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283 lines
9.2 KiB
JavaScript
283 lines
9.2 KiB
JavaScript
import defaultValue from "../Core/defaultValue.js";
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import defined from "../Core/defined.js";
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import VertexFormat from "../Core/VertexFormat.js";
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import EllipsoidSurfaceAppearanceFS from "../Shaders/Appearances/EllipsoidSurfaceAppearanceFS.js";
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import EllipsoidSurfaceAppearanceVS from "../Shaders/Appearances/EllipsoidSurfaceAppearanceVS.js";
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import Appearance from "./Appearance.js";
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import Material from "./Material.js";
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/**
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* An appearance for geometry on the surface of the ellipsoid like {@link PolygonGeometry}
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* and {@link RectangleGeometry}, which supports all materials like {@link MaterialAppearance}
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* with {@link MaterialAppearance.MaterialSupport.ALL}. However, this appearance requires
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* fewer vertex attributes since the fragment shader can procedurally compute <code>normal</code>,
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* <code>tangent</code>, and <code>bitangent</code>.
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*
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* @alias EllipsoidSurfaceAppearance
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* @constructor
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*
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* @param {Object} [options] Object with the following properties:
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* @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.
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* @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}.
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* @param {Boolean} [options.translucent=true] When <code>true</code>, the geometry is expected to appear translucent so {@link EllipsoidSurfaceAppearance#renderState} has alpha blending enabled.
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* @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.
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* @param {Material} [options.material=Material.ColorType] The material used to determine the fragment color.
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* @param {String} [options.vertexShaderSource] Optional GLSL vertex shader source to override the default vertex shader.
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* @param {String} [options.fragmentShaderSource] Optional GLSL fragment shader source to override the default fragment shader.
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* @param {Object} [options.renderState] Optional render state to override the default render state.
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*
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* @see {@link https://github.com/CesiumGS/cesium/wiki/Fabric|Fabric}
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*
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* @example
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* var primitive = new Cesium.Primitive({
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* geometryInstances : new Cesium.GeometryInstance({
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* geometry : new Cesium.PolygonGeometry({
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* vertexFormat : Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT,
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* // ...
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* })
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* }),
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* appearance : new Cesium.EllipsoidSurfaceAppearance({
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* material : Cesium.Material.fromType('Stripe')
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* })
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* });
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*/
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function EllipsoidSurfaceAppearance(options) {
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options = defaultValue(options, defaultValue.EMPTY_OBJECT);
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var translucent = defaultValue(options.translucent, true);
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var aboveGround = defaultValue(options.aboveGround, false);
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/**
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* The material used to determine the fragment color. Unlike other {@link EllipsoidSurfaceAppearance}
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* properties, this is not read-only, so an appearance's material can change on the fly.
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*
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* @type Material
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*
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* @default {@link Material.ColorType}
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*
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* @see {@link https://github.com/CesiumGS/cesium/wiki/Fabric|Fabric}
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*/
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this.material = defined(options.material)
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? options.material
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: Material.fromType(Material.ColorType);
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/**
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* When <code>true</code>, the geometry is expected to appear translucent.
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*
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* @type {Boolean}
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*
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* @default true
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*/
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this.translucent = defaultValue(options.translucent, true);
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this._vertexShaderSource = defaultValue(
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options.vertexShaderSource,
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EllipsoidSurfaceAppearanceVS
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);
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this._fragmentShaderSource = defaultValue(
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options.fragmentShaderSource,
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EllipsoidSurfaceAppearanceFS
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);
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this._renderState = Appearance.getDefaultRenderState(
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translucent,
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!aboveGround,
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options.renderState
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);
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this._closed = false;
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// Non-derived members
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this._flat = defaultValue(options.flat, false);
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this._faceForward = defaultValue(options.faceForward, aboveGround);
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this._aboveGround = aboveGround;
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}
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Object.defineProperties(EllipsoidSurfaceAppearance.prototype, {
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/**
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* The GLSL source code for the vertex shader.
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*
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* @memberof EllipsoidSurfaceAppearance.prototype
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*
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* @type {String}
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* @readonly
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*/
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vertexShaderSource: {
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get: function () {
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return this._vertexShaderSource;
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},
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},
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/**
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* The GLSL source code for the fragment shader. The full fragment shader
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* source is built procedurally taking into account {@link EllipsoidSurfaceAppearance#material},
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* {@link EllipsoidSurfaceAppearance#flat}, and {@link EllipsoidSurfaceAppearance#faceForward}.
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* Use {@link EllipsoidSurfaceAppearance#getFragmentShaderSource} to get the full source.
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*
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* @memberof EllipsoidSurfaceAppearance.prototype
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*
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* @type {String}
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* @readonly
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*/
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fragmentShaderSource: {
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get: function () {
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return this._fragmentShaderSource;
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},
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},
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/**
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* The WebGL fixed-function state to use when rendering the geometry.
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* <p>
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* The render state can be explicitly defined when constructing a {@link EllipsoidSurfaceAppearance}
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* instance, or it is set implicitly via {@link EllipsoidSurfaceAppearance#translucent}
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* and {@link EllipsoidSurfaceAppearance#aboveGround}.
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* </p>
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*
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* @memberof EllipsoidSurfaceAppearance.prototype
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*
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* @type {Object}
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* @readonly
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*/
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renderState: {
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get: function () {
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return this._renderState;
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},
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},
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/**
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* When <code>true</code>, the geometry is expected to be closed so
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* {@link EllipsoidSurfaceAppearance#renderState} has backface culling enabled.
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* If the viewer enters the geometry, it will not be visible.
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*
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* @memberof EllipsoidSurfaceAppearance.prototype
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*
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* @type {Boolean}
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* @readonly
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*
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* @default false
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*/
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closed: {
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get: function () {
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return this._closed;
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},
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},
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/**
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* The {@link VertexFormat} that this appearance instance is compatible with.
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* A geometry can have more vertex attributes and still be compatible - at a
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* potential performance cost - but it can't have less.
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*
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* @memberof EllipsoidSurfaceAppearance.prototype
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*
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* @type VertexFormat
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* @readonly
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*
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* @default {@link EllipsoidSurfaceAppearance.VERTEX_FORMAT}
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*/
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vertexFormat: {
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get: function () {
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return EllipsoidSurfaceAppearance.VERTEX_FORMAT;
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},
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},
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/**
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* When <code>true</code>, flat shading is used in the fragment shader,
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* which means lighting is not taking into account.
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*
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* @memberof EllipsoidSurfaceAppearance.prototype
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*
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* @type {Boolean}
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* @readonly
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*
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* @default false
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*/
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flat: {
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get: function () {
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return this._flat;
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},
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},
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/**
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* When <code>true</code>, the fragment shader flips the surface normal
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* as needed to ensure that the normal faces the viewer to avoid
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* dark spots. This is useful when both sides of a geometry should be
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* shaded like {@link WallGeometry}.
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*
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* @memberof EllipsoidSurfaceAppearance.prototype
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*
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* @type {Boolean}
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* @readonly
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*
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* @default true
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*/
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faceForward: {
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get: function () {
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return this._faceForward;
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},
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},
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/**
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* When <code>true</code>, the geometry is expected to be on the ellipsoid's
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* surface - not at a constant height above it - so {@link EllipsoidSurfaceAppearance#renderState}
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* has backface culling enabled.
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*
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*
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* @memberof EllipsoidSurfaceAppearance.prototype
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*
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* @type {Boolean}
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* @readonly
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*
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* @default false
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*/
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aboveGround: {
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get: function () {
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return this._aboveGround;
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},
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},
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});
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/**
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* The {@link VertexFormat} that all {@link EllipsoidSurfaceAppearance} instances
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* are compatible with, which requires only <code>position</code> and <code>st</code>
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* attributes. Other attributes are procedurally computed in the fragment shader.
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*
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* @type VertexFormat
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*
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* @constant
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*/
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EllipsoidSurfaceAppearance.VERTEX_FORMAT = VertexFormat.POSITION_AND_ST;
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/**
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* Procedurally creates the full GLSL fragment shader source. For {@link EllipsoidSurfaceAppearance},
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* this is derived from {@link EllipsoidSurfaceAppearance#fragmentShaderSource}, {@link EllipsoidSurfaceAppearance#flat},
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* and {@link EllipsoidSurfaceAppearance#faceForward}.
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*
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* @function
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*
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* @returns {String} The full GLSL fragment shader source.
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*/
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EllipsoidSurfaceAppearance.prototype.getFragmentShaderSource =
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Appearance.prototype.getFragmentShaderSource;
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/**
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* Determines if the geometry is translucent based on {@link EllipsoidSurfaceAppearance#translucent} and {@link Material#isTranslucent}.
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*
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* @function
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*
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* @returns {Boolean} <code>true</code> if the appearance is translucent.
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*/
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EllipsoidSurfaceAppearance.prototype.isTranslucent =
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Appearance.prototype.isTranslucent;
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/**
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* Creates a render state. This is not the final render state instance; instead,
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* it can contain a subset of render state properties identical to the render state
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* created in the context.
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*
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* @function
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*
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* @returns {Object} The render state.
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*/
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EllipsoidSurfaceAppearance.prototype.getRenderState =
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Appearance.prototype.getRenderState;
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export default EllipsoidSurfaceAppearance;
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