-
Notifications
You must be signed in to change notification settings - Fork 3.5k
/
PolylineMaterialAppearance.js
224 lines (206 loc) · 7.85 KB
/
PolylineMaterialAppearance.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
/*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 <code>true</code>, 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}
*
* @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')
* })
* });
*/
function PolylineMaterialAppearance(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 <code>true</code>, 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.
* <p>
* 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}.
* </p>
*
* @memberof PolylineMaterialAppearance.prototype
*
* @type {Object}
* @readonly
*/
renderState : {
get : function() {
return this._renderState;
}
},
/**
* When <code>true</code>, the geometry is expected to be closed so
* {@link PolylineMaterialAppearance#renderState} has backface culling enabled.
* This is always <code>false</code> for <code>PolylineMaterialAppearance</code>.
*
* @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 <code>position</code> and <code>st</code> 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} <code>true</code> 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;
});