, new TileImagery(imagery, texCoordsRectangle, useWebMercatorT));
|
||
|
|
++insertionPoint;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
return true;
|
||
|
|
};
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Calculate the translation and scale for a particular {@link TileImagery} attached to a
|
||
|
|
* particular terrain tile.
|
||
|
|
*
|
||
|
|
* @private
|
||
|
|
*
|
||
|
|
* @param {Tile} tile The terrain tile.
|
||
|
|
* @param {TileImagery} tileImagery The imagery tile mapping.
|
||
|
|
* @returns {Cartesian4} The translation and scale where X and Y are the translation and Z and W
|
||
|
|
* are the scale.
|
||
|
|
*/
|
||
|
|
ImageryLayer.prototype._calculateTextureTranslationAndScale = function(tile, tileImagery) {
|
||
|
|
var imageryRectangle = tileImagery.readyImagery.rectangle;
|
||
|
|
var terrainRectangle = tile.rectangle;
|
||
|
|
|
||
|
|
if (tileImagery.useWebMercatorT) {
|
||
|
|
var tilingScheme = tileImagery.readyImagery.imageryLayer.imageryProvider.tilingScheme;
|
||
|
|
imageryRectangle = tilingScheme.rectangleToNativeRectangle(imageryRectangle, imageryBoundsScratch);
|
||
|
|
terrainRectangle = tilingScheme.rectangleToNativeRectangle(terrainRectangle, terrainRectangleScratch);
|
||
|
|
}
|
||
|
|
|
||
|
|
var terrainWidth = terrainRectangle.width;
|
||
|
|
var terrainHeight = terrainRectangle.height;
|
||
|
|
|
||
|
|
var scaleX = terrainWidth / imageryRectangle.width;
|
||
|
|
var scaleY = terrainHeight / imageryRectangle.height;
|
||
|
|
return new Cartesian4(
|
||
|
|
scaleX * (terrainRectangle.west - imageryRectangle.west) / terrainWidth,
|
||
|
|
scaleY * (terrainRectangle.south - imageryRectangle.south) / terrainHeight,
|
||
|
|
scaleX,
|
||
|
|
scaleY);
|
||
|
|
};
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Request a particular piece of imagery from the imagery provider. This method handles raising an
|
||
|
|
* error event if the request fails, and retrying the request if necessary.
|
||
|
|
*
|
||
|
|
* @private
|
||
|
|
*
|
||
|
|
* @param {Imagery} imagery The imagery to request.
|
||
|
|
* @param {Function} [priorityFunction] The priority function used for sorting the imagery request.
|
||
|
|
*/
|
||
|
|
ImageryLayer.prototype._requestImagery = function(imagery, priorityFunction) {
|
||
|
|
var imageryProvider = this._imageryProvider;
|
||
|
|
|
||
|
|
var that = this;
|
||
|
|
|
||
|
|
function success(image) {
|
||
|
|
if (!defined(image)) {
|
||
|
|
return failure();
|
||
|
|
}
|
||
|
|
|
||
|
|
imagery.image = image;
|
||
|
|
imagery.state = ImageryState.RECEIVED;
|
||
|
|
imagery.request = undefined;
|
||
|
|
|
||
|
|
TileProviderError.handleSuccess(that._requestImageError);
|
||
|
|
}
|
||
|
|
|
||
|
|
function failure(e) {
|
||
|
|
if (imagery.request.state === RequestState.CANCELLED) {
|
||
|
|
// Cancelled due to low priority - try again later.
|
||
|
|
imagery.state = ImageryState.UNLOADED;
|
||
|
|
imagery.request = undefined;
|
||
|
|
return;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Initially assume failure. handleError may retry, in which case the state will
|
||
|
|
// change to TRANSITIONING.
|
||
|
|
imagery.state = ImageryState.FAILED;
|
||
|
|
imagery.request = undefined;
|
||
|
|
|
||
|
|
var message = 'Failed to obtain image tile X: ' + imagery.x + ' Y: ' + imagery.y + ' Level: ' + imagery.level + '.';
|
||
|
|
that._requestImageError = TileProviderError.handleError(
|
||
|
|
that._requestImageError,
|
||
|
|
imageryProvider,
|
||
|
|
imageryProvider.errorEvent,
|
||
|
|
message,
|
||
|
|
imagery.x, imagery.y, imagery.level,
|
||
|
|
doRequest,
|
||
|
|
e);
|
||
|
|
}
|
||
|
|
|
||
|
|
function doRequest() {
|
||
|
|
var request = new Request({
|
||
|
|
throttle : true,
|
||
|
|
throttleByServer : true,
|
||
|
|
type : RequestType.IMAGERY,
|
||
|
|
priorityFunction : priorityFunction
|
||
|
|
});
|
||
|
|
imagery.request = request;
|
||
|
|
imagery.state = ImageryState.TRANSITIONING;
|
||
|
|
var imagePromise = imageryProvider.requestImage(imagery.x, imagery.y, imagery.level, request);
|
||
|
|
|
||
|
|
if (!defined(imagePromise)) {
|
||
|
|
// Too many parallel requests, so postpone loading tile.
|
||
|
|
imagery.state = ImageryState.UNLOADED;
|
||
|
|
imagery.request = undefined;
|
||
|
|
return;
|
||
|
|
}
|
||
|
|
|
||
|
|
if (defined(imageryProvider.getTileCredits)) {
|
||
|
|
imagery.credits = imageryProvider.getTileCredits(imagery.x, imagery.y, imagery.level);
|
||
|
|
}
|
||
|
|
|
||
|
|
when(imagePromise, success, failure);
|
||
|
|
}
|
||
|
|
|
||
|
|
doRequest();
|
||
|
|
};
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Create a WebGL texture for a given {@link Imagery} instance.
|
||
|
|
*
|
||
|
|
* @private
|
||
|
|
*
|
||
|
|
* @param {Context} context The rendered context to use to create textures.
|
||
|
|
* @param {Imagery} imagery The imagery for which to create a texture.
|
||
|
|
*/
|
||
|
|
ImageryLayer.prototype._createTexture = function(context, imagery) {
|
||
|
|
var imageryProvider = this._imageryProvider;
|
||
|
|
var image = imagery.image;
|
||
|
|
|
||
|
|
// If this imagery provider has a discard policy, use it to check if this
|
||
|
|
// image should be discarded.
|
||
|
|
if (defined(imageryProvider.tileDiscardPolicy)) {
|
||
|
|
var discardPolicy = imageryProvider.tileDiscardPolicy;
|
||
|
|
if (defined(discardPolicy)) {
|
||
|
|
// If the discard policy is not ready yet, transition back to the
|
||
|
|
// RECEIVED state and we'll try again next time.
|
||
|
|
if (!discardPolicy.isReady()) {
|
||
|
|
imagery.state = ImageryState.RECEIVED;
|
||
|
|
return;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Mark discarded imagery tiles invalid. Parent imagery will be used instead.
|
||
|
|
if (discardPolicy.shouldDiscardImage(image)) {
|
||
|
|
imagery.state = ImageryState.INVALID;
|
||
|
|
return;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
//>>includeStart('debug', pragmas.debug);
|
||
|
|
if (this.minificationFilter !== TextureMinificationFilter.NEAREST &&
|
||
|
|
this.minificationFilter !== TextureMinificationFilter.LINEAR) {
|
||
|
|
throw new DeveloperError('ImageryLayer minification filter must be NEAREST or LINEAR');
|
||
|
|
}
|
||
|
|
//>>includeEnd('debug');
|
||
|
|
|
||
|
|
var sampler = new Sampler({
|
||
|
|
minificationFilter : this.minificationFilter,
|
||
|
|
magnificationFilter : this.magnificationFilter
|
||
|
|
});
|
||
|
|
|
||
|
|
// Imagery does not need to be discarded, so upload it to WebGL.
|
||
|
|
var texture;
|
||
|
|
if (defined(image.internalFormat)) {
|
||
|
|
texture = new Texture({
|
||
|
|
context : context,
|
||
|
|
pixelFormat : image.internalFormat,
|
||
|
|
width : image.width,
|
||
|
|
height : image.height,
|
||
|
|
source : {
|
||
|
|
arrayBufferView : image.bufferView
|
||
|
|
},
|
||
|
|
sampler : sampler
|
||
|
|
});
|
||
|
|
} else {
|
||
|
|
texture = new Texture({
|
||
|
|
context : context,
|
||
|
|
source : image,
|
||
|
|
pixelFormat : imageryProvider.hasAlphaChannel ? PixelFormat.RGBA : PixelFormat.RGB,
|
||
|
|
sampler : sampler
|
||
|
|
});
|
||
|
|
}
|
||
|
|
|
||
|
|
if (imageryProvider.tilingScheme.projection instanceof WebMercatorProjection) {
|
||
|
|
imagery.textureWebMercator = texture;
|
||
|
|
} else {
|
||
|
|
imagery.texture = texture;
|
||
|
|
}
|
||
|
|
imagery.image = undefined;
|
||
|
|
imagery.state = ImageryState.TEXTURE_LOADED;
|
||
|
|
};
|
||
|
|
|
||
|
|
function getSamplerKey(minificationFilter, magnificationFilter, maximumAnisotropy) {
|
||
|
|
return minificationFilter + ':' + magnificationFilter + ':' + maximumAnisotropy;
|
||
|
|
}
|
||
|
|
|
||
|
|
function finalizeReprojectTexture(imageryLayer, context, imagery, texture) {
|
||
|
|
var minificationFilter = imageryLayer.minificationFilter;
|
||
|
|
var magnificationFilter = imageryLayer.magnificationFilter;
|
||
|
|
var usesLinearTextureFilter = minificationFilter === TextureMinificationFilter.LINEAR && magnificationFilter === TextureMagnificationFilter.LINEAR;
|
||
|
|
// Use mipmaps if this texture has power-of-two dimensions.
|
||
|
|
// In addition, mipmaps are only generated if the texture filters are both LINEAR.
|
||
|
|
if (usesLinearTextureFilter && !PixelFormat.isCompressedFormat(texture.pixelFormat) && CesiumMath.isPowerOfTwo(texture.width) && CesiumMath.isPowerOfTwo(texture.height)) {
|
||
|
|
minificationFilter = TextureMinificationFilter.LINEAR_MIPMAP_LINEAR;
|
||
|
|
var maximumSupportedAnisotropy = ContextLimits.maximumTextureFilterAnisotropy;
|
||
|
|
var maximumAnisotropy = Math.min(maximumSupportedAnisotropy, defaultValue(imageryLayer._maximumAnisotropy, maximumSupportedAnisotropy));
|
||
|
|
var mipmapSamplerKey = getSamplerKey(minificationFilter, magnificationFilter, maximumAnisotropy);
|
||
|
|
var mipmapSamplers = context.cache.imageryLayerMipmapSamplers;
|
||
|
|
if (!defined(mipmapSamplers)) {
|
||
|
|
mipmapSamplers = {};
|
||
|
|
context.cache.imageryLayerMipmapSamplers = mipmapSamplers;
|
||
|
|
}
|
||
|
|
var mipmapSampler = mipmapSamplers[mipmapSamplerKey];
|
||
|
|
if (!defined(mipmapSampler)) {
|
||
|
|
mipmapSampler = mipmapSamplers[mipmapSamplerKey] = new Sampler({
|
||
|
|
wrapS : TextureWrap.CLAMP_TO_EDGE,
|
||
|
|
wrapT : TextureWrap.CLAMP_TO_EDGE,
|
||
|
|
minificationFilter : minificationFilter,
|
||
|
|
magnificationFilter : magnificationFilter,
|
||
|
|
maximumAnisotropy : maximumAnisotropy
|
||
|
|
});
|
||
|
|
}
|
||
|
|
texture.generateMipmap(MipmapHint.NICEST);
|
||
|
|
texture.sampler = mipmapSampler;
|
||
|
|
} else {
|
||
|
|
var nonMipmapSamplerKey = getSamplerKey(minificationFilter, magnificationFilter, 0);
|
||
|
|
var nonMipmapSamplers = context.cache.imageryLayerNonMipmapSamplers;
|
||
|
|
if (!defined(nonMipmapSamplers)) {
|
||
|
|
nonMipmapSamplers = {};
|
||
|
|
context.cache.imageryLayerNonMipmapSamplers = nonMipmapSamplers;
|
||
|
|
}
|
||
|
|
var nonMipmapSampler = nonMipmapSamplers[nonMipmapSamplerKey];
|
||
|
|
if (!defined(nonMipmapSampler)) {
|
||
|
|
nonMipmapSampler = nonMipmapSamplers[nonMipmapSamplerKey] = new Sampler({
|
||
|
|
wrapS : TextureWrap.CLAMP_TO_EDGE,
|
||
|
|
wrapT : TextureWrap.CLAMP_TO_EDGE,
|
||
|
|
minificationFilter : minificationFilter,
|
||
|
|
magnificationFilter : magnificationFilter
|
||
|
|
});
|
||
|
|
}
|
||
|
|
texture.sampler = nonMipmapSampler;
|
||
|
|
}
|
||
|
|
|
||
|
|
imagery.state = ImageryState.READY;
|
||
|
|
}
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Enqueues a command re-projecting a texture to a {@link GeographicProjection} on the next update, if necessary, and generate
|
||
|
|
* mipmaps for the geographic texture.
|
||
|
|
*
|
||
|
|
* @private
|
||
|
|
*
|
||
|
|
* @param {FrameState} frameState The frameState.
|
||
|
|
* @param {Imagery} imagery The imagery instance to reproject.
|
||
|
|
* @param {Boolean} [needGeographicProjection=true] True to reproject to geographic, or false if Web Mercator is fine.
|
||
|
|
*/
|
||
|
|
ImageryLayer.prototype._reprojectTexture = function(frameState, imagery, needGeographicProjection) {
|
||
|
|
var texture = imagery.textureWebMercator || imagery.texture;
|
||
|
|
var rectangle = imagery.rectangle;
|
||
|
|
var context = frameState.context;
|
||
|
|
|
||
|
|
needGeographicProjection = defaultValue(needGeographicProjection, true);
|
||
|
|
|
||
|
|
// Reproject this texture if it is not already in a geographic projection and
|
||
|
|
// the pixels are more than 1e-5 radians apart. The pixel spacing cutoff
|
||
|
|
// avoids precision problems in the reprojection transformation while making
|
||
|
|
// no noticeable difference in the georeferencing of the image.
|
||
|
|
if (needGeographicProjection &&
|
||
|
|
!(this._imageryProvider.tilingScheme.projection instanceof GeographicProjection) &&
|
||
|
|
rectangle.width / texture.width > 1e-5) {
|
||
|
|
var that = this;
|
||
|
|
imagery.addReference();
|
||
|
|
var computeCommand = new ComputeCommand({
|
||
|
|
persists : true,
|
||
|
|
owner : this,
|
||
|
|
// Update render resources right before execution instead of now.
|
||
|
|
// This allows different ImageryLayers to share the same vao and buffers.
|
||
|
|
preExecute : function(command) {
|
||
|
|
reprojectToGeographic(command, context, texture, imagery.rectangle);
|
||
|
|
},
|
||
|
|
postExecute : function(outputTexture) {
|
||
|
|
imagery.texture = outputTexture;
|
||
|
|
finalizeReprojectTexture(that, context, imagery, outputTexture);
|
||
|
|
imagery.releaseReference();
|
||
|
|
}
|
||
|
|
});
|
||
|
|
this._reprojectComputeCommands.push(computeCommand);
|
||
|
|
} else {
|
||
|
|
if (needGeographicProjection) {
|
||
|
|
imagery.texture = texture;
|
||
|
|
}
|
||
|
|
finalizeReprojectTexture(this, context, imagery, texture);
|
||
|
|
}
|
||
|
|
};
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Updates frame state to execute any queued texture re-projections.
|
||
|
|
*
|
||
|
|
* @private
|
||
|
|
*
|
||
|
|
* @param {FrameState} frameState The frameState.
|
||
|
|
*/
|
||
|
|
ImageryLayer.prototype.queueReprojectionCommands = function(frameState) {
|
||
|
|
var computeCommands = this._reprojectComputeCommands;
|
||
|
|
var length = computeCommands.length;
|
||
|
|
for (var i = 0; i < length; ++i) {
|
||
|
|
frameState.commandList.push(computeCommands[i]);
|
||
|
|
}
|
||
|
|
computeCommands.length = 0;
|
||
|
|
};
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Cancels re-projection commands queued for the next frame.
|
||
|
|
*
|
||
|
|
* @private
|
||
|
|
*/
|
||
|
|
ImageryLayer.prototype.cancelReprojections = function() {
|
||
|
|
this._reprojectComputeCommands.length = 0;
|
||
|
|
};
|
||
|
|
|
||
|
|
ImageryLayer.prototype.getImageryFromCache = function(x, y, level, imageryRectangle) {
|
||
|
|
var cacheKey = getImageryCacheKey(x, y, level);
|
||
|
|
var imagery = this._imageryCache[cacheKey];
|
||
|
|
|
||
|
|
if (!defined(imagery)) {
|
||
|
|
imagery = new Imagery(this, x, y, level, imageryRectangle);
|
||
|
|
this._imageryCache[cacheKey] = imagery;
|
||
|
|
}
|
||
|
|
|
||
|
|
imagery.addReference();
|
||
|
|
return imagery;
|
||
|
|
};
|
||
|
|
|
||
|
|
ImageryLayer.prototype.removeImageryFromCache = function(imagery) {
|
||
|
|
var cacheKey = getImageryCacheKey(imagery.x, imagery.y, imagery.level);
|
||
|
|
delete this._imageryCache[cacheKey];
|
||
|
|
};
|
||
|
|
|
||
|
|
function getImageryCacheKey(x, y, level) {
|
||
|
|
return JSON.stringify([x, y, level]);
|
||
|
|
}
|
||
|
|
|
||
|
|
var uniformMap = {
|
||
|
|
u_textureDimensions : function() {
|
||
|
|
return this.textureDimensions;
|
||
|
|
},
|
||
|
|
u_texture : function() {
|
||
|
|
return this.texture;
|
||
|
|
},
|
||
|
|
|
||
|
|
textureDimensions : new Cartesian2(),
|
||
|
|
texture : undefined
|
||
|
|
};
|
||
|
|
|
||
|
|
var float32ArrayScratch = FeatureDetection.supportsTypedArrays() ? new Float32Array(2 * 64) : undefined;
|
||
|
|
|
||
|
|
function reprojectToGeographic(command, context, texture, rectangle) {
|
||
|
|
// This function has gone through a number of iterations, because GPUs are awesome.
|
||
|
|
//
|
||
|
|
// Originally, we had a very simple vertex shader and computed the Web Mercator texture coordinates
|
||
|
|
// per-fragment in the fragment shader. That worked well, except on mobile devices, because
|
||
|
|
// fragment shaders have limited precision on many mobile devices. The result was smearing artifacts
|
||
|
|
// at medium zoom levels because different geographic texture coordinates would be reprojected to Web
|
||
|
|
// Mercator as the same value.
|
||
|
|
//
|
||
|
|
// Our solution was to reproject to Web Mercator in the vertex shader instead of the fragment shader.
|
||
|
|
// This required far more vertex data. With fragment shader reprojection, we only needed a single quad.
|
||
|
|
// But to achieve the same precision with vertex shader reprojection, we needed a vertex for each
|
||
|
|
// output pixel. So we used a grid of 256x256 vertices, because most of our imagery
|
||
|
|
// tiles are 256x256. Fortunately the grid could be created and uploaded to the GPU just once and
|
||
|
|
// re-used for all reprojections, so the performance was virtually unchanged from our original fragment
|
||
|
|
// shader approach. See https://github.com/AnalyticalGraphicsInc/cesium/pull/714.
|
||
|
|
//
|
||
|
|
// Over a year later, we noticed (https://github.com/AnalyticalGraphicsInc/cesium/issues/2110)
|
||
|
|
// that our reprojection code was creating a rare but severe artifact on some GPUs (Intel HD 4600
|
||
|
|
// for one). The problem was that the GLSL sin function on these GPUs had a discontinuity at fine scales in
|
||
|
|
// a few places.
|
||
|
|
//
|
||
|
|
// We solved this by implementing a more reliable sin function based on the CORDIC algorithm
|
||
|
|
// (https://github.com/AnalyticalGraphicsInc/cesium/pull/2111). Even though this was a fair
|
||
|
|
// amount of code to be executing per vertex, the performance seemed to be pretty good on most GPUs.
|
||
|
|
// Unfortunately, on some GPUs, the performance was absolutely terrible
|
||
|
|
// (https://github.com/AnalyticalGraphicsInc/cesium/issues/2258).
|
||
|
|
//
|
||
|
|
// So that brings us to our current solution, the one you see here. Effectively, we compute the Web
|
||
|
|
// Mercator texture coordinates on the CPU and store the T coordinate with each vertex (the S coordinate
|
||
|
|
// is the same in Geographic and Web Mercator). To make this faster, we reduced our reprojection mesh
|
||
|
|
// to be only 2 vertices wide and 64 vertices high. We should have reduced the width to 2 sooner,
|
||
|
|
// because the extra vertices weren't buying us anything. The height of 64 means we are technically
|
||
|
|
// doing a slightly less accurate reprojection than we were before, but we can't see the difference
|
||
|
|
// so it's worth the 4x speedup.
|
||
|
|
|
||
|
|
var reproject = context.cache.imageryLayer_reproject;
|
||
|
|
|
||
|
|
if (!defined(reproject)) {
|
||
|
|
reproject = context.cache.imageryLayer_reproject = {
|
||
|
|
vertexArray : undefined,
|
||
|
|
shaderProgram : undefined,
|
||
|
|
sampler : undefined,
|
||
|
|
destroy : function() {
|
||
|
|
if (defined(this.framebuffer)) {
|
||
|
|
this.framebuffer.destroy();
|
||
|
|
}
|
||
|
|
if (defined(this.vertexArray)) {
|
||
|
|
this.vertexArray.destroy();
|
||
|
|
}
|
||
|
|
if (defined(this.shaderProgram)) {
|
||
|
|
this.shaderProgram.destroy();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
};
|
||
|
|
|
||
|
|
var positions = new Float32Array(2 * 64 * 2);
|
||
|
|
var index = 0;
|
||
|
|
for (var j = 0; j < 64; ++j) {
|
||
|
|
var y = j / 63.0;
|
||
|
|
positions[index++] = 0.0;
|
||
|
|
positions[index++] = y;
|
||
|
|
positions[index++] = 1.0;
|
||
|
|
positions[index++] = y;
|
||
|
|
}
|
||
|
|
|
||
|
|
var reprojectAttributeIndices = {
|
||
|
|
position : 0,
|
||
|
|
webMercatorT : 1
|
||
|
|
};
|
||
|
|
|
||
|
|
var indices = TerrainProvider.getRegularGridIndices(2, 64);
|
||
|
|
var indexBuffer = Buffer.createIndexBuffer({
|
||
|
|
context : context,
|
||
|
|
typedArray : indices,
|
||
|
|
usage : BufferUsage.STATIC_DRAW,
|
||
|
|
indexDatatype : IndexDatatype.UNSIGNED_SHORT
|
||
|
|
});
|
||
|
|
|
||
|
|
reproject.vertexArray = new VertexArray({
|
||
|
|
context : context,
|
||
|
|
attributes : [{
|
||
|
|
index : reprojectAttributeIndices.position,
|
||
|
|
vertexBuffer : Buffer.createVertexBuffer({
|
||
|
|
context : context,
|
||
|
|
typedArray : positions,
|
||
|
|
usage : BufferUsage.STATIC_DRAW
|
||
|
|
}),
|
||
|
|
componentsPerAttribute : 2
|
||
|
|
},{
|
||
|
|
index : reprojectAttributeIndices.webMercatorT,
|
||
|
|
vertexBuffer : Buffer.createVertexBuffer({
|
||
|
|
context : context,
|
||
|
|
sizeInBytes : 64 * 2 * 4,
|
||
|
|
usage : BufferUsage.STREAM_DRAW
|
||
|
|
}),
|
||
|
|
componentsPerAttribute : 1
|
||
|
|
}],
|
||
|
|
indexBuffer : indexBuffer
|
||
|
|
});
|
||
|
|
|
||
|
|
var vs = new ShaderSource({
|
||
|
|
sources : [ReprojectWebMercatorVS]
|
||
|
|
});
|
||
|
|
|
||
|
|
reproject.shaderProgram = ShaderProgram.fromCache({
|
||
|
|
context : context,
|
||
|
|
vertexShaderSource : vs,
|
||
|
|
fragmentShaderSource : ReprojectWebMercatorFS,
|
||
|
|
attributeLocations : reprojectAttributeIndices
|
||
|
|
});
|
||
|
|
|
||
|
|
reproject.sampler = new Sampler({
|
||
|
|
wrapS : TextureWrap.CLAMP_TO_EDGE,
|
||
|
|
wrapT : TextureWrap.CLAMP_TO_EDGE,
|
||
|
|
minificationFilter : TextureMinificationFilter.LINEAR,
|
||
|
|
magnificationFilter : TextureMagnificationFilter.LINEAR
|
||
|
|
});
|
||
|
|
}
|
||
|
|
|
||
|
|
texture.sampler = reproject.sampler;
|
||
|
|
|
||
|
|
var width = texture.width;
|
||
|
|
var height = texture.height;
|
||
|
|
|
||
|
|
uniformMap.textureDimensions.x = width;
|
||
|
|
uniformMap.textureDimensions.y = height;
|
||
|
|
uniformMap.texture = texture;
|
||
|
|
|
||
|
|
var sinLatitude = Math.sin(rectangle.south);
|
||
|
|
var southMercatorY = 0.5 * Math.log((1 + sinLatitude) / (1 - sinLatitude));
|
||
|
|
|
||
|
|
sinLatitude = Math.sin(rectangle.north);
|
||
|
|
var northMercatorY = 0.5 * Math.log((1 + sinLatitude) / (1 - sinLatitude));
|
||
|
|
var oneOverMercatorHeight = 1.0 / (northMercatorY - southMercatorY);
|
||
|
|
|
||
|
|
var outputTexture = new Texture({
|
||
|
|
context : context,
|
||
|
|
width : width,
|
||
|
|
height : height,
|
||
|
|
pixelFormat : texture.pixelFormat,
|
||
|
|
pixelDatatype : texture.pixelDatatype,
|
||
|
|
preMultiplyAlpha : texture.preMultiplyAlpha
|
||
|
|
});
|
||
|
|
|
||
|
|
// Allocate memory for the mipmaps. Failure to do this before rendering
|
||
|
|
// to the texture via the FBO, and calling generateMipmap later,
|
||
|
|
// will result in the texture appearing blank. I can't pretend to
|
||
|
|
// understand exactly why this is.
|
||
|
|
if (CesiumMath.isPowerOfTwo(width) && CesiumMath.isPowerOfTwo(height)) {
|
||
|
|
outputTexture.generateMipmap(MipmapHint.NICEST);
|
||
|
|
}
|
||
|
|
|
||
|
|
var south = rectangle.south;
|
||
|
|
var north = rectangle.north;
|
||
|
|
|
||
|
|
var webMercatorT = float32ArrayScratch;
|
||
|
|
|
||
|
|
var outputIndex = 0;
|
||
|
|
for (var webMercatorTIndex = 0; webMercatorTIndex < 64; ++webMercatorTIndex) {
|
||
|
|
var fraction = webMercatorTIndex / 63.0;
|
||
|
|
var latitude = CesiumMath.lerp(south, north, fraction);
|
||
|
|
sinLatitude = Math.sin(latitude);
|
||
|
|
var mercatorY = 0.5 * Math.log((1.0 + sinLatitude) / (1.0 - sinLatitude));
|
||
|
|
var mercatorFraction = (mercatorY - southMercatorY) * oneOverMercatorHeight;
|
||
|
|
webMercatorT[outputIndex++] = mercatorFraction;
|
||
|
|
webMercatorT[outputIndex++] = mercatorFraction;
|
||
|
|
}
|
||
|
|
|
||
|
|
reproject.vertexArray.getAttribute(1).vertexBuffer.copyFromArrayView(webMercatorT);
|
||
|
|
|
||
|
|
command.shaderProgram = reproject.shaderProgram;
|
||
|
|
command.outputTexture = outputTexture;
|
||
|
|
command.uniformMap = uniformMap;
|
||
|
|
command.vertexArray = reproject.vertexArray;
|
||
|
|
}
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Gets the level with the specified world coordinate spacing between texels, or less.
|
||
|
|
*
|
||
|
|
* @param {ImageryLayer} layer The imagery layer to use.
|
||
|
|
* @param {Number} texelSpacing The texel spacing for which to find a corresponding level.
|
||
|
|
* @param {Number} latitudeClosestToEquator The latitude closest to the equator that we're concerned with.
|
||
|
|
* @returns {Number} The level with the specified texel spacing or less.
|
||
|
|
*/
|
||
|
|
function getLevelWithMaximumTexelSpacing(layer, texelSpacing, latitudeClosestToEquator) {
|
||
|
|
// PERFORMANCE_IDEA: factor out the stuff that doesn't change.
|
||
|
|
var imageryProvider = layer._imageryProvider;
|
||
|
|
var tilingScheme = imageryProvider.tilingScheme;
|
||
|
|
var ellipsoid = tilingScheme.ellipsoid;
|
||
|
|
var latitudeFactor = !(layer._imageryProvider.tilingScheme.projection instanceof GeographicProjection) ? Math.cos(latitudeClosestToEquator) : 1.0;
|
||
|
|
var tilingSchemeRectangle = tilingScheme.rectangle;
|
||
|
|
var levelZeroMaximumTexelSpacing = ellipsoid.maximumRadius * tilingSchemeRectangle.width * latitudeFactor / (imageryProvider.tileWidth * tilingScheme.getNumberOfXTilesAtLevel(0));
|
||
|
|
|
||
|
|
var twoToTheLevelPower = levelZeroMaximumTexelSpacing / texelSpacing;
|
||
|
|
var level = Math.log(twoToTheLevelPower) / Math.log(2);
|
||
|
|
var rounded = Math.round(level);
|
||
|
|
return rounded | 0;
|
||
|
|
}
|
||
|
|
|
||
|
|
return ImageryLayer;
|
||
|
|
});
|