123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282 |
- import defaultValue from "../Core/defaultValue.js";
- import defined from "../Core/defined.js";
- import VertexFormat from "../Core/VertexFormat.js";
- import EllipsoidSurfaceAppearanceFS from "../Shaders/Appearances/EllipsoidSurfaceAppearanceFS.js";
- import EllipsoidSurfaceAppearanceVS from "../Shaders/Appearances/EllipsoidSurfaceAppearanceVS.js";
- import Appearance from "./Appearance.js";
- import Material from "./Material.js";
- /**
- * An appearance for geometry on the surface of the ellipsoid like {@link PolygonGeometry}
- * and {@link RectangleGeometry}, which supports all materials like {@link MaterialAppearance}
- * with {@link MaterialAppearance.MaterialSupport.ALL}. However, this appearance requires
- * fewer vertex attributes since the fragment shader can procedurally compute <code>normal</code>,
- * <code>tangent</code>, and <code>bitangent</code>.
- *
- * @alias EllipsoidSurfaceAppearance
- * @constructor
- *
- * @param {object} [options] Object with the following properties:
- * @param {boolean} [options.flat=false] When <code>true</code>, flat shading is used in the fragment shader, which means lighting is not taking into account.
- * @param {boolean} [options.faceForward=options.aboveGround] When <code>true</code>, 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 <code>true</code>, the geometry is expected to appear translucent so {@link EllipsoidSurfaceAppearance#renderState} has alpha blending enabled.
- * @param {boolean} [options.aboveGround=false] When <code>true</code>, the geometry is expected to be on the ellipsoid's surface - not at a constant height above it - so {@link EllipsoidSurfaceAppearance#renderState} has backface culling 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.PolygonGeometry({
- * vertexFormat : Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT,
- * // ...
- * })
- * }),
- * appearance : new Cesium.EllipsoidSurfaceAppearance({
- * material : Cesium.Material.fromType('Stripe')
- * })
- * });
- */
- function EllipsoidSurfaceAppearance(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- const translucent = defaultValue(options.translucent, true);
- const aboveGround = defaultValue(options.aboveGround, false);
- /**
- * The material used to determine the fragment color. Unlike other {@link EllipsoidSurfaceAppearance}
- * 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 <code>true</code>, the geometry is expected to appear translucent.
- *
- * @type {boolean}
- *
- * @default true
- */
- this.translucent = defaultValue(options.translucent, true);
- this._vertexShaderSource = defaultValue(
- options.vertexShaderSource,
- EllipsoidSurfaceAppearanceVS
- );
- this._fragmentShaderSource = defaultValue(
- options.fragmentShaderSource,
- EllipsoidSurfaceAppearanceFS
- );
- this._renderState = Appearance.getDefaultRenderState(
- translucent,
- !aboveGround,
- options.renderState
- );
- this._closed = false;
- // Non-derived members
- this._flat = defaultValue(options.flat, false);
- this._faceForward = defaultValue(options.faceForward, aboveGround);
- this._aboveGround = aboveGround;
- }
- Object.defineProperties(EllipsoidSurfaceAppearance.prototype, {
- /**
- * The GLSL source code for the vertex shader.
- *
- * @memberof EllipsoidSurfaceAppearance.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 EllipsoidSurfaceAppearance#material},
- * {@link EllipsoidSurfaceAppearance#flat}, and {@link EllipsoidSurfaceAppearance#faceForward}.
- * Use {@link EllipsoidSurfaceAppearance#getFragmentShaderSource} to get the full source.
- *
- * @memberof EllipsoidSurfaceAppearance.prototype
- *
- * @type {string}
- * @readonly
- */
- fragmentShaderSource: {
- get: function () {
- return this._fragmentShaderSource;
- },
- },
- /**
- * The WebGL fixed-function state to use when rendering the geometry.
- * <p>
- * The render state can be explicitly defined when constructing a {@link EllipsoidSurfaceAppearance}
- * instance, or it is set implicitly via {@link EllipsoidSurfaceAppearance#translucent}
- * and {@link EllipsoidSurfaceAppearance#aboveGround}.
- * </p>
- *
- * @memberof EllipsoidSurfaceAppearance.prototype
- *
- * @type {object}
- * @readonly
- */
- renderState: {
- get: function () {
- return this._renderState;
- },
- },
- /**
- * When <code>true</code>, the geometry is expected to be closed so
- * {@link EllipsoidSurfaceAppearance#renderState} has backface culling enabled.
- * If the viewer enters the geometry, it will not be visible.
- *
- * @memberof EllipsoidSurfaceAppearance.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 EllipsoidSurfaceAppearance.prototype
- *
- * @type VertexFormat
- * @readonly
- *
- * @default {@link EllipsoidSurfaceAppearance.VERTEX_FORMAT}
- */
- vertexFormat: {
- get: function () {
- return EllipsoidSurfaceAppearance.VERTEX_FORMAT;
- },
- },
- /**
- * When <code>true</code>, flat shading is used in the fragment shader,
- * which means lighting is not taking into account.
- *
- * @memberof EllipsoidSurfaceAppearance.prototype
- *
- * @type {boolean}
- * @readonly
- *
- * @default false
- */
- flat: {
- get: function () {
- return this._flat;
- },
- },
- /**
- * When <code>true</code>, 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 EllipsoidSurfaceAppearance.prototype
- *
- * @type {boolean}
- * @readonly
- *
- * @default true
- */
- faceForward: {
- get: function () {
- return this._faceForward;
- },
- },
- /**
- * When <code>true</code>, the geometry is expected to be on the ellipsoid's
- * surface - not at a constant height above it - so {@link EllipsoidSurfaceAppearance#renderState}
- * has backface culling enabled.
- *
- *
- * @memberof EllipsoidSurfaceAppearance.prototype
- *
- * @type {boolean}
- * @readonly
- *
- * @default false
- */
- aboveGround: {
- get: function () {
- return this._aboveGround;
- },
- },
- });
- /**
- * The {@link VertexFormat} that all {@link EllipsoidSurfaceAppearance} instances
- * are compatible with, which requires only <code>position</code> and <code>st</code>
- * attributes. Other attributes are procedurally computed in the fragment shader.
- *
- * @type VertexFormat
- *
- * @constant
- */
- EllipsoidSurfaceAppearance.VERTEX_FORMAT = VertexFormat.POSITION_AND_ST;
- /**
- * Procedurally creates the full GLSL fragment shader source. For {@link EllipsoidSurfaceAppearance},
- * this is derived from {@link EllipsoidSurfaceAppearance#fragmentShaderSource}, {@link EllipsoidSurfaceAppearance#flat},
- * and {@link EllipsoidSurfaceAppearance#faceForward}.
- *
- * @function
- *
- * @returns {string} The full GLSL fragment shader source.
- */
- EllipsoidSurfaceAppearance.prototype.getFragmentShaderSource =
- Appearance.prototype.getFragmentShaderSource;
- /**
- * Determines if the geometry is translucent based on {@link EllipsoidSurfaceAppearance#translucent} and {@link Material#isTranslucent}.
- *
- * @function
- *
- * @returns {boolean} <code>true</code> if the appearance is translucent.
- */
- EllipsoidSurfaceAppearance.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.
- */
- EllipsoidSurfaceAppearance.prototype.getRenderState =
- Appearance.prototype.getRenderState;
- export default EllipsoidSurfaceAppearance;
|