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- /*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.
- * <p>
- * This is only supported in 3D. The sky box is faded out when morphing to 2D or Columbus view.
- * </p>
- *
- * @alias SkyBox
- * @constructor
- *
- * @param {Object} options Object with the following properties:
- * @param {Object} [options.sources] The source URL or <code>Image</code> 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 <code>positiveX</code>, <code>negativeX</code>, <code>positiveY</code>,
- * <code>negativeY</code>, <code>positiveZ</code>, and <code>negativeZ</code> properties.
- * These can be either URLs or <code>Image</code> 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.
- * <p>
- * Do not call this function directly. This is documented just to
- * list the exceptions that may be propagated when the scene is rendered:
- * </p>
- *
- * @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.
- * <br /><br />
- * If this object was destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
- *
- * @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
- *
- * @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.
- * <br /><br />
- * Once an object is destroyed, it should not be used; calling any function other than
- * <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
- * assign the return value (<code>undefined</code>) 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;
- });
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