/*global define*/
define([
'../Core/defaultValue',
'../Core/defined',
'../Core/defineProperties',
'../Core/VertexFormat',
'../Shaders/Appearances/PolylineMaterialAppearanceVS',
'../Shaders/PolylineCommon',
'../Shaders/PolylineFS',
'./Appearance',
'./Material'
], function(
defaultValue,
defined,
defineProperties,
VertexFormat,
PolylineMaterialAppearanceVS,
PolylineCommon,
PolylineFS,
Appearance,
Material) {
"use strict";
var defaultVertexShaderSource = PolylineCommon + '\n' + PolylineMaterialAppearanceVS;
var defaultFragmentShaderSource = PolylineFS;
/**
* An appearance for {@link PolylineGeometry} that supports shading with materials.
*
* @alias PolylineMaterialAppearance
* @constructor
*
* @param {Object} [options] Object with the following properties:
* @param {Boolean} [options.translucent=true] When true
, the geometry is expected to appear translucent so {@link PolylineMaterialAppearance#renderState} has alpha blending 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=Polyline%20Material.html|Cesium Sandcastle Polyline Material Appearance Demo}
*
* @example
* var primitive = new Cesium.Primitive({
* geometryInstances : new Cesium.GeometryInstance({
* geometry : new Cesium.PolylineGeometry({
* positions : Cesium.Cartesian3.fromDegreesArray([
* 0.0, 0.0,
* 5.0, 0.0
* ]),
* width : 10.0,
* vertexFormat : Cesium.PolylineMaterialAppearance.VERTEX_FORMAT
* })
* }),
* appearance : new Cesium.PolylineMaterialAppearance({
* material : Cesium.Material.fromType('Color')
* })
* });
*/
var PolylineMaterialAppearance = function(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
var translucent = defaultValue(options.translucent, true);
var closed = false;
var vertexFormat = PolylineMaterialAppearance.VERTEX_FORMAT;
/**
* The material used to determine the fragment color. Unlike other {@link PolylineMaterialAppearance}
* 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 so
* {@link PolylineMaterialAppearance#renderState} has alpha blending enabled.
*
* @type {Boolean}
*
* @default true
*/
this.translucent = translucent;
this._vertexShaderSource = defaultValue(options.vertexShaderSource, defaultVertexShaderSource);
this._fragmentShaderSource = defaultValue(options.fragmentShaderSource, defaultFragmentShaderSource);
this._renderState = Appearance.getDefaultRenderState(translucent, closed, options.renderState);
this._closed = closed;
// Non-derived members
this._vertexFormat = vertexFormat;
};
defineProperties(PolylineMaterialAppearance.prototype, {
/**
* The GLSL source code for the vertex shader.
*
* @memberof PolylineMaterialAppearance.prototype
*
* @type {String}
* @readonly
*/
vertexShaderSource : {
get : function() {
return this._vertexShaderSource;
}
},
/**
* The GLSL source code for the fragment shader.
*
* @memberof PolylineMaterialAppearance.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 PolylineMaterialAppearance} * instance, or it is set implicitly via {@link PolylineMaterialAppearance#translucent} * and {@link PolylineMaterialAppearance#closed}. *
* * @memberof PolylineMaterialAppearance.prototype * * @type {Object} * @readonly */ renderState : { get : function() { return this._renderState; } }, /** * Whentrue
, the geometry is expected to be closed so
* {@link PolylineMaterialAppearance#renderState} has backface culling enabled.
* This is always false
for PolylineMaterialAppearance
.
*
* @memberof PolylineMaterialAppearance.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 PolylineMaterialAppearance.prototype
*
* @type VertexFormat
* @readonly
*
* @default {@link PolylineMaterialAppearance.VERTEX_FORMAT}
*/
vertexFormat : {
get : function() {
return this._vertexFormat;
}
}
});
/**
* The {@link VertexFormat} that all {@link PolylineMaterialAppearance} instances
* are compatible with. This requires position
and st
attributes.
*
* @type VertexFormat
*
* @constant
*/
PolylineMaterialAppearance.VERTEX_FORMAT = VertexFormat.POSITION_AND_ST;
/**
* Procedurally creates the full GLSL fragment shader source. For {@link PolylineMaterialAppearance},
* this is derived from {@link PolylineMaterialAppearance#fragmentShaderSource} and {@link PolylineMaterialAppearance#material}.
*
* @function
*
* @returns String The full GLSL fragment shader source.
*/
PolylineMaterialAppearance.prototype.getFragmentShaderSource = Appearance.prototype.getFragmentShaderSource;
/**
* Determines if the geometry is translucent based on {@link PolylineMaterialAppearance#translucent} and {@link Material#isTranslucent}.
*
* @function
*
* @returns {Boolean} true
if the appearance is translucent.
*/
PolylineMaterialAppearance.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.
*/
PolylineMaterialAppearance.prototype.getRenderState = Appearance.prototype.getRenderState;
return PolylineMaterialAppearance;
});