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							- /*global define*/
 
- define([
 
-         '../Core/defaultValue',
 
-         '../Core/defined',
 
-         '../Core/defineProperties',
 
-         '../Core/freezeObject',
 
-         '../Core/VertexFormat',
 
-         '../Shaders/Appearances/AllMaterialAppearanceFS',
 
-         '../Shaders/Appearances/AllMaterialAppearanceVS',
 
-         '../Shaders/Appearances/BasicMaterialAppearanceFS',
 
-         '../Shaders/Appearances/BasicMaterialAppearanceVS',
 
-         '../Shaders/Appearances/TexturedMaterialAppearanceFS',
 
-         '../Shaders/Appearances/TexturedMaterialAppearanceVS',
 
-         './Appearance',
 
-         './Material'
 
-     ], function(
 
-         defaultValue,
 
-         defined,
 
-         defineProperties,
 
-         freezeObject,
 
-         VertexFormat,
 
-         AllMaterialAppearanceFS,
 
-         AllMaterialAppearanceVS,
 
-         BasicMaterialAppearanceFS,
 
-         BasicMaterialAppearanceVS,
 
-         TexturedMaterialAppearanceFS,
 
-         TexturedMaterialAppearanceVS,
 
-         Appearance,
 
-         Material) {
 
-     "use strict";
 
-     /**
 
-      * An appearance for arbitrary geometry (as opposed to {@link EllipsoidSurfaceAppearance}, for example)
 
-      * that supports shading with materials.
 
-      *
 
-      * @alias MaterialAppearance
 
-      * @constructor
 
-      *
 
-      * @param {Object} [options] Object with the following properties:
 
-      * @param {Boolean} [options.flat=false] When <code>true</code>, flat shading is used in the fragment shader, which means lighting is not taking into account.
 
-      * @param {Boolean} [options.faceForward=!options.closed] When <code>true</code>, the fragment shader flips the surface normal as needed to ensure that the normal faces the viewer to avoid dark spots.  This is useful when both sides of a geometry should be shaded like {@link WallGeometry}.
 
-      * @param {Boolean} [options.translucent=true] When <code>true</code>, the geometry is expected to appear translucent so {@link MaterialAppearance#renderState} has alpha blending enabled.
 
-      * @param {Boolean} [options.closed=false] When <code>true</code>, the geometry is expected to be closed so {@link MaterialAppearance#renderState} has backface culling enabled.
 
-      * @param {MaterialAppearance.MaterialSupport} [options.materialSupport=MaterialAppearance.MaterialSupport.TEXTURED] The type of materials that will be supported.
 
-      * @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=Material.html|Cesium Sandcastle Material Appearance Demo}
 
-      *
 
-      * @example
 
-      * var primitive = new Cesium.Primitive({
 
-      *   geometryInstances : new Cesium.GeometryInstance({
 
-      *     geometry : new Cesium.WallGeometry({
 
-             materialSupport :  Cesium.MaterialAppearance.MaterialSupport.BASIC.vertexFormat,
 
-      *       // ...
 
-      *     })
 
-      *   }),
 
-      *   appearance : new Cesium.MaterialAppearance({
 
-      *     material : Cesium.Material.fromType('Color'),
 
-      *     faceForward : true
 
-      *   })
 
-      *
 
-      * });
 
-      */
 
-     var MaterialAppearance = function(options) {
 
-         options = defaultValue(options, defaultValue.EMPTY_OBJECT);
 
-         var translucent = defaultValue(options.translucent, true);
 
-         var closed = defaultValue(options.closed, false);
 
-         var materialSupport = defaultValue(options.materialSupport, MaterialAppearance.MaterialSupport.TEXTURED);
 
-         /**
 
-          * The material used to determine the fragment color.  Unlike other {@link MaterialAppearance}
 
-          * 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 <code>true</code>, the geometry is expected to appear translucent.
 
-          *
 
-          * @type {Boolean}
 
-          *
 
-          * @default true
 
-          */
 
-         this.translucent = translucent;
 
-         this._vertexShaderSource = defaultValue(options.vertexShaderSource, materialSupport.vertexShaderSource);
 
-         this._fragmentShaderSource = defaultValue(options.fragmentShaderSource, materialSupport.fragmentShaderSource);
 
-         this._renderState = Appearance.getDefaultRenderState(translucent, closed, options.renderState);
 
-         this._closed = closed;
 
-         // Non-derived members
 
-         this._materialSupport = materialSupport;
 
-         this._vertexFormat = materialSupport.vertexFormat;
 
-         this._flat = defaultValue(options.flat, false);
 
-         this._faceForward = defaultValue(options.faceForward, !closed);
 
-     };
 
-     defineProperties(MaterialAppearance.prototype, {
 
-         /**
 
-          * The GLSL source code for the vertex shader.
 
-          *
 
-          * @memberof MaterialAppearance.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 {@link MaterialAppearance#material},
 
-          * {@link MaterialAppearance#flat}, and {@link MaterialAppearance#faceForward}.
 
-          * Use {@link MaterialAppearance#getFragmentShaderSource} to get the full source.
 
-          *
 
-          * @memberof MaterialAppearance.prototype
 
-          *
 
-          * @type {String}
 
-          * @readonly
 
-          */
 
-         fragmentShaderSource : {
 
-             get : function() {
 
-                 return this._fragmentShaderSource;
 
-             }
 
-         },
 
-         /**
 
-          * The WebGL fixed-function state to use when rendering the geometry.
 
-          * <p>
 
-          * The render state can be explicitly defined when constructing a {@link MaterialAppearance}
 
-          * instance, or it is set implicitly via {@link MaterialAppearance#translucent}
 
-          * and {@link MaterialAppearance#closed}.
 
-          * </p>
 
-          *
 
-          * @memberof MaterialAppearance.prototype
 
-          *
 
-          * @type {Object}
 
-          * @readonly
 
-          */
 
-         renderState : {
 
-             get : function() {
 
-                 return this._renderState;
 
-             }
 
-         },
 
-         /**
 
-          * When <code>true</code>, the geometry is expected to be closed so
 
-          * {@link MaterialAppearance#renderState} has backface culling enabled.
 
-          * If the viewer enters the geometry, it will not be visible.
 
-          *
 
-          * @memberof MaterialAppearance.prototype
 
-          *
 
-          * @type {Boolean}
 
-          * @readonly
 
-          *
 
-          * @default false
 
-          */
 
-         closed : {
 
-             get : function() {
 
-                 return this._closed;
 
-             }
 
-         },
 
-         /**
 
-          * The type of materials supported by this instance.  This impacts the required
 
-          * {@link VertexFormat} and the complexity of the vertex and fragment shaders.
 
-          *
 
-          * @memberof MaterialAppearance.prototype
 
-          *
 
-          * @type {MaterialAppearance.MaterialSupport}
 
-          * @readonly
 
-          *
 
-          * @default {@link MaterialAppearance.MaterialSupport.TEXTURED}
 
-          */
 
-         materialSupport : {
 
-             get : function() {
 
-                 return this._materialSupport;
 
-             }
 
-         },
 
-         /**
 
-          * 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 MaterialAppearance.prototype
 
-          *
 
-          * @type VertexFormat
 
-          * @readonly
 
-          *
 
-          * @default {@link MaterialAppearance.MaterialSupport.TEXTURED.vertexFormat}
 
-          */
 
-         vertexFormat : {
 
-             get : function() {
 
-                 return this._vertexFormat;
 
-             }
 
-         },
 
-         /**
 
-          * When <code>true</code>, flat shading is used in the fragment shader,
 
-          * which means lighting is not taking into account.
 
-          *
 
-          * @memberof MaterialAppearance.prototype
 
-          *
 
-          * @type {Boolean}
 
-          * @readonly
 
-          *
 
-          * @default false
 
-          */
 
-         flat : {
 
-             get : function() {
 
-                 return this._flat;
 
-             }
 
-         },
 
-         /**
 
-          * When <code>true</code>, the fragment shader flips the surface normal
 
-          * as needed to ensure that the normal faces the viewer to avoid
 
-          * dark spots.  This is useful when both sides of a geometry should be
 
-          * shaded like {@link WallGeometry}.
 
-          *
 
-          * @memberof MaterialAppearance.prototype
 
-          *
 
-          * @type {Boolean}
 
-          * @readonly
 
-          *
 
-          * @default true
 
-          */
 
-         faceForward : {
 
-             get : function() {
 
-                 return this._faceForward;
 
-             }
 
-         }
 
-     });
 
-     /**
 
-      * Procedurally creates the full GLSL fragment shader source.  For {@link MaterialAppearance},
 
-      * this is derived from {@link MaterialAppearance#fragmentShaderSource}, {@link MaterialAppearance#material},
 
-      * {@link MaterialAppearance#flat}, and {@link MaterialAppearance#faceForward}.
 
-      *
 
-      * @function
 
-      *
 
-      * @returns String The full GLSL fragment shader source.
 
-      */
 
-     MaterialAppearance.prototype.getFragmentShaderSource = Appearance.prototype.getFragmentShaderSource;
 
-     /**
 
-      * Determines if the geometry is translucent based on {@link MaterialAppearance#translucent} and {@link Material#isTranslucent}.
 
-      *
 
-      * @function
 
-      *
 
-      * @returns {Boolean} <code>true</code> if the appearance is translucent.
 
-      */
 
-     MaterialAppearance.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.
 
-      */
 
-     MaterialAppearance.prototype.getRenderState = Appearance.prototype.getRenderState;
 
-     /**
 
-      * Determines the type of {@link Material} that is supported by a
 
-      * {@link MaterialAppearance} instance.  This is a trade-off between
 
-      * flexibility (a wide array of materials) and memory/performance
 
-      * (required vertex format and GLSL shader complexity.
 
-      */
 
-     MaterialAppearance.MaterialSupport = {
 
-         /**
 
-          * Only basic materials, which require just <code>position</code> and
 
-          * <code>normal</code> vertex attributes, are supported.
 
-          *
 
-          * @constant
 
-          */
 
-         BASIC : freezeObject({
 
-             vertexFormat : VertexFormat.POSITION_AND_NORMAL,
 
-             vertexShaderSource : BasicMaterialAppearanceVS,
 
-             fragmentShaderSource : BasicMaterialAppearanceFS
 
-         }),
 
-         /**
 
-          * Materials with textures, which require <code>position</code>,
 
-          * <code>normal</code>, and <code>st</code> vertex attributes,
 
-          * are supported.  The vast majority of materials fall into this category.
 
-          *
 
-          * @constant
 
-          */
 
-         TEXTURED : freezeObject({
 
-             vertexFormat : VertexFormat.POSITION_NORMAL_AND_ST,
 
-             vertexShaderSource : TexturedMaterialAppearanceVS,
 
-             fragmentShaderSource : TexturedMaterialAppearanceFS
 
-         }),
 
-         /**
 
-          * All materials, including those that work in tangent space, are supported.
 
-          * This requires <code>position</code>, <code>normal</code>, <code>st</code>,
 
-          * <code>binormal</code>, and <code>tangent</code> vertex attributes.
 
-          *
 
-          * @constant
 
-          */
 
-         ALL : freezeObject({
 
-             vertexFormat : VertexFormat.ALL,
 
-             vertexShaderSource : AllMaterialAppearanceVS,
 
-             fragmentShaderSource : AllMaterialAppearanceFS
 
-         })
 
-     };
 
-     return MaterialAppearance;
 
- });
 
 
  |