import defaultValue from "../Core/defaultValue.js"; import defined from "../Core/defined.js"; import FeatureDetection from "../Core/FeatureDetection.js"; import VertexFormat from "../Core/VertexFormat.js"; import PolylineMaterialAppearanceVS from "../Shaders/Appearances/PolylineMaterialAppearanceVS.js"; import PolylineCommon from "../Shaders/PolylineCommon.js"; import PolylineFS from "../Shaders/PolylineFS.js"; import Appearance from "./Appearance.js"; import Material from "./Material.js"; let defaultVertexShaderSource = `${PolylineCommon}\n${PolylineMaterialAppearanceVS}`; const defaultFragmentShaderSource = PolylineFS; if (!FeatureDetection.isInternetExplorer()) { defaultVertexShaderSource = `#define CLIP_POLYLINE \n${defaultVertexShaderSource}`; } /** * An appearance for {@link PolylineGeometry} that supports shading with materials. * * @alias PolylineMaterialAppearance * @constructor * * @param {Object} [options] Object with the following properties: * @param {Boolean} [options.translucent=true] When true, the geometry is expected to appear translucent so {@link PolylineMaterialAppearance#renderState} has alpha blending enabled. * @param {Material} [options.material=Material.ColorType] The material used to determine the fragment color. * @param {String} [options.vertexShaderSource] Optional GLSL vertex shader source to override the default vertex shader. * @param {String} [options.fragmentShaderSource] Optional GLSL fragment shader source to override the default fragment shader. * @param {Object} [options.renderState] Optional render state to override the default render state. * * @see {@link https://github.com/CesiumGS/cesium/wiki/Fabric|Fabric} * * @example * const primitive = new Cesium.Primitive({ * geometryInstances : new Cesium.GeometryInstance({ * geometry : new Cesium.PolylineGeometry({ * positions : Cesium.Cartesian3.fromDegreesArray([ * 0.0, 0.0, * 5.0, 0.0 * ]), * width : 10.0, * vertexFormat : Cesium.PolylineMaterialAppearance.VERTEX_FORMAT * }) * }), * appearance : new Cesium.PolylineMaterialAppearance({ * material : Cesium.Material.fromType('Color') * }) * }); */ function PolylineMaterialAppearance(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); const translucent = defaultValue(options.translucent, true); const closed = false; const vertexFormat = PolylineMaterialAppearance.VERTEX_FORMAT; /** * The material used to determine the fragment color. Unlike other {@link PolylineMaterialAppearance} * properties, this is not read-only, so an appearance's material can change on the fly. * * @type Material * * @default {@link Material.ColorType} * * @see {@link https://github.com/CesiumGS/cesium/wiki/Fabric|Fabric} */ this.material = defined(options.material) ? options.material : Material.fromType(Material.ColorType); /** * When true, the geometry is expected to appear translucent so * {@link PolylineMaterialAppearance#renderState} has alpha blending enabled. * * @type {Boolean} * * @default true */ this.translucent = translucent; this._vertexShaderSource = defaultValue( options.vertexShaderSource, defaultVertexShaderSource ); this._fragmentShaderSource = defaultValue( options.fragmentShaderSource, defaultFragmentShaderSource ); this._renderState = Appearance.getDefaultRenderState( translucent, closed, options.renderState ); this._closed = closed; // Non-derived members this._vertexFormat = vertexFormat; } Object.defineProperties(PolylineMaterialAppearance.prototype, { /** * The GLSL source code for the vertex shader. * * @memberof PolylineMaterialAppearance.prototype * * @type {String} * @readonly */ vertexShaderSource: { get: function () { let vs = this._vertexShaderSource; if ( this.material.shaderSource.search( /varying\s+float\s+v_polylineAngle;/g ) !== -1 ) { vs = `#define POLYLINE_DASH\n${vs}`; } return vs; }, }, /** * The GLSL source code for the fragment shader. * * @memberof PolylineMaterialAppearance.prototype * * @type {String} * @readonly */ fragmentShaderSource: { get: function () { return this._fragmentShaderSource; }, }, /** * The WebGL fixed-function state to use when rendering the geometry. *

* The render state can be explicitly defined when constructing a {@link PolylineMaterialAppearance} * instance, or it is set implicitly via {@link PolylineMaterialAppearance#translucent} * and {@link PolylineMaterialAppearance#closed}. *

* * @memberof PolylineMaterialAppearance.prototype * * @type {Object} * @readonly */ renderState: { get: function () { return this._renderState; }, }, /** * When true, the geometry is expected to be closed so * {@link PolylineMaterialAppearance#renderState} has backface culling enabled. * This is always false for PolylineMaterialAppearance. * * @memberof PolylineMaterialAppearance.prototype * * @type {Boolean} * @readonly * * @default false */ closed: { get: function () { return this._closed; }, }, /** * The {@link VertexFormat} that this appearance instance is compatible with. * A geometry can have more vertex attributes and still be compatible - at a * potential performance cost - but it can't have less. * * @memberof PolylineMaterialAppearance.prototype * * @type VertexFormat * @readonly * * @default {@link PolylineMaterialAppearance.VERTEX_FORMAT} */ vertexFormat: { get: function () { return this._vertexFormat; }, }, }); /** * The {@link VertexFormat} that all {@link PolylineMaterialAppearance} instances * are compatible with. This requires position and st attributes. * * @type VertexFormat * * @constant */ PolylineMaterialAppearance.VERTEX_FORMAT = VertexFormat.POSITION_AND_ST; /** * Procedurally creates the full GLSL fragment shader source. For {@link PolylineMaterialAppearance}, * this is derived from {@link PolylineMaterialAppearance#fragmentShaderSource} and {@link PolylineMaterialAppearance#material}. * * @function * * @returns {String} The full GLSL fragment shader source. */ PolylineMaterialAppearance.prototype.getFragmentShaderSource = Appearance.prototype.getFragmentShaderSource; /** * Determines if the geometry is translucent based on {@link PolylineMaterialAppearance#translucent} and {@link Material#isTranslucent}. * * @function * * @returns {Boolean} true if the appearance is translucent. */ PolylineMaterialAppearance.prototype.isTranslucent = Appearance.prototype.isTranslucent; /** * Creates a render state. This is not the final render state instance; instead, * it can contain a subset of render state properties identical to the render state * created in the context. * * @function * * @returns {Object} The render state. */ PolylineMaterialAppearance.prototype.getRenderState = Appearance.prototype.getRenderState; export default PolylineMaterialAppearance;