Source: render/FramebufferTileController.js

/*
 * Copyright 2003-2006, 2009, 2017, United States Government, as represented by the Administrator of the
 * National Aeronautics and Space Administration. All rights reserved.
 *
 * The NASAWorldWind/WebWorldWind platform is licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
/**
 * @exports FramebufferTileController
 */
define([
        '../error/ArgumentError',
        '../render/FramebufferTile',
        '../util/LevelSet',
        '../geom/Location',
        '../util/Logger',
        '../cache/MemoryCache',
        '../geom/Sector',
        '../util/Tile'
    ],
    function (ArgumentError,
              FramebufferTile,
              LevelSet,
              Location,
              Logger,
              MemoryCache,
              Sector,
              Tile) {
        "use strict";

        /**
         * Constructs a framebuffer tile controller.
         * @alias FramebufferTileController
         * @constructor
         * @classdesc Provides access to a multi-resolution WebGL framebuffer arranged as adjacent tiles in a pyramid.
         * WorldWind shapes use this class internally to draw on the terrain surface. Applications typically do not
         * interact with this class.
         */
        var FramebufferTileController = function () {

            /**
             * The width in pixels of framebuffers associated with this controller's tiles.
             * @type {Number}
             * @readonly
             */
            this.tileWidth = 256;

            /**
             * The height in pixels of framebuffers associated with this controller's tiles.
             * @type {Number}
             * @readonly
             */
            this.tileHeight = 256;

            /**
             * Controls the level of detail switching for this controller. The next highest resolution level is
             * used when an image's texel size is greater than this number of pixels.
             * @type {Number}
             * @default 1.75
             */
            this.detailControl = 1.75;

            // Internal. Intentionally not documented.
            this.levels = new LevelSet(Sector.FULL_SPHERE, new Location(45, 45), 16, this.tileWidth, this.tileHeight);

            // Internal. Intentionally not documented.
            this.topLevelTiles = [];

            // Internal. Intentionally not documented.
            this.currentTiles = [];

            // Internal. Intentionally not documented.
            this.currentTimestamp = null;

            // Internal. Intentionally not documented.
            this.currentGlobeStateKey = null;

            // Internal. Intentionally not documented.
            this.tileCache = new MemoryCache(500000, 400000);

            // Internal. Intentionally not documented.
            this.key = "FramebufferTileController " + ++FramebufferTileController.keyPool;
        };

        // Internal. Intentionally not documented.
        FramebufferTileController.keyPool = 0; // source of unique ids

        /**
         * Returns a set of multi-resolution [FramebufferTile]{@link FramebufferTile} instances appropriate for the
         * current draw context that overlap a specified sector.
         * @param {DrawContext} dc The current draw context.
         * @param {Sector} sector The geographic region of interest.
         * @returns {Array} The set of multi-resolution framebuffer tiles that overlap the sector.
         * @throws {ArgumentError} If the specified sector is null.
         */
        FramebufferTileController.prototype.selectTiles = function (dc, sector) {
            if (!sector) {
                throw new ArgumentError(Logger.logMessage(Logger.LEVEL_SEVERE, "FramebufferTileController",
                    "selectTiles", "missingSector"));
            }

            // Assemble a set of global tiles appropriate for the draw context.
            this.assembleTiles(dc);

            // Collect the tiles that overlap the specified sector and mark them as selected.
            var tiles = [];
            for (var i = 0, len = this.currentTiles.length; i < len; i++) {
                var tile = this.currentTiles[i];
                if (tile.sector.overlaps(sector)) {
                    tile.selected = true;
                    tiles.push(tile);
                }
            }

            return tiles;
        };

        /**
         * Draws this multi-resolution framebuffer on the terrain surface then clears the framebuffer. This has no
         * effect if the framebuffer is unchanged since the last call to render.
         * @param {DrawContext} dc The current draw context.
         */
        FramebufferTileController.prototype.render = function (dc) {
            // Exit immediately if there are no framebuffer tiles. This can happen when there ar eno surface shapes in
            // the scene, for example.
            if (this.currentTiles.length == 0) {
                return;
            }

            // Collect the tiles that have changed since the last call to render.
            var tiles = [];
            for (var i = 0, len = this.currentTiles.length; i < len; i++) {
                var tile = this.currentTiles[i];
                if (tile.selected) {
                    tiles.push(tile);
                }
            }

            // Draw the changed tiles on the terrain surface.
            dc.surfaceTileRenderer.renderTiles(dc, tiles, 1);

            // Clear the changed tile's WebGL framebuffers.
            var gl = dc.currentGlContext,
                framebuffer = dc.currentFramebuffer;
            try {
                gl.clearColor(0, 0, 0, 0);
                for (i = 0, len = tiles.length; i < len; i++) {
                    tile = tiles[i];
                    tile.selected = false;
                    tile.bindFramebuffer(dc);
                    gl.clear(gl.COLOR_BUFFER_BIT);
                }
            } finally {
                dc.bindFramebuffer(framebuffer);
            }
        };

        // Internal. Intentionally not documented.
        FramebufferTileController.prototype.assembleTiles = function (dc) {
            var timestamp = dc.timestamp,
                globeStateKey = dc.globeStateKey;

            if (this.currentTimestamp != timestamp ||
                this.currentGlobeStateKey != globeStateKey) {

                this.doAssembleTiles(dc);

                this.currentTimestamp = timestamp;
                this.currentGlobeStateKey = globeStateKey;
            }
        };

        // Internal. Intentionally not documented.
        FramebufferTileController.prototype.doAssembleTiles = function (dc) {
            this.currentTiles = [];

            if (!dc.terrain) {
                return;
            }

            if (this.topLevelTiles.length == 0) {
                this.createTopLevelTiles();
            }

            for (var i = 0, len = this.topLevelTiles.length; i < len; i++) {
                var tile = this.topLevelTiles[i];
                tile.update(dc);

                if (this.isTileVisible(dc, tile)) {
                    this.addTileOrDescendants(dc, tile);
                }
            }
        };

        // Internal. Intentionally not documented.
        FramebufferTileController.prototype.createTile = function (sector, level, row, column) {
            var tileKey = this.key + " " + level.levelNumber + "." + row + "." + column;
            return new FramebufferTile(sector, level, row, column, tileKey);
        };

        // Internal. Intentionally not documented.
        FramebufferTileController.prototype.createTopLevelTiles = function () {
            Tile.createTilesForLevel(this.levels.firstLevel(), this, this.topLevelTiles);
        };

        // Internal. Intentionally not documented.
        FramebufferTileController.prototype.addTileOrDescendants = function (dc, tile) {
            if (this.tileMeetsRenderingCriteria(dc, tile)) {
                this.addTile(tile);
                return;
            }

            var subTiles = tile.subdivideToCache(tile.level.nextLevel(), this, this.tileCache);
            for (var i = 0, len = subTiles.length; i < len; i++) {
                var child = subTiles[i];
                child.update(dc);

                if (this.isTileVisible(dc, child)) {
                    this.addTileOrDescendants(dc, child);
                }
            }
        };

        // Internal. Intentionally not documented.
        FramebufferTileController.prototype.addTile = function (tile) {
            this.currentTiles.push(tile);
        };

        // Internal. Intentionally not documented.
        FramebufferTileController.prototype.isTileVisible = function (dc, tile) {
            if (dc.globe.projectionLimits && !tile.sector.overlaps(dc.globe.projectionLimits)) {
                return false;
            }

            if (dc.pickingMode) {
                return tile.extent.intersectsFrustum(dc.pickFrustum);
            }

            return tile.extent.intersectsFrustum(dc.frustumInModelCoordinates);
        };

        // Internal. Intentionally not documented.
        FramebufferTileController.prototype.tileMeetsRenderingCriteria = function (dc, tile) {
            var s = this.detailControl;
            if (tile.sector.minLatitude >= 75 || tile.sector.maxLatitude <= -75) {
                s *= 1.2;
            }

            return tile.level.isLastLevel() || !tile.mustSubdivide(dc, s);
        };

        return FramebufferTileController;
    });