/
EllipsoidSurfaceAppearance.js
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/
EllipsoidSurfaceAppearance.js
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/*global define*/
define([
'../Core/defaultValue',
'../Core/defined',
'../Core/defineProperties',
'../Core/VertexFormat',
'../Shaders/Appearances/EllipsoidSurfaceAppearanceFS',
'../Shaders/Appearances/EllipsoidSurfaceAppearanceVS',
'./Appearance',
'./Material'
], function(
defaultValue,
defined,
defineProperties,
VertexFormat,
EllipsoidSurfaceAppearanceFS,
EllipsoidSurfaceAppearanceVS,
Appearance,
Material) {
'use strict';
/**
* An appearance for geometry on the surface of the ellipsoid like {@link PolygonGeometry}
* and {@link RectangleGeometry}, which supports all materials like {@link MaterialAppearance}
* with {@link MaterialAppearance.MaterialSupport.ALL}. However, this appearance requires
* fewer vertex attributes since the fragment shader can procedurally compute <code>normal</code>,
* <code>tangent</code>, and <code>bitangent</code>.
*
* @alias EllipsoidSurfaceAppearance
* @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.aboveGround] 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 EllipsoidSurfaceAppearance#renderState} has alpha blending enabled.
* @param {Boolean} [options.aboveGround=false] When <code>true</code>, the geometry is expected to be on the ellipsoid's surface - not at a constant height above it - so {@link EllipsoidSurfaceAppearance#renderState} has backface culling 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.PolygonGeometry({
* vertexFormat : Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT,
* // ...
* })
* }),
* appearance : new Cesium.EllipsoidSurfaceAppearance({
* material : Cesium.Material.fromType('Stripe')
* })
* });
*/
function EllipsoidSurfaceAppearance(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
var translucent = defaultValue(options.translucent, true);
var aboveGround = defaultValue(options.aboveGround, false);
/**
* The material used to determine the fragment color. Unlike other {@link EllipsoidSurfaceAppearance}
* 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 = defaultValue(options.translucent, true);
this._vertexShaderSource = defaultValue(options.vertexShaderSource, EllipsoidSurfaceAppearanceVS);
this._fragmentShaderSource = defaultValue(options.fragmentShaderSource, EllipsoidSurfaceAppearanceFS);
this._renderState = Appearance.getDefaultRenderState(translucent, !aboveGround, options.renderState);
this._closed = false;
// Non-derived members
this._flat = defaultValue(options.flat, false);
this._faceForward = defaultValue(options.faceForward, aboveGround);
this._aboveGround = aboveGround;
}
defineProperties(EllipsoidSurfaceAppearance.prototype, {
/**
* The GLSL source code for the vertex shader.
*
* @memberof EllipsoidSurfaceAppearance.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 EllipsoidSurfaceAppearance#material},
* {@link EllipsoidSurfaceAppearance#flat}, and {@link EllipsoidSurfaceAppearance#faceForward}.
* Use {@link EllipsoidSurfaceAppearance#getFragmentShaderSource} to get the full source.
*
* @memberof EllipsoidSurfaceAppearance.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 EllipsoidSurfaceAppearance}
* instance, or it is set implicitly via {@link EllipsoidSurfaceAppearance#translucent}
* and {@link EllipsoidSurfaceAppearance#aboveGround}.
* </p>
*
* @memberof EllipsoidSurfaceAppearance.prototype
*
* @type {Object}
* @readonly
*/
renderState : {
get : function() {
return this._renderState;
}
},
/**
* When <code>true</code>, the geometry is expected to be closed so
* {@link EllipsoidSurfaceAppearance#renderState} has backface culling enabled.
* If the viewer enters the geometry, it will not be visible.
*
* @memberof EllipsoidSurfaceAppearance.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 EllipsoidSurfaceAppearance.prototype
*
* @type VertexFormat
* @readonly
*
* @default {@link EllipsoidSurfaceAppearance.VERTEX_FORMAT}
*/
vertexFormat : {
get : function() {
return EllipsoidSurfaceAppearance.VERTEX_FORMAT;
}
},
/**
* When <code>true</code>, flat shading is used in the fragment shader,
* which means lighting is not taking into account.
*
* @memberof EllipsoidSurfaceAppearance.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 EllipsoidSurfaceAppearance.prototype
*
* @type {Boolean}
* @readonly
*
* @default true
*/
faceForward : {
get : function() {
return this._faceForward;
}
},
/**
* When <code>true</code>, the geometry is expected to be on the ellipsoid's
* surface - not at a constant height above it - so {@link EllipsoidSurfaceAppearance#renderState}
* has backface culling enabled.
*
*
* @memberof EllipsoidSurfaceAppearance.prototype
*
* @type {Boolean}
* @readonly
*
* @default false
*/
aboveGround : {
get : function() {
return this._aboveGround;
}
}
});
/**
* The {@link VertexFormat} that all {@link EllipsoidSurfaceAppearance} instances
* are compatible with, which requires only <code>position</code> and <code>st</code>
* attributes. Other attributes are procedurally computed in the fragment shader.
*
* @type VertexFormat
*
* @constant
*/
EllipsoidSurfaceAppearance.VERTEX_FORMAT = VertexFormat.POSITION_AND_ST;
/**
* Procedurally creates the full GLSL fragment shader source. For {@link EllipsoidSurfaceAppearance},
* this is derived from {@link EllipsoidSurfaceAppearance#fragmentShaderSource}, {@link EllipsoidSurfaceAppearance#flat},
* and {@link EllipsoidSurfaceAppearance#faceForward}.
*
* @function
*
* @returns {String} The full GLSL fragment shader source.
*/
EllipsoidSurfaceAppearance.prototype.getFragmentShaderSource = Appearance.prototype.getFragmentShaderSource;
/**
* Determines if the geometry is translucent based on {@link EllipsoidSurfaceAppearance#translucent} and {@link Material#isTranslucent}.
*
* @function
*
* @returns {Boolean} <code>true</code> if the appearance is translucent.
*/
EllipsoidSurfaceAppearance.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.
*/
EllipsoidSurfaceAppearance.prototype.getRenderState = Appearance.prototype.getRenderState;
return EllipsoidSurfaceAppearance;
});