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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;
- });
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