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