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- Materials loaded from type now respect submaterials present in the referenced material type. [#10566](https://github.com/CesiumGS/cesium/issues/10566)
- Reverts `createImageBitmap` options update to continue support for older browsers [#12846](https://github.com/CesiumGS/cesium/issues/12846)
- Fix flickering artifact in Gaussian splat models caused by incorrect sorting results. [#12662](https://github.com/CesiumGS/cesium/issues/12662)
- Fix rendering for geometry entities when `requestRenderMode` is enabled. [#12841](https://github.com/CesiumGS/cesium/pull/12841)
- Improved performance and reduced memory usage of `Event` class. [#12896](https://github.com/CesiumGS/cesium/pull/12896)
- Fixes vertical misalignment of glyphs in labels with small fonts [#8474](https://github.com/CesiumGS/cesium/issues/8474)
- Prevent runtime errors for certain forms of invalid PNTS files [#12872](https://github.com/CesiumGS/cesium/issues/12872)
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6 changes: 6 additions & 0 deletions packages/engine/Source/Scene/Primitive.js
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Expand Up @@ -2489,10 +2489,16 @@ Primitive.prototype.destroy = function () {
function setReady(primitive, frameState, state, error) {
primitive._error = error;
primitive._state = state;

frameState.afterRender.push(function () {
primitive._ready =
primitive._state === PrimitiveState.COMPLETE ||
primitive._state === PrimitiveState.FAILED;

// Returning 'true' here will ensure that another rendering pass is
// triggered after the primitive actually became ready, to make sure
// that it is in fact rendered even in "request render mode"
return true;
});
}
export default Primitive;
123 changes: 123 additions & 0 deletions packages/engine/Source/Scene/PrimitiveState.js
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@@ -1,13 +1,136 @@
/**
* The states that describe the lifecycle of a <code>Primitive</code>, as
* represented by the <code>primitive._state</code>.
*
* The state transitions are triggered by calls to the <code>update</code>
* function, but the actual state changes may happen asynchronously if the
* <code>asynchronous</code> flag of the primitive was set to
* <code>true</code>.
*
* @private
*/
const PrimitiveState = {
/**
* The initial state of a primitive.
*
* Note that this does NOT mean that the primitive is "ready", as indicated
* by the <code>_ready</code> property. It means the opposite: Nothing was
* done with the primitive at all.
*
* For primitives that are created with the <code>asynchronous:true</code>
* setting and that are in this state, the <code>update</code> call starts
* the creation of the geometry using web workers, and the primitive goes
* into the <code>CREATING</code> state.
*
* For synchronously created primitives, this state never matters. They will
* go into the COMBINED (or FAILED) state directly due to a call to the
* <code>update</code> function, if they are not yet FAILED, COMBINED,
* or COMPLETE.
*/
READY: 0,

/**
* The process of creating the primitive geometry is ongoing.
*
* A primitive can only ever be in this state when it was created
* with the <code>asynchronous:true</code> setting.
*
* It means that web workers are currently creating the geometry
* of the primitive.
*
* When the geometry creation succeeds, then the primitive will go
* into the CREATED state. Otherwise, it will go into the FAILED
* state. Both will happen asynchronously.
*
* The <code>update</code> function has to be called regularly
* until either of these states is reached.
*/
CREATING: 1,

/**
* The geometry for the primitive has been created.
*
* A primitive can only ever be in this state when it was created
* with the <code>asynchronous:true</code> setting.
*
* It means that web workers have (asynchronously) finished the
* creation of the geometry, but further (asynchronous) processing
* is necessary: If a primitive is determined to be in this state
* during a call to <code>update</code>, an asynchronous process
* is triggered to "combine" the geometry, meaning that the primitive
* will go into the COMBINING state.
*/
CREATED: 2,

/**
* The asynchronous creation of the geometry has been finished, but the
* asynchronous process of combining the geometry has not finished yet.
*
* A primitive can only ever be in this state when it was created
* with the <code>asynchronous:true</code> setting.
*
* It means that whatever is done with
* <code>PrimitivePipeline.packCombineGeometryParameters</code> has
* not finished yet. When combining the geometry succeeds, the
* primitive will go into the COMBINED state. Otherwise, it will
* go into the FAILED state.
*/
COMBINING: 3,

/**
* The geometry data is in a form that can be uploaded to the GPU.
*
* For <i>synchronous</i> primitives, this means that the geometry
* has been created (synchronously) due to the first call to the
* <code>update</code> function.
*
* For <i>asynchronous</i> primitives, this means that the asynchronous
* creation of the geometry and the asynchronous combination of the
* geometry have both finished.
*
* The <code>update</code> function has to be called regularly until
* this state is reached. When it is reached, the <code>update</code>
* call will cause the transition into the COMPLETE state.
*/
COMBINED: 4,

/**
* The geometry has been created and uploaded to the GPU.
*
* When this state is reached, it eventually causes the <code>_ready</code>
* flag of the primitive to become <code>true</code>.
*
* Note: Setting the <code>ready</code> flag does NOT happen in the
* <code>update</code> call: It only happens after rendering the next
* frame!
*
* Note: This state does not mean that nothing has to be done
* anymore (so the work is not "complete"). When the primitive is in
* this state, the <code>update</code> function still has to be
* called regularly.
*/
COMPLETE: 5,

/**
* The creation of the primitive failed.
*
* When this state is reached, it eventually causes the <code>_ready</code>
* flag of the primitive to become <code>true</code>.
*
* Note: Setting the <code>ready</code> flag does NOT happen in the
* <code>update</code> call: It only happens after rendering the next
* frame!
*
* This state can be reached when the (synchronous or asynchronous)
* creation of the geometry, or the (asynchronous) combination of
* the geometry caused any form of error.
*
* It may or may not imply the presence of the <code>_error</code> property.
* When the <code>_error</code> property is present on a FAILED primitive,
* this error will be thrown during the <code>update</code> call. When it
* is not present for a FAILED primitive, then the <code>update</code> call
* will do nothing.
*/
FAILED: 6,
};
export default Object.freeze(PrimitiveState);