/*global define*/ define([ '../Core/defaultValue', '../Core/defined', '../Core/defineProperties', '../Core/VertexFormat', '../Shaders/Appearances/EllipsoidSurfaceAppearanceFS', '../Shaders/Appearances/EllipsoidSurfaceAppearanceVS', './Appearance', './Material' ], function( defaultValue, defined, defineProperties, VertexFormat, EllipsoidSurfaceAppearanceFS, EllipsoidSurfaceAppearanceVS, Appearance, Material) { "use strict"; /** * 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 normal, * binormal, and tangent. * * @alias EllipsoidSurfaceAppearance * @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.aboveGround] 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 EllipsoidSurfaceAppearance#renderState} has alpha blending enabled. * @param {Boolean} [options.aboveGround=false] When true, 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 {RenderState} [options.renderState] Optional render state to override the default render state. * * @see {@link https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric|Fabric} * * @demo {@link http://cesiumjs.org/Cesium/Apps/Sandcastle/index.html?src=Ellipsoid%20Surface.html|Cesium Sandcastle Ellipsoid Surface Appearance Demo} * * @example * var 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') * }) * }); */ var EllipsoidSurfaceAppearance = function(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); var translucent = defaultValue(options.translucent, true); var 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/AnalyticalGraphicsInc/cesium/wiki/Fabric|Fabric} */ this.material = (defined(options.material)) ? options.material : Material.fromType(Material.ColorType); /** * When true, 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; }; 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. *

* 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}. *

* * @memberof EllipsoidSurfaceAppearance.prototype * * @type {Object} * @readonly */ renderState : { get : function() { return this._renderState; } }, /** * When true, 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 true, 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 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 EllipsoidSurfaceAppearance.prototype * * @type {Boolean} * @readonly * * @default true */ faceForward : { get : function() { return this._faceForward; } }, /** * When true, 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 position and st * 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} true 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; return EllipsoidSurfaceAppearance; });