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2025-10-14 11:14:54 +08:00
#pragma once
#include "Library.h"
#include <CesiumGeospatial/Ellipsoid.h>
#include <CesiumGltf/Ktx2TranscodeTargets.h>
#include <functional>
#include <memory>
#include <optional>
#include <string>
#include <vector>
namespace Cesium3DTilesSelection {
class ITileExcluder;
class TilesetLoadFailureDetails;
/**
* @brief Options for configuring the parsing of a {@link Tileset}'s content
* and construction of Gltf models.
*/
struct CESIUM3DTILESSELECTION_API TilesetContentOptions {
/**
* @brief Whether to include a water mask within the Gltf extras.
*
* Currently only applicable for quantized-mesh tilesets that support the
* water mask extension.
*/
bool enableWaterMask = false;
/**
* @brief Whether to generate smooth normals when normals are missing in the
* original Gltf.
*
* According to the Gltf spec: "When normals are not specified, client
* implementations should calculate flat normals." However, calculating flat
* normals requires duplicating vertices. This option allows the gltfs to be
* sent with explicit smooth normals when the original gltf was missing
* normals.
*/
bool generateMissingNormalsSmooth = false;
/**
* @brief For each possible input transmission format, this struct names
* the ideal target gpu-compressed pixel format to transcode to.
*/
CesiumGltf::Ktx2TranscodeTargets ktx2TranscodeTargets;
/**
* @brief Whether or not to transform texture coordinates during load when
* textures have the `KHR_texture_transform` extension. Set this to false if
* texture coordinates will be transformed another way, such as in a vertex
* shader.
*/
bool applyTextureTransform = true;
};
/**
* @brief Defines the fog density at a certain height.
*
* @see TilesetOptions::fogDensityTable
*/
struct CESIUM3DTILESSELECTION_API FogDensityAtHeight {
/** @brief The height. */
double cameraHeight;
/** @brief The fog density. */
double fogDensity;
};
/**
* @brief Additional options for configuring a {@link Tileset}.
*/
struct CESIUM3DTILESSELECTION_API TilesetOptions {
/**
* @brief A credit text for this tileset, if needed.
*/
std::optional<std::string> credit;
/**
* @brief Whether or not to display tileset's credits on the screen.
*/
bool showCreditsOnScreen = false;
/**
* @brief The maximum number of pixels of error when rendering this tileset.
* This is used to select an appropriate level-of-detail.
*
* When a tileset uses the older layer.json / quantized-mesh format rather
* than 3D Tiles, this value is effectively divided by 8.0. So the default
* value of 16.0 corresponds to the standard value for quantized-mesh terrain
* of 2.0.
*/
double maximumScreenSpaceError = 16.0;
/**
* @brief The maximum number of tiles that may simultaneously be in the
* process of loading.
*/
uint32_t maximumSimultaneousTileLoads = 20;
/**
* @brief The maximum number of subtrees that may simultaneously be in the
* process of loading.
*/
uint32_t maximumSimultaneousSubtreeLoads = 20;
/**
* @brief Indicates whether the ancestors of rendered tiles should be
* preloaded. Setting this to true optimizes the zoom-out experience and
* provides more detail in newly-exposed areas when panning. The down side is
* that it requires loading more tiles.
*/
bool preloadAncestors = true;
/**
* @brief Indicates whether the siblings of rendered tiles should be
* preloaded. Setting this to true causes tiles with the same parent as a
* rendered tile to be loaded, even if they are culled. Setting this to true
* may provide a better panning experience at the cost of loading more tiles.
*/
bool preloadSiblings = true;
/**
* @brief The number of loading descendant tiles that is considered "too
* many". If a tile has too many loading descendants, that tile will be loaded
* and rendered before any of its descendants are loaded and rendered. This
* means more feedback for the user that something is happening at the cost of
* a longer overall load time. Setting this to 0 will cause each tile level to
* be loaded successively, significantly increasing load time. Setting it to a
* large number (e.g. 1000) will minimize the number of tiles that are loaded
* but tend to make detail appear all at once after a long wait.
*/
uint32_t loadingDescendantLimit = 20;
/**
* @brief Never render a tileset with missing tiles.
*
* When true, the tileset will guarantee that the tileset will never be
* rendered with holes in place of tiles that are not yet loaded. It does this
* by refusing to refine a parent tile until all of its child tiles are ready
* to render. Thus, when the camera moves, we will always have something -
* even if it's low resolution - to render any part of the tileset that
* becomes visible. When false, overall loading will be faster, but
* newly-visible parts of the tileset may initially be blank.
*/
bool forbidHoles = false;
/**
* @brief Enable culling of tiles against the frustum.
*/
bool enableFrustumCulling = true;
/**
* @brief Enable culling of occluded tiles, as reported by the renderer.
*/
bool enableOcclusionCulling = true;
/**
* @brief Wait to refine until the occlusion state of a tile is known.
*
* Only applicable when enableOcclusionInfo is true. Enabling this option may
* cause a small delay between when a tile is needed according to the SSE and
* when the tile load is kicked off. On the other hand, this delay could
* allow the occlusion system to avoid loading a tile entirely if it is
* found to be unnecessary a few frames later.
*/
bool delayRefinementForOcclusion = true;
/**
* @brief Enable culling of tiles that cannot be seen through atmospheric fog.
*/
bool enableFogCulling = true;
/**
* @brief Whether culled tiles should be refined until they meet
* culledScreenSpaceError.
*
* When true, any culled tile from a disabled culling stage will be refined
* until it meets the specified culledScreenSpaceError. Otherwise, its
* screen-space error check will be disabled altogether and it will not bother
* to refine any futher.
*/
bool enforceCulledScreenSpaceError = true;
/**
* @brief The screen-space error to refine until for culled tiles from
* disabled culling stages.
*
* When enforceCulledScreenSpaceError is true, culled tiles from disabled
* culling stages will be refined until they meet this screen-space error
* value.
*/
double culledScreenSpaceError = 64.0;
/**
* @brief The maximum number of bytes that may be cached.
*
* Note that this value, even if 0, will never
* cause tiles that are needed for rendering to be unloaded. However, if the
* total number of loaded bytes is greater than this value, tiles will be
* unloaded until the total is under this number or until only required tiles
* remain, whichever comes first.
*/
int64_t maximumCachedBytes = 512 * 1024 * 1024;
/**
* @brief A table that maps the camera height above the ellipsoid to a fog
* density. Tiles that are in full fog are culled. The density of the fog
* increases as this number approaches 1.0 and becomes less dense as it
* approaches zero. The more dense the fog is, the more aggressively the tiles
* are culled. For example, if the camera is a height of 1000.0m above the
* ellipsoid, increasing the value to 3.0e-3 will cause many tiles close to
* the viewer be culled. Decreasing the value will push the fog further from
* the viewer, but decrease performance as more of the tiles are rendered.
* Tiles are culled when `1.0 - glm::exp(-(distance * distance * fogDensity *
* fogDensity))` is >= 1.0.
*/
std::vector<FogDensityAtHeight> fogDensityTable = {
{359.393, 2.0e-5}, {800.749, 2.0e-4}, {1275.6501, 1.0e-4},
{2151.1192, 7.0e-5}, {3141.7763, 5.0e-5}, {4777.5198, 4.0e-5},
{6281.2493, 3.0e-5}, {12364.307, 1.9e-5}, {15900.765, 1.0e-5},
{49889.0549, 8.5e-6}, {78026.8259, 6.2e-6}, {99260.7344, 5.8e-6},
{120036.3873, 5.3e-6}, {151011.0158, 5.2e-6}, {156091.1953, 5.1e-6},
{203849.3112, 4.2e-6}, {274866.9803, 4.0e-6}, {319916.3149, 3.4e-6},
{493552.0528, 2.6e-6}, {628733.5874, 2.2e-6}, {1000000.0, 0.0}};
/**
* @brief Whether to render tiles directly under the camera, even if they're
* not in the view frustum.
*
* This is useful for detecting the camera's collision with terrain and other
* models. NOTE: This option currently only works with tiles that use a
* `region` as their bounding volume. It is ignored for other bounding volume
* types.
*/
bool renderTilesUnderCamera = true;
/**
* @brief A list of interfaces that are given an opportunity to exclude tiles
* from loading and rendering. If any of the excluders indicate that a tile
* should not be loaded, it will not be loaded.
*/
std::vector<std::shared_ptr<ITileExcluder>> excluders;
/**
* @brief A callback function that is invoked when a tileset resource fails to
* load.
*
* Tileset resources include a Cesium ion asset endpoint, a tileset's root
* tileset.json or layer.json, an individual tile's content, or an implicit
* tiling subtree.
*/
std::function<void(const TilesetLoadFailureDetails&)> loadErrorCallback;
/**
* @brief Whether to keep tiles loaded during a transition period when
* switching to a different LOD tile.
*
* For each tile, {@link TileRenderContent::getLodTransitionFadePercentage} will
* indicate to the client how faded to render the tile throughout the
* transition. Tile fades can be used to mask LOD transitions and make them
* appear less abrupt and jarring.
*/
bool enableLodTransitionPeriod = false;
/**
* @brief How long it should take to transition between tiles of different
* LODs, in seconds.
*
* When a tile refines or unrefines to a higher or lower LOD tile, a fade
* can optionally be applied to smooth the transition. This value determines
* how many seconds the whole transition should take. Note that the old tile
* doesn't start fading out until the new tile fully fades in.
*/
float lodTransitionLength = 1.0f;
/**
* @brief Whether to kick descendants while a tile is still fading in.
*
* This does not delay loading of descendants, but it keeps them off the
* render list while the tile is fading in. If this is false, the tile
* currently fading in will pop in to full opacity if descendants are
* rendered (this counteracts the benefits of LOD transition blending).
*
*/
bool kickDescendantsWhileFadingIn = true;
/**
* @brief A soft limit on how long (in milliseconds) to spend on the
* main-thread part of tile loading each frame (each call to
* Tileset::updateView). A value of 0.0 indicates that all pending
* main-thread loads should be completed each tick.
*
* Setting this to too low of a value will impede overall tile load progress,
* creating a discernable load latency.
*/
double mainThreadLoadingTimeLimit = 0.0;
/**
* @brief A soft limit on how long (in milliseconds) to spend unloading
* cached tiles each frame (each call to Tileset::updateView). A value of 0.0
* indicates that the tile cache should not throttle unloading tiles.
*/
double tileCacheUnloadTimeLimit = 0.0;
/**
* @brief Options for configuring the parsing of a {@link Tileset}'s content
* and construction of Gltf models.
*/
TilesetContentOptions contentOptions;
/**
* @brief Arbitrary data that will be passed to {@link IPrepareRendererResources::prepareInLoadThread}.
*
* This object is copied and given to tile preparation threads,
* so it must be inexpensive to copy.
*/
std::any rendererOptions;
/**
* @brief The ellipsoid to use for this tileset.
* This value shouldn't be changed after the tileset is constructed. If you
* need to change a tileset's ellipsoid, please recreate the tileset.
*
* If no ellipsoid is set, Ellipsoid::WGS84 will be used by default.
*/
CesiumGeospatial::Ellipsoid ellipsoid = CesiumGeospatial::Ellipsoid::WGS84;
};
} // namespace Cesium3DTilesSelection