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- /*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.
- * <p>
- * Components for well-known unit-length vectors, i.e., <code>normal</code>,
- * <code>binormal</code>, and <code>tangent</code>, are scaled and biased
- * from [-1.0, 1.0] to (-1.0, 1.0).
- * </p>
- *
- * @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 <code>float</code>, <code>vec2</code>, <code>vec3</code>, and <code>vec4</code>.
- * @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 <code>true</code>, 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 <code>true</code>, 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} <code>true</code> 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;
- });
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