Source: shapes/AbstractMesh.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 AbstractMesh
 */
define([
        '../shapes/AbstractShape',
        '../error/ArgumentError',
        '../shaders/BasicTextureProgram',
        '../geom/BoundingBox',
        '../util/Color',
        '../util/ImageSource',
        '../geom/Line',
        '../geom/Location',
        '../util/Logger',
        '../geom/Matrix',
        '../pick/PickedObject',
        '../geom/Position',
        '../shapes/ShapeAttributes',
        '../geom/Vec2',
        '../geom/Vec3',
        '../util/WWMath'
    ],
    function (AbstractShape,
              ArgumentError,
              BasicTextureProgram,
              BoundingBox,
              Color,
              ImageSource,
              Line,
              Location,
              Logger,
              Matrix,
              PickedObject,
              Position,
              ShapeAttributes,
              Vec2,
              Vec3,
              WWMath) {
        "use strict";

        /**
         * Constructs an abstract mesh. Applications do not call this constructor. It is called only by subclasses of
         * this abstract class.
         * @alias AbstractMesh
         * @constructor
         * @augments AbstractShape
         * @classdesc Provides an abstract base class for mesh shapes.
         *
         * @param {ShapeAttributes} attributes The attributes to associate with this mesh. May be null, in which case
         * default attributes are associated.
         */
        var AbstractMesh = function (attributes) {
            AbstractShape.call(this, attributes);

            /**
             * Indicates whether this mesh is pickable when the pick point intersects transparent pixels of the
             * image applied to this mesh. If no image is applied to this mesh, this property is ignored. If this
             * property is true and an image with fully transparent pixels is applied to the mesh, the mesh is
             * pickable at those transparent pixels, otherwise this mesh is not pickable at those transparent pixels.
             * @type {Boolean}
             * @default true
             */
            this.pickTransparentImagePixels = true;

            // Private. Documentation is with the defined property below.
            this._altitudeScale = 1;
        };

        AbstractMesh.prototype = Object.create(AbstractShape.prototype);

        Object.defineProperties(AbstractMesh.prototype, {
            /**
             * Scales the altitudes of this mesh.
             * @type {Number}
             * @default 1
             * @memberof AbstractMesh.prototype
             */
            altitudeScale: {
                get: function () {
                    return this._altitudeScale;
                },
                set: function (value) {
                    this._altitudeScale = value;
                    this.reset();
                }
            }
        });

        // Internal. Determines whether this shape's geometry must be re-computed.
        AbstractMesh.prototype.mustGenerateGeometry = function (dc) {
            if (!this.currentData.meshPoints) {
                return true;
            }

            if (this.currentData.drawInterior !== this.activeAttributes.drawInterior) {
                return true;
            }

            if (this.activeAttributes.applyLighting && !this.currentData.normals) {
                return true;
            }

            if (this.altitudeMode === WorldWind.ABSOLUTE) {
                return false;
            }

            return this.currentData.isExpired
        };

        // Overridden from AbstractShape base class.
        AbstractMesh.prototype.doMakeOrderedRenderable = function (dc) {
            if (!this.activeAttributes.drawInterior && !this.activeAttributes.drawOutline) {
                return null;
            }

            // See if the current shape data can be re-used.
            if (!this.mustGenerateGeometry(dc)) {
                return this;
            }

            var currentData = this.currentData;

            // Set the transformation matrix to correspond to the reference position.
            var refPt = currentData.referencePoint;
            dc.surfacePointForMode(this.referencePosition.latitude, this.referencePosition.longitude,
                this.referencePosition.altitude * this._altitudeScale, this._altitudeMode, refPt);
            currentData.transformationMatrix.setToTranslation(refPt[0], refPt[1], refPt[2]);

            // Convert the geographic coordinates to the Cartesian coordinates that will be rendered.
            currentData.meshPoints = this.computeMeshPoints(dc, currentData);
            currentData.refreshVertexBuffer = true;

            // Capture texture coordinates in a parallel array to the mesh points. These are associated with this
            // shape, itself, because they're independent of elevation or globe state.
            if (this.activeAttributes.imageSource && !this.texCoords) {
                this.texCoords = this.computeTexCoords();
                if (this.texCoords) {
                    currentData.refreshTexCoordBuffer = true;
                }
            }

            // Compute the mesh and outline indices. These are associated with this shape, itself, because they're
            // independent of elevation and globe state.
            if (!this.meshIndices) {
                this.meshIndices = this.computeMeshIndices();
                currentData.refreshMeshIndices = true;
            }

            if (!this.meshOutlineIndices) {
                this.meshOutlineIndices = this.computeOutlineIndices();
                if (this.meshOutlineIndices) {
                    currentData.refreshOutlineIndices = true;
                }
            }

            if (this.activeAttributes.applyLighting) {
                this.computeNormals(currentData);
            }

            currentData.drawInterior = this.activeAttributes.drawInterior; // remember for validation
            this.resetExpiration(currentData);

            // Create the extent from the Cartesian points. Those points are relative to this path's reference point,
            // so translate the computed extent to the reference point.
            if (!currentData.extent) {
                currentData.extent = new BoundingBox();
            }

            currentData.extent.setToPoints(currentData.meshPoints);
            currentData.extent.translate(currentData.referencePoint);

            return this;
        };

        // Private. Intentionally not documented.
        /**
         * Computes this mesh's Cartesian points. Called by this abstract class during rendering to compute
         * Cartesian points from geographic positions. This method must be overridden by subclasses. An
         * exception is thrown if it is not.
         *
         * This method must also assign currentData.eyeDistance to be the minimum distance from this mesh to the
         * current eye point.
         *
         * @param {DrawContext} dc The current draw context.
         * @param {{}} currentData The current data for this shape.
         * @returns {Float32Array} The Cartesian mesh points.
         * @protected
         */
        AbstractMesh.prototype.computeMeshPoints = function (dc, currentData) {
            throw new UnsupportedOperationError(
                Logger.logMessage(Logger.LEVEL_SEVERE, "AbstractMesh", "computeMeshPoints", "abstractInvocation"));
        };

        // Intentionally not documented.
        /**
         * Computes the texture coordinates for this shape. Called by this abstract class during rendering to copy or
         * compute texture coordinates into a typed array. Subclasses should implement this method if the shape they
         * define has texture coordinates. The default implementation returns null.
         *
         * @returns {Float32Array} The texture coordinates.
         * @protected
         */
        AbstractMesh.prototype.computeTexCoords = function () {
            // Default implementation does nothing.
            return null;
        };

        /**
         * Computes or copies the indices of this mesh into a Uint16Array. Subclasses must implement this method.
         * An exception is thrown if it is not implemented.
         * @param {{}} currentData This shape's current data.
         * @protected
         */
        AbstractMesh.prototype.computeMeshIndices = function (currentData) {
            throw new UnsupportedOperationError(
                Logger.logMessage(Logger.LEVEL_SEVERE, "AbstractMesh", "computeMeshIndices", "abstractInvocation"));
        };

        /**
         * Computes or copies the outline indices of this mesh into a Uint16Array. Subclasses must implement this
         * method if they have outlines. The default implementation returns null.
         * @param {{}} currentData This shape's current data.
         * @protected
         */
        AbstractMesh.prototype.computeOutlineIndices = function (currentData) {
            // Default implementation does nothing.
        };

        // Internal. Intentionally not documented.
        AbstractMesh.prototype.computeNormals = function (currentData) {
            var normalsBuffer = new Float32Array(currentData.meshPoints.length),
                indices = this.meshIndices,
                vertices = currentData.meshPoints,
                normals = [],
                triPoints = [new Vec3(0, 0, 0), new Vec3(0, 0, 0), new Vec3(0, 0, 0)],
                k;

            // For each triangle, compute its normal assign it to each participating index.
            for (var i = 0; i < indices.length; i += 3) {
                for (var j = 0; j < 3; j++) {
                    k = indices[i + j];
                    triPoints[j].set(vertices[3 * k], vertices[3 * k + 1], vertices[3 * k + 2]);
                }

                var n = Vec3.computeTriangleNormal(triPoints[0], triPoints[1], triPoints[2]);

                for (j = 0; j < 3; j++) {
                    k = indices[i + j];
                    if (!normals[k]) {
                        normals[k] = [];
                    }

                    normals[k].push(n);
                }
            }

            // Average the normals associated with each index and add the result to the normals buffer.
            n = new Vec3(0, 0, 0);
            for (i = 0; i < normals.length; i++) {
                if (normals[i]) {
                    Vec3.average(normals[i], n);
                    n.normalize();
                    normalsBuffer[i * 3] = n[0];
                    normalsBuffer[i * 3 + 1] = n[1];
                    normalsBuffer[i * 3 + 2] = n[2];
                } else {
                    normalsBuffer[i * 3] = 0;
                    normalsBuffer[i * 3 + 1] = 0;
                    normalsBuffer[i * 3 + 2] = 0;
                }
            }

            currentData.normals = normalsBuffer;
            currentData.refreshNormalsBuffer = true;
        };

        // Overridden from AbstractShape base class.
        AbstractMesh.prototype.doRenderOrdered = function (dc) {
            var gl = dc.currentGlContext,
                program = dc.currentProgram,
                currentData = this.currentData,
                hasTexture = this.texCoords && !!this.activeAttributes.imageSource,
                vboId, color, pickColor, textureBound;

            if (dc.pickingMode) {
                pickColor = dc.uniquePickColor();
            }

            // Load the vertex data since both the interior and outline use it.

            if (!currentData.pointsVboCacheKey) {
                currentData.pointsVboCacheKey = dc.gpuResourceCache.generateCacheKey();
            }

            vboId = dc.gpuResourceCache.resourceForKey(currentData.pointsVboCacheKey);
            if (!vboId) {
                vboId = gl.createBuffer();
                dc.gpuResourceCache.putResource(currentData.pointsVboCacheKey, vboId,
                    currentData.meshPoints.length * 4);
                currentData.refreshVertexBuffer = true;
            }

            gl.bindBuffer(gl.ARRAY_BUFFER, vboId);
            if (currentData.refreshVertexBuffer) {
                gl.bufferData(gl.ARRAY_BUFFER, currentData.meshPoints,
                    gl.STATIC_DRAW);
                dc.frameStatistics.incrementVboLoadCount(1);
                currentData.refreshVertexBuffer = false;
            }

            gl.vertexAttribPointer(program.vertexPointLocation, 3, gl.FLOAT, false, 0, 0);

            program.loadTextureEnabled(gl, false);

            // Draw the mesh if the interior requested.
            if (this.activeAttributes.drawInterior) {
                var applyLighting = !dc.pickingMode && currentData.normals && this.activeAttributes.applyLighting;

                this.applyMvpMatrix(dc);

                if (!currentData.meshIndicesVboCacheKey) {
                    currentData.meshIndicesVboCacheKey = dc.gpuResourceCache.generateCacheKey();
                }

                vboId = dc.gpuResourceCache.resourceForKey(currentData.meshIndicesVboCacheKey);
                if (!vboId) {
                    vboId = gl.createBuffer();
                    dc.gpuResourceCache.putResource(currentData.meshIndicesVboCacheKey, vboId,
                        this.meshIndices.length * 2);
                    currentData.refreshMeshIndices = true;
                }

                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vboId);
                if (currentData.refreshMeshIndices) {
                    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.meshIndices,
                        gl.STATIC_DRAW);
                    dc.frameStatistics.incrementVboLoadCount(1);
                    currentData.refreshMeshIndices = false;
                }

                color = this.activeAttributes.interiorColor;
                // Disable writing the shape's fragments to the depth buffer when the interior is semi-transparent.
                gl.depthMask(color.alpha * this.layer.opacity >= 1 || dc.pickingMode);
                program.loadColor(gl, dc.pickingMode ? pickColor : color);
                program.loadOpacity(gl, dc.pickingMode ? 1 : this.layer.opacity);

                if (hasTexture && (!dc.pickingMode || !this.pickTransparentImagePixels)) {
                    this.activeTexture = dc.gpuResourceCache.resourceForKey(this.activeAttributes.imageSource);
                    if (!this.activeTexture) {
                        this.activeTexture =
                            dc.gpuResourceCache.retrieveTexture(dc.currentGlContext, this.activeAttributes.imageSource);
                    }

                    textureBound = this.activeTexture && this.activeTexture.bind(dc);
                    if (textureBound) {
                        if (!currentData.texCoordsVboCacheKey) {
                            currentData.texCoordsVboCacheKey = dc.gpuResourceCache.generateCacheKey();
                        }

                        vboId = dc.gpuResourceCache.resourceForKey(currentData.texCoordsVboCacheKey);
                        if (!vboId) {
                            vboId = gl.createBuffer();
                            dc.gpuResourceCache.putResource(currentData.texCoordsVboCacheKey, vboId,
                                this.texCoords.length * 4);
                            currentData.refreshTexCoordBuffer = true;
                        }

                        gl.bindBuffer(gl.ARRAY_BUFFER, vboId);
                        if (currentData.refreshTexCoordBuffer) {
                            gl.bufferData(gl.ARRAY_BUFFER, this.texCoords,
                                gl.STATIC_DRAW);
                            dc.frameStatistics.incrementVboLoadCount(1);
                            currentData.refreshTexCoordBuffer = false;
                        }

                        gl.enableVertexAttribArray(program.vertexTexCoordLocation);
                        gl.vertexAttribPointer(program.vertexTexCoordLocation, 2, gl.FLOAT,
                            false, 0, 0);

                        this.scratchMatrix.setToIdentity();
                        this.scratchMatrix.multiplyByTextureTransform(this.activeTexture);

                        program.loadTextureEnabled(gl, true);
                        program.loadTextureUnit(gl, gl.TEXTURE0);
                        program.loadTextureMatrix(gl, this.scratchMatrix);
                        program.loadModulateColor(gl, dc.pickingMode);
                    }
                }

                // Apply lighting.
                if (applyLighting) {
                    program.loadApplyLighting(gl, true);

                    if (!currentData.normalsVboCacheKey) {
                        currentData.normalsVboCacheKey = dc.gpuResourceCache.generateCacheKey();
                    }

                    vboId = dc.gpuResourceCache.resourceForKey(currentData.normalsVboCacheKey);
                    if (!vboId) {
                        vboId = gl.createBuffer();
                        dc.gpuResourceCache.putResource(currentData.normalsVboCacheKey, vboId,
                            currentData.normals.length * 4);
                        currentData.refreshNormalsBuffer = true;
                    }

                    gl.bindBuffer(gl.ARRAY_BUFFER, vboId);
                    if (currentData.refreshNormalsBuffer) {
                        gl.bufferData(gl.ARRAY_BUFFER, currentData.normals,
                            gl.STATIC_DRAW);
                        dc.frameStatistics.incrementVboLoadCount(1);
                        currentData.refreshNormalsBuffer = false;
                    }

                    gl.enableVertexAttribArray(program.normalVectorLocation);
                    gl.vertexAttribPointer(program.normalVectorLocation, 3, gl.FLOAT, false, 0, 0);
                }

                gl.drawElements(gl.TRIANGLES, this.meshIndices.length,
                    gl.UNSIGNED_SHORT, 0);

                if (hasTexture) {
                    gl.disableVertexAttribArray(program.vertexTexCoordLocation);
                }

                if (applyLighting) {
                    program.loadApplyLighting(gl, false);
                    gl.disableVertexAttribArray(program.normalVectorLocation);
                }
            }

            // Draw the outline.
            if (this.activeAttributes.drawOutline && this.meshOutlineIndices) {
                program.loadTextureEnabled(gl, false);
                gl.disableVertexAttribArray(program.vertexTexCoordLocation); // we're not texturing in this clause

                // Make the outline stand out from the interior.
                this.applyMvpMatrixForOutline(dc);

                color = this.activeAttributes.outlineColor;
                // Disable writing the shape's fragments to the depth buffer when the interior is
                // semi-transparent.
                gl.depthMask(color.alpha * this.layer.opacity >= 1 || dc.pickingMode);
                program.loadColor(gl, dc.pickingMode ? pickColor : color);
                program.loadOpacity(gl, dc.pickingMode ? 1 : this.layer.opacity);

                gl.lineWidth(this.activeAttributes.outlineWidth);

                if (!currentData.outlineIndicesVboCacheKey) {
                    currentData.outlineIndicesVboCacheKey = dc.gpuResourceCache.generateCacheKey();
                }

                vboId = dc.gpuResourceCache.resourceForKey(currentData.outlineIndicesVboCacheKey);
                if (!vboId) {
                    vboId = gl.createBuffer();
                    dc.gpuResourceCache.putResource(currentData.outlineIndicesVboCacheKey, vboId,
                        this.meshOutlineIndices.length * 2);
                    currentData.refreshOutlineIndices = true;
                }

                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vboId);
                if (currentData.refreshOutlineIndices) {
                    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.meshOutlineIndices,
                        gl.STATIC_DRAW);
                    dc.frameStatistics.incrementVboLoadCount(1);
                    currentData.refreshOutlineIndices = false;
                }

                gl.drawElements(gl.LINE_STRIP, this.meshOutlineIndices.length,
                    gl.UNSIGNED_SHORT, 0);
            }

            if (dc.pickingMode) {
                var pickPosition = this.computePickPosition(dc);
                var po = new PickedObject(pickColor, this.pickDelegate ? this.pickDelegate : this, pickPosition,
                    this.layer, false);
                dc.resolvePick(po);
            }
        };

        AbstractMesh.prototype.computePickPosition = function (dc) {
            if (dc.pickRay === null) {
                return null;
            }
            var currentData = this.currentData,
                line = dc.pickRay,
                localLineOrigin = new Vec3(line.origin[0], line.origin[1], line.origin[2]).subtract(
                    currentData.referencePoint),
                localLine = new Line(localLineOrigin, line.direction),
                intersectionPoints = [];

            if (WWMath.computeIndexedTrianglesIntersection(localLine, currentData.meshPoints, this.meshIndices,
                    intersectionPoints)) {
                var iPoint = intersectionPoints[0];

                if (intersectionPoints.length > 1) {
                    // Find the intersection nearest the eye point.
                    var distance2 = iPoint.distanceToSquared(dc.eyePoint);

                    for (var i = 1; i < intersectionPoints.length; i++) {
                        var d2 = intersectionPoints[i].distanceToSquared(dc.eyePoint);
                        if (d2 < distance2) {
                            distance2 = d2;
                            iPoint = intersectionPoints[i];
                        }
                    }
                }

                var pos = new Position(0, 0, 0);
                dc.globe.computePositionFromPoint(
                    iPoint[0] + currentData.referencePoint[0],
                    iPoint[1] + currentData.referencePoint[1],
                    iPoint[2] + currentData.referencePoint[2],
                    pos);

                pos.altitude /= this._altitudeScale;

                return pos;
            }

            return null;
        };

        // Overridden from AbstractShape base class.
        AbstractMesh.prototype.beginDrawing = function (dc) {
            var gl = dc.currentGlContext;

            if (this.activeAttributes.drawInterior) {
                gl.disable(gl.CULL_FACE);

                dc.findAndBindProgram(BasicTextureProgram);

                var applyLighting = !dc.pickMode && this.currentData.normals && this.activeAttributes.applyLighting;
                if (applyLighting) {
                    dc.currentProgram.loadModelviewInverse(gl, dc.modelviewNormalTransform);
                }
            }

            gl.enableVertexAttribArray(dc.currentProgram.vertexPointLocation);
        };

        // Overridden from AbstractShape base class.
        AbstractMesh.prototype.endDrawing = function (dc) {
            var gl = dc.currentGlContext;

            gl.disableVertexAttribArray(dc.currentProgram.vertexPointLocation);
            gl.depthMask(true);
            gl.lineWidth(1);
            gl.enable(gl.CULL_FACE);
        };

        return AbstractMesh;
    });