import defaultValue from "../Core/defaultValue.js"; import defined from "../Core/defined.js"; import VertexFormat from "../Core/VertexFormat.js"; import AllMaterialAppearanceFS from "../Shaders/Appearances/AllMaterialAppearanceFS.js"; import AllMaterialAppearanceVS from "../Shaders/Appearances/AllMaterialAppearanceVS.js"; import BasicMaterialAppearanceFS from "../Shaders/Appearances/BasicMaterialAppearanceFS.js"; import BasicMaterialAppearanceVS from "../Shaders/Appearances/BasicMaterialAppearanceVS.js"; import TexturedMaterialAppearanceFS from "../Shaders/Appearances/TexturedMaterialAppearanceFS.js"; import TexturedMaterialAppearanceVS from "../Shaders/Appearances/TexturedMaterialAppearanceVS.js"; import Appearance from "./Appearance.js"; import Material from "./Material.js"; /** * An appearance for arbitrary geometry (as opposed to {@link EllipsoidSurfaceAppearance}, for example) * that supports shading with materials. * * @alias MaterialAppearance * @constructor * * @param {object} [options] Object with the following properties: * @param {boolean} [options.flat=false] When true, flat shading is used in the fragment shader, which means lighting is not taking into account. * @param {boolean} [options.faceForward=!options.closed] When true, the fragment shader flips the surface normal as needed to ensure that the normal faces the viewer to avoid dark spots. This is useful when both sides of a geometry should be shaded like {@link WallGeometry}. * @param {boolean} [options.translucent=true] When true, the geometry is expected to appear translucent so {@link MaterialAppearance#renderState} has alpha blending enabled. * @param {boolean} [options.closed=false] When true, the geometry is expected to be closed so {@link MaterialAppearance#renderState} has backface culling enabled. * @param {MaterialAppearance.MaterialSupportType} [options.materialSupport=MaterialAppearance.MaterialSupport.TEXTURED] The type of materials that will be supported. * @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} * @demo {@link https://sandcastle.cesium.com/index.html?src=Materials.html|Cesium Sandcastle Material Appearance Demo} * * @example * const primitive = new Cesium.Primitive({ * geometryInstances : new Cesium.GeometryInstance({ * geometry : new Cesium.WallGeometry({ materialSupport : Cesium.MaterialAppearance.MaterialSupport.BASIC.vertexFormat, * // ... * }) * }), * appearance : new Cesium.MaterialAppearance({ * material : Cesium.Material.fromType('Color'), * faceForward : true * }) * * }); */ function MaterialAppearance(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); const translucent = defaultValue(options.translucent, true); const closed = defaultValue(options.closed, false); const materialSupport = defaultValue( options.materialSupport, MaterialAppearance.MaterialSupport.TEXTURED ); /** * The material used to determine the fragment color. Unlike other {@link MaterialAppearance} * 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. * * @type {boolean} * * @default true */ this.translucent = translucent; this._vertexShaderSource = defaultValue( options.vertexShaderSource, materialSupport.vertexShaderSource ); this._fragmentShaderSource = defaultValue( options.fragmentShaderSource, materialSupport.fragmentShaderSource ); this._renderState = Appearance.getDefaultRenderState( translucent, closed, options.renderState ); this._closed = closed; // Non-derived members this._materialSupport = materialSupport; this._vertexFormat = materialSupport.vertexFormat; this._flat = defaultValue(options.flat, false); this._faceForward = defaultValue(options.faceForward, !closed); } Object.defineProperties(MaterialAppearance.prototype, { /** * The GLSL source code for the vertex shader. * * @memberof MaterialAppearance.prototype * * @type {string} * @readonly */ vertexShaderSource: { get: function () { return this._vertexShaderSource; }, }, /** * The GLSL source code for the fragment shader. The full fragment shader * source is built procedurally taking into account {@link MaterialAppearance#material}, * {@link MaterialAppearance#flat}, and {@link MaterialAppearance#faceForward}. * Use {@link MaterialAppearance#getFragmentShaderSource} to get the full source. * * @memberof MaterialAppearance.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 MaterialAppearance} * instance, or it is set implicitly via {@link MaterialAppearance#translucent} * and {@link MaterialAppearance#closed}. *

* * @memberof MaterialAppearance.prototype * * @type {object} * @readonly */ renderState: { get: function () { return this._renderState; }, }, /** * When true, the geometry is expected to be closed so * {@link MaterialAppearance#renderState} has backface culling enabled. * If the viewer enters the geometry, it will not be visible. * * @memberof MaterialAppearance.prototype * * @type {boolean} * @readonly * * @default false */ closed: { get: function () { return this._closed; }, }, /** * The type of materials supported by this instance. This impacts the required * {@link VertexFormat} and the complexity of the vertex and fragment shaders. * * @memberof MaterialAppearance.prototype * * @type {MaterialAppearance.MaterialSupportType} * @readonly * * @default {@link MaterialAppearance.MaterialSupport.TEXTURED} */ materialSupport: { get: function () { return this._materialSupport; }, }, /** * 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 MaterialAppearance.prototype * * @type VertexFormat * @readonly * * @default {@link MaterialAppearance.MaterialSupport.TEXTURED.vertexFormat} */ vertexFormat: { get: function () { return this._vertexFormat; }, }, /** * When true, flat shading is used in the fragment shader, * which means lighting is not taking into account. * * @memberof MaterialAppearance.prototype * * @type {boolean} * @readonly * * @default false */ flat: { get: function () { return this._flat; }, }, /** * When true, the fragment shader flips the surface normal * as needed to ensure that the normal faces the viewer to avoid * dark spots. This is useful when both sides of a geometry should be * shaded like {@link WallGeometry}. * * @memberof MaterialAppearance.prototype * * @type {boolean} * @readonly * * @default true */ faceForward: { get: function () { return this._faceForward; }, }, }); /** * Procedurally creates the full GLSL fragment shader source. For {@link MaterialAppearance}, * this is derived from {@link MaterialAppearance#fragmentShaderSource}, {@link MaterialAppearance#material}, * {@link MaterialAppearance#flat}, and {@link MaterialAppearance#faceForward}. * * @function * * @returns {string} The full GLSL fragment shader source. */ MaterialAppearance.prototype.getFragmentShaderSource = Appearance.prototype.getFragmentShaderSource; /** * Determines if the geometry is translucent based on {@link MaterialAppearance#translucent} and {@link Material#isTranslucent}. * * @function * * @returns {boolean} true if the appearance is translucent. */ MaterialAppearance.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. */ MaterialAppearance.prototype.getRenderState = Appearance.prototype.getRenderState; /** * @typedef MaterialAppearance.MaterialSupportType * @type {object} * @property {VertexFormat} vertexFormat * @property {string} vertexShaderSource * @property {string} fragmentShaderSource */ /** * Determines the type of {@link Material} that is supported by a * {@link MaterialAppearance} instance. This is a trade-off between * flexibility (a wide array of materials) and memory/performance * (required vertex format and GLSL shader complexity. * @namespace */ MaterialAppearance.MaterialSupport = { /** * Only basic materials, which require just position and * normal vertex attributes, are supported. * * @type {MaterialAppearance.MaterialSupportType} * @constant */ BASIC: Object.freeze({ vertexFormat: VertexFormat.POSITION_AND_NORMAL, vertexShaderSource: BasicMaterialAppearanceVS, fragmentShaderSource: BasicMaterialAppearanceFS, }), /** * Materials with textures, which require position, * normal, and st vertex attributes, * are supported. The vast majority of materials fall into this category. * * @type {MaterialAppearance.MaterialSupportType} * @constant */ TEXTURED: Object.freeze({ vertexFormat: VertexFormat.POSITION_NORMAL_AND_ST, vertexShaderSource: TexturedMaterialAppearanceVS, fragmentShaderSource: TexturedMaterialAppearanceFS, }), /** * All materials, including those that work in tangent space, are supported. * This requires position, normal, st, * tangent, and bitangent vertex attributes. * * @type {MaterialAppearance.MaterialSupportType} * @constant */ ALL: Object.freeze({ vertexFormat: VertexFormat.ALL, vertexShaderSource: AllMaterialAppearanceVS, fragmentShaderSource: AllMaterialAppearanceFS, }), }; export default MaterialAppearance;