Ogc3d Tiles Program Sightline
Sentinel subclass for sightline-only variant.
Properties
Indicates the approximate size of the OpenGL resources referenced by this GPU program.
Frame stamp of the last ShadowState whose uniforms were uploaded into this program. GL uniforms are program-state and persist across draw calls, so once a program has been loaded with the current frame's cascades it doesn't need to be loaded again until the cascades change. Implementations declare this as a plain var field, default -1L.
Functions
Enable per-feature pick mode. When true, the fragment shader uses the per-vertex batchPickColor varying (computed from vertexBatchId + pickIdBase) instead of the uniform loadPickColor. The drawable must have a valid vertexBatchId attribute bound and have called loadPickIdBase with the first pickedObjectId reserved for the tile's batches.
First rc.nextPickedObjectId() reserved for this tile's batches. The vertex shader computes pickId = pickIdBase + vertexBatchId and decomposes that to RGB.
Disables shadow sampling. Receivers' fragments fall through to a fixed 1.0 visibility.
Enables shadow sampling and uploads the cascade matrices, split depths, texel sizes, light direction and fade distance from state. Cascade sampler bindings (GL_TEXTURE1..4) are baked in at program init time; the caller is responsible for binding the matching cascade depth textures to those units before invoking this method — applyShadowReceiverUniforms does both in lockstep.
Loads the unit world-space globe-radial up at the camera (hemispheric ambient).
Frees any resources associated with this instance. After this method returns the rendering resource is invalid, and any associated GL object is deleted.