/*global define*/ define([ '../Core/defaultValue', '../Core/defined', '../Core/defineProperties', '../Core/DeveloperError', './Appearance' ], function( defaultValue, defined, defineProperties, DeveloperError, Appearance) { "use strict"; /** * Visualizes a vertex attribute by displaying it as a color for debugging. *

* Components for well-known unit-length vectors, i.e., normal, * binormal, and tangent, 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 {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 {RenderState} [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' * }) * }); */ var DebugAppearance = function(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); var attributeName = options.attributeName; //>>includeStart('debug', pragmas.debug); if (!defined(attributeName)) { throw new DeveloperError('options.attributeName is required.'); } //>>includeEnd('debug'); var glslDatatype = defaultValue(options.glslDatatype, 'vec3'); var varyingName = 'v_' + attributeName; var getColor; // Well-known normalized vector attributes in VertexFormat if ((attributeName === 'normal') || (attributeName === 'binormal') | (attributeName === 'tangent')) { 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; default: throw new DeveloperError('options.glslDatatype must be float, vec2, vec3, or vec4.'); } } var vs = 'attribute vec3 position3DHigh;\n' + 'attribute vec3 position3DLow;\n' + 'attribute ' + glslDatatype + ' ' + attributeName + ';\n' + 'varying ' + glslDatatype + ' ' + varyingName + ';\n' + 'void main()\n' + '{\n' + 'vec4 p = czm_translateRelativeToEye(position3DHigh, position3DLow);\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; }; 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; return DebugAppearance; });