import defaultValue from "../Core/defaultValue.js"; import VertexFormat from "../Core/VertexFormat.js"; import PerInstanceColorAppearanceFS from "../Shaders/Appearances/PerInstanceColorAppearanceFS.js"; import PerInstanceColorAppearanceVS from "../Shaders/Appearances/PerInstanceColorAppearanceVS.js"; import PerInstanceFlatColorAppearanceFS from "../Shaders/Appearances/PerInstanceFlatColorAppearanceFS.js"; import PerInstanceFlatColorAppearanceVS from "../Shaders/Appearances/PerInstanceFlatColorAppearanceVS.js"; import Appearance from "./Appearance.js"; /** * An appearance for {@link GeometryInstance} instances with color attributes. * This allows several geometry instances, each with a different color, to * be drawn with the same {@link Primitive} as shown in the second example below. * * @alias PerInstanceColorAppearance * @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 PerInstanceColorAppearance#renderState} has alpha blending enabled. * @param {Boolean} [options.closed=false] When true, the geometry is expected to be closed so {@link PerInstanceColorAppearance#renderState} has backface culling enabled. * @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. * * @example * // A solid white line segment * var primitive = new Cesium.Primitive({ * geometryInstances : new Cesium.GeometryInstance({ * geometry : new Cesium.SimplePolylineGeometry({ * positions : Cesium.Cartesian3.fromDegreesArray([ * 0.0, 0.0, * 5.0, 0.0 * ]) * }), * attributes : { * color : Cesium.ColorGeometryInstanceAttribute.fromColor(new Cesium.Color(1.0, 1.0, 1.0, 1.0)) * } * }), * appearance : new Cesium.PerInstanceColorAppearance({ * flat : true, * translucent : false * }) * }); * * // Two rectangles in a primitive, each with a different color * var instance = new Cesium.GeometryInstance({ * geometry : new Cesium.RectangleGeometry({ * rectangle : Cesium.Rectangle.fromDegrees(0.0, 20.0, 10.0, 30.0) * }), * attributes : { * color : new Cesium.ColorGeometryInstanceAttribute(1.0, 0.0, 0.0, 0.5) * } * }); * * var anotherInstance = new Cesium.GeometryInstance({ * geometry : new Cesium.RectangleGeometry({ * rectangle : Cesium.Rectangle.fromDegrees(0.0, 40.0, 10.0, 50.0) * }), * attributes : { * color : new Cesium.ColorGeometryInstanceAttribute(0.0, 0.0, 1.0, 0.5) * } * }); * * var rectanglePrimitive = new Cesium.Primitive({ * geometryInstances : [instance, anotherInstance], * appearance : new Cesium.PerInstanceColorAppearance() * }); */ function PerInstanceColorAppearance(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); var translucent = defaultValue(options.translucent, true); var closed = defaultValue(options.closed, false); var flat = defaultValue(options.flat, false); var vs = flat ? PerInstanceFlatColorAppearanceVS : PerInstanceColorAppearanceVS; var fs = flat ? PerInstanceFlatColorAppearanceFS : PerInstanceColorAppearanceFS; var vertexFormat = flat ? PerInstanceColorAppearance.FLAT_VERTEX_FORMAT : PerInstanceColorAppearance.VERTEX_FORMAT; /** * This property is part of the {@link Appearance} interface, but is not * used by {@link PerInstanceColorAppearance} since a fully custom fragment shader is used. * * @type Material * * @default undefined */ this.material = undefined; /** * When true, the geometry is expected to appear translucent so * {@link PerInstanceColorAppearance#renderState} has alpha blending enabled. * * @type {Boolean} * * @default true */ this.translucent = translucent; this._vertexShaderSource = defaultValue(options.vertexShaderSource, vs); this._fragmentShaderSource = defaultValue(options.fragmentShaderSource, fs); this._renderState = Appearance.getDefaultRenderState( translucent, closed, options.renderState ); this._closed = closed; // Non-derived members this._vertexFormat = vertexFormat; this._flat = flat; this._faceForward = defaultValue(options.faceForward, !closed); } Object.defineProperties(PerInstanceColorAppearance.prototype, { /** * The GLSL source code for the vertex shader. * * @memberof PerInstanceColorAppearance.prototype * * @type {String} * @readonly */ vertexShaderSource: { get: function () { return this._vertexShaderSource; }, }, /** * The GLSL source code for the fragment shader. * * @memberof PerInstanceColorAppearance.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 PerInstanceColorAppearance} * instance, or it is set implicitly via {@link PerInstanceColorAppearance#translucent} * and {@link PerInstanceColorAppearance#closed}. *

* * @memberof PerInstanceColorAppearance.prototype * * @type {Object} * @readonly */ renderState: { get: function () { return this._renderState; }, }, /** * When true, the geometry is expected to be closed so * {@link PerInstanceColorAppearance#renderState} has backface culling enabled. * If the viewer enters the geometry, it will not be visible. * * @memberof PerInstanceColorAppearance.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 PerInstanceColorAppearance.prototype * * @type VertexFormat * @readonly */ 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 PerInstanceColorAppearance.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 PerInstanceColorAppearance.prototype * * @type {Boolean} * @readonly * * @default true */ faceForward: { get: function () { return this._faceForward; }, }, }); /** * The {@link VertexFormat} that all {@link PerInstanceColorAppearance} instances * are compatible with. This requires only position and normal * attributes. * * @type VertexFormat * * @constant */ PerInstanceColorAppearance.VERTEX_FORMAT = VertexFormat.POSITION_AND_NORMAL; /** * The {@link VertexFormat} that all {@link PerInstanceColorAppearance} instances * are compatible with when {@link PerInstanceColorAppearance#flat} is true. * This requires only a position attribute. * * @type VertexFormat * * @constant */ PerInstanceColorAppearance.FLAT_VERTEX_FORMAT = VertexFormat.POSITION_ONLY; /** * Procedurally creates the full GLSL fragment shader source. For {@link PerInstanceColorAppearance}, * this is derived from {@link PerInstanceColorAppearance#fragmentShaderSource}, {@link PerInstanceColorAppearance#flat}, * and {@link PerInstanceColorAppearance#faceForward}. * * @function * * @returns {String} The full GLSL fragment shader source. */ PerInstanceColorAppearance.prototype.getFragmentShaderSource = Appearance.prototype.getFragmentShaderSource; /** * Determines if the geometry is translucent based on {@link PerInstanceColorAppearance#translucent}. * * @function * * @returns {Boolean} true if the appearance is translucent. */ PerInstanceColorAppearance.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. */ PerInstanceColorAppearance.prototype.getRenderState = Appearance.prototype.getRenderState; export default PerInstanceColorAppearance;