import defaultValue from "../Core/defaultValue.js"; import defined from "../Core/defined.js"; import DeveloperError from "../Core/DeveloperError.js"; import Appearance from "./Appearance.js"; /** * Visualizes a vertex attribute by displaying it as a color for debugging. *

* Components for well-known unit-length vectors, i.e., normal, * tangent, and bitangent, are scaled and biased * from [-1.0, 1.0] to (-1.0, 1.0). *

* * @alias DebugAppearance * @constructor * * @param {Object} options Object with the following properties: * @param {String} options.attributeName The name of the attribute to visualize. * @param {Boolean} [options.perInstanceAttribute=false] Boolean that determines whether this attribute is a per-instance geometry attribute. * @param {String} [options.glslDatatype='vec3'] The GLSL datatype of the attribute. Supported datatypes are float, vec2, vec3, and vec4. * @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. * * @exception {DeveloperError} options.glslDatatype must be float, vec2, vec3, or vec4. * * @example * var primitive = new Cesium.Primitive({ * geometryInstances : // ... * appearance : new Cesium.DebugAppearance({ * attributeName : 'normal' * }) * }); */ function DebugAppearance(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); var attributeName = options.attributeName; var perInstanceAttribute = options.perInstanceAttribute; //>>includeStart('debug', pragmas.debug); if (!defined(attributeName)) { throw new DeveloperError("options.attributeName is required."); } //>>includeEnd('debug'); if (!defined(perInstanceAttribute)) { perInstanceAttribute = false; } var glslDatatype = defaultValue(options.glslDatatype, "vec3"); var varyingName = "v_" + attributeName; var getColor; // Well-known normalized vector attributes in VertexFormat if ( attributeName === "normal" || attributeName === "tangent" || attributeName === "bitangent" ) { getColor = "vec4 getColor() { return vec4((" + varyingName + " + vec3(1.0)) * 0.5, 1.0); }\n"; } else { // All other attributes, both well-known and custom if (attributeName === "st") { glslDatatype = "vec2"; } switch (glslDatatype) { case "float": getColor = "vec4 getColor() { return vec4(vec3(" + varyingName + "), 1.0); }\n"; break; case "vec2": getColor = "vec4 getColor() { return vec4(" + varyingName + ", 0.0, 1.0); }\n"; break; case "vec3": getColor = "vec4 getColor() { return vec4(" + varyingName + ", 1.0); }\n"; break; case "vec4": getColor = "vec4 getColor() { return " + varyingName + "; }\n"; break; //>>includeStart('debug', pragmas.debug); default: throw new DeveloperError( "options.glslDatatype must be float, vec2, vec3, or vec4." ); //>>includeEnd('debug'); } } var vs = "attribute vec3 position3DHigh;\n" + "attribute vec3 position3DLow;\n" + "attribute float batchId;\n" + (perInstanceAttribute ? "" : "attribute " + glslDatatype + " " + attributeName + ";\n") + "varying " + glslDatatype + " " + varyingName + ";\n" + "void main()\n" + "{\n" + "vec4 p = czm_translateRelativeToEye(position3DHigh, position3DLow);\n" + (perInstanceAttribute ? varyingName + " = czm_batchTable_" + attributeName + "(batchId);\n" : varyingName + " = " + attributeName + ";\n") + "gl_Position = czm_modelViewProjectionRelativeToEye * p;\n" + "}"; var fs = "varying " + glslDatatype + " " + varyingName + ";\n" + getColor + "\n" + "void main()\n" + "{\n" + "gl_FragColor = getColor();\n" + "}"; /** * This property is part of the {@link Appearance} interface, but is not * used by {@link DebugAppearance} since a fully custom fragment shader is used. * * @type Material * * @default undefined */ this.material = undefined; /** * When true, the geometry is expected to appear translucent. * * @type {Boolean} * * @default false */ this.translucent = defaultValue(options.translucent, false); this._vertexShaderSource = defaultValue(options.vertexShaderSource, vs); this._fragmentShaderSource = defaultValue(options.fragmentShaderSource, fs); this._renderState = Appearance.getDefaultRenderState( false, false, options.renderState ); this._closed = defaultValue(options.closed, false); // Non-derived members this._attributeName = attributeName; this._glslDatatype = glslDatatype; } Object.defineProperties(DebugAppearance.prototype, { /** * The GLSL source code for the vertex shader. * * @memberof DebugAppearance.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 the {@link DebugAppearance#material}. * Use {@link DebugAppearance#getFragmentShaderSource} to get the full source. * * @memberof DebugAppearance.prototype * * @type {String} * @readonly */ fragmentShaderSource: { get: function () { return this._fragmentShaderSource; }, }, /** * The WebGL fixed-function state to use when rendering the geometry. * * @memberof DebugAppearance.prototype * * @type {Object} * @readonly */ renderState: { get: function () { return this._renderState; }, }, /** * When true, the geometry is expected to be closed. * * @memberof DebugAppearance.prototype * * @type {Boolean} * @readonly * * @default false */ closed: { get: function () { return this._closed; }, }, /** * The name of the attribute being visualized. * * @memberof DebugAppearance.prototype * * @type {String} * @readonly */ attributeName: { get: function () { return this._attributeName; }, }, /** * The GLSL datatype of the attribute being visualized. * * @memberof DebugAppearance.prototype * * @type {String} * @readonly */ glslDatatype: { get: function () { return this._glslDatatype; }, }, }); /** * Returns the full GLSL fragment shader source, which for {@link DebugAppearance} is just * {@link DebugAppearance#fragmentShaderSource}. * * @function * * @returns {String} The full GLSL fragment shader source. */ DebugAppearance.prototype.getFragmentShaderSource = Appearance.prototype.getFragmentShaderSource; /** * Determines if the geometry is translucent based on {@link DebugAppearance#translucent}. * * @function * * @returns {Boolean} true if the appearance is translucent. */ DebugAppearance.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. */ DebugAppearance.prototype.getRenderState = Appearance.prototype.getRenderState; export default DebugAppearance;