/*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; } }, /** * When true, 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; });