/*global define*/ define([ '../Core/BoxGeometry', '../Core/Cartesian3', '../Core/defaultValue', '../Core/defined', '../Core/destroyObject', '../Core/DeveloperError', '../Core/GeometryPipeline', '../Core/Matrix4', '../Core/VertexFormat', '../Renderer/BufferUsage', '../Renderer/DrawCommand', '../Renderer/loadCubeMap', '../Shaders/SkyBoxFS', '../Shaders/SkyBoxVS', './BlendingState', './SceneMode' ], function( BoxGeometry, Cartesian3, defaultValue, defined, destroyObject, DeveloperError, GeometryPipeline, Matrix4, VertexFormat, BufferUsage, DrawCommand, loadCubeMap, SkyBoxFS, SkyBoxVS, BlendingState, SceneMode) { "use strict"; /** * A sky box around the scene to draw stars. The sky box is defined using the True Equator Mean Equinox (TEME) axes. *

* This is only supported in 3D. The sky box is faded out when morphing to 2D or Columbus view. *

* * @alias SkyBox * @constructor * * @param {Object} options Object with the following properties: * @param {Object} [options.sources] The source URL or Image object for each of the six cube map faces. See the example below. * @param {Boolean} [options.show=true] Determines if this primitive will be shown. * * @see Scene#skyBox * @see Transforms.computeTemeToPseudoFixedMatrix * * @example * scene.skyBox = new Cesium.SkyBox({ * sources : { * positiveX : 'skybox_px.png', * negativeX : 'skybox_nx.png', * positiveY : 'skybox_py.png', * negativeY : 'skybox_ny.png', * positiveZ : 'skybox_pz.png', * negativeZ : 'skybox_nz.png' * } * }); */ var SkyBox = function(options) { /** * The sources used to create the cube map faces: an object * with positiveX, negativeX, positiveY, * negativeY, positiveZ, and negativeZ properties. * These can be either URLs or Image objects. * * @type Object * @default undefined */ this.sources = options.sources; this._sources = undefined; /** * Determines if the sky box will be shown. * * @type {Boolean} * @default true */ this.show = defaultValue(options.show, true); this._command = new DrawCommand({ modelMatrix : Matrix4.clone(Matrix4.IDENTITY), owner : this }); this._cubeMap = undefined; }; /** * Called when {@link Viewer} or {@link CesiumWidget} render the scene to * get the draw commands needed to render this primitive. *

* Do not call this function directly. This is documented just to * list the exceptions that may be propagated when the scene is rendered: *

* * @exception {DeveloperError} this.sources is required and must have positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ properties. * @exception {DeveloperError} this.sources properties must all be the same type. */ SkyBox.prototype.update = function(context, frameState) { if (!this.show) { return undefined; } if ((frameState.mode !== SceneMode.SCENE3D) && (frameState.mode !== SceneMode.MORPHING)) { return undefined; } // The sky box is only rendered during the render pass; it is not pickable, it doesn't cast shadows, etc. if (!frameState.passes.render) { return undefined; } if (this._sources !== this.sources) { this._sources = this.sources; var sources = this.sources; //>>includeStart('debug', pragmas.debug); if ((!defined(sources.positiveX)) || (!defined(sources.negativeX)) || (!defined(sources.positiveY)) || (!defined(sources.negativeY)) || (!defined(sources.positiveZ)) || (!defined(sources.negativeZ))) { throw new DeveloperError('this.sources is required and must have positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ properties.'); } if ((typeof sources.positiveX !== typeof sources.negativeX) || (typeof sources.positiveX !== typeof sources.positiveY) || (typeof sources.positiveX !== typeof sources.negativeY) || (typeof sources.positiveX !== typeof sources.positiveZ) || (typeof sources.positiveX !== typeof sources.negativeZ)) { throw new DeveloperError('this.sources properties must all be the same type.'); } //>>includeEnd('debug'); if (typeof sources.positiveX === 'string') { // Given urls for cube-map images. Load them. loadCubeMap(context, this._sources).then(function(cubeMap) { that._cubeMap = that._cubeMap && that._cubeMap.destroy(); that._cubeMap = cubeMap; }); } else { this._cubeMap = this._cubeMap && this._cubeMap.destroy(); this._cubeMap = context.createCubeMap({ source : sources }); } } var command = this._command; if (!defined(command.vertexArray)) { var that = this; command.uniformMap = { u_cubeMap: function() { return that._cubeMap; } }; var geometry = BoxGeometry.createGeometry(BoxGeometry.fromDimensions({ dimensions : new Cartesian3(2.0, 2.0, 2.0), vertexFormat : VertexFormat.POSITION_ONLY })); var attributeLocations = GeometryPipeline.createAttributeLocations(geometry); command.vertexArray = context.createVertexArrayFromGeometry({ geometry: geometry, attributeLocations: attributeLocations, bufferUsage: BufferUsage.STATIC_DRAW }); command.shaderProgram = context.createShaderProgram(SkyBoxVS, SkyBoxFS, attributeLocations); command.renderState = context.createRenderState({ blending : BlendingState.ALPHA_BLEND }); } if (!defined(this._cubeMap)) { return undefined; } return command; }; /** * Returns true if this object was destroyed; otherwise, false. *

* If this object was destroyed, it should not be used; calling any function other than * isDestroyed will result in a {@link DeveloperError} exception. * * @returns {Boolean} true if this object was destroyed; otherwise, false. * * @see SkyBox#destroy */ SkyBox.prototype.isDestroyed = function() { return false; }; /** * Destroys the WebGL resources held by this object. Destroying an object allows for deterministic * release of WebGL resources, instead of relying on the garbage collector to destroy this object. *

* Once an object is destroyed, it should not be used; calling any function other than * isDestroyed will result in a {@link DeveloperError} exception. Therefore, * assign the return value (undefined) to the object as done in the example. * * @returns {undefined} * * @exception {DeveloperError} This object was destroyed, i.e., destroy() was called. * * @see SkyBox#isDestroyed * * @example * skyBox = skyBox && skyBox.destroy(); */ SkyBox.prototype.destroy = function() { var command = this._command; command.vertexArray = command.vertexArray && command.vertexArray.destroy(); command.shaderProgram = command.shaderProgram && command.shaderProgram.destroy(); this._cubeMap = this._cubeMap && this._cubeMap.destroy(); return destroyObject(this); }; return SkyBox; });