/*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).
*
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;
});