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Material.js
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Material.js
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/*global define*/
define([
'../ThirdParty/when',
'../Core/loadImage',
'../Core/DeveloperError',
'../Core/createGuid',
'../Core/clone',
'../Core/Color',
'../Core/combine',
'../Core/defaultValue',
'../Core/destroyObject',
'../Core/Cartesian2',
'../Core/Matrix2',
'../Core/Matrix3',
'../Core/Matrix4',
'../Renderer/Texture',
'../Renderer/CubeMap',
'../Shaders/Materials/AsphaltMaterial',
'../Shaders/Materials/BlobMaterial',
'../Shaders/Materials/BrickMaterial',
'../Shaders/Materials/BumpMapMaterial',
'../Shaders/Materials/CementMaterial',
'../Shaders/Materials/CheckerboardMaterial',
'../Shaders/Materials/DotMaterial',
'../Shaders/Materials/FacetMaterial',
'../Shaders/Materials/FresnelMaterial',
'../Shaders/Materials/GrassMaterial',
'../Shaders/Materials/GridMaterial',
'../Shaders/Materials/NormalMapMaterial',
'../Shaders/Materials/ReflectionMaterial',
'../Shaders/Materials/RefractionMaterial',
'../Shaders/Materials/StripeMaterial',
'../Shaders/Materials/TieDyeMaterial',
'../Shaders/Materials/Water',
'../Shaders/Materials/WoodMaterial',
'../Shaders/Materials/RimLightingMaterial',
'../Shaders/Materials/ErosionMaterial'
], function(
when,
loadImage,
DeveloperError,
createGuid,
clone,
Color,
combine,
defaultValue,
destroyObject,
Cartesian2,
Matrix2,
Matrix3,
Matrix4,
Texture,
CubeMap,
AsphaltMaterial,
BlobMaterial,
BrickMaterial,
BumpMapMaterial,
CementMaterial,
CheckerboardMaterial,
DotMaterial,
FacetMaterial,
FresnelMaterial,
GrassMaterial,
GridMaterial,
NormalMapMaterial,
ReflectionMaterial,
RefractionMaterial,
StripeMaterial,
TieDyeMaterial,
WaterMaterial,
WoodMaterial,
RimLightingMaterial,
ErosionMaterial) {
"use strict";
/**
* A Material defines surface appearance through a combination of diffuse, specular,
* normal, emission, and alpha components. These values are specified using a
* JSON schema called Fabric which gets parsed and assembled into glsl shader code
* behind-the-scenes. Check out the <a href='https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric'>wiki page</a>
* for more details on Fabric.
* <br /><br />
* <style type="text/css">
* #materialDescriptions code {
* font-weight: normal;
* font-family: Consolas, 'Lucida Console', Monaco, monospace;
* color: #A35A00;
* }
* #materialDescriptions ul, #materialDescriptions ul ul {
* list-style-type: none;
* }
* #materialDescriptions ul ul {
* margin-bottom: 10px;
* }
* #materialDescriptions ul ul li {
* font-weight: normal;
* color: #000000;
* text-indent: -2em;
* margin-left: 2em;
* }
* #materialDescriptions ul li {
* font-weight: bold;
* color: #0053CF;
* }
* </style>
*
* Base material types and their uniforms:
* <div id='materialDescriptions'>
* <ul>
* <li>Color</li>
* <ul>
* <li><code>color</code>: rgba color object.</li>
* </ul>
* <li>Image</li>
* <ul>
* <li><code>image</code>: path to image.</li>
* <li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
* </ul>
* <li>DiffuseMap</li>
* <ul>
* <li><code>image</code>: path to image.</li>
* <li><code>channels</code>: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.</li>
* <li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
* </ul>
* <li>AlphaMap</li>
* <ul>
* <li><code>image</code>: path to image.</li>
* <li><code>channel</code>: One character string containing r, g, b, or a for selecting the desired image channel. </li>
* <li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
* </ul>
* <li>SpecularMap</li>
* <ul>
* <li><code>image</code>: path to image.</li>
* <li><code>channel</code>: One character string containing r, g, b, or a for selecting the desired image channel. </li>
* <li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
* </ul>
* <li>EmissionMap</li>
* <ul>
* <li><code>image</code>: path to image.</li>
* <li><code>channels</code>: Three character string containing any combination of r, g, b, and a for selecting the desired image channels. </li>
* <li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
* </ul>
* <li>BumpMap</li>
* <ul>
* <li><code>image</code>: path to image.</li>
* <li><code>channel</code>: One character string containing r, g, b, or a for selecting the desired image channel. </li>
* <li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
* <li><code>strength</code>: Bump strength value between 0.0 and 1.0 where 0.0 is small bumps and 1.0 is large bumps.</li>
* </ul>
* <li>NormalMap</li>
* <ul>
* <li><code>image</code>: path to image.</li>
* <li><code>channels</code>: Three character string containing any combination of r, g, b, and a for selecting the desired image channels. </li>
* <li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
* <li><code>strength</code>: Bump strength value between 0.0 and 1.0 where 0.0 is small bumps and 1.0 is large bumps.</li>
* </ul>
* <li>Reflection</li>
* <ul>
* <li><code>cubeMap</code>: Object with positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ image paths. </li>
* <li><code>channels</code>: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.</li>
* </ul>
* <li>Refraction</li>
* <ul>
* <li><code>cubeMap</code>: Object with positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ image paths. </li>
* <li><code>channels</code>: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.</li>
* <li><code>indexOfRefractionRatio</code>: Number representing the refraction strength where 1.0 is the lowest and 0.0 is the highest.</li>
* </ul>
* <li>Fresnel</li>
* <ul>
* <li><code>reflection</code>: Reflection Material.</li>
* <li><code>refraction</code>: Refraction Material.</li>
* </ul>
* <li>Brick</li>
* <ul>
* <li><code>brickColor</code>: rgba color object for the brick color.</li>
* <li><code>mortarColor</code>: rgba color object for the mortar color.</li>
* <li><code>brickSize</code>: Number between 0.0 and 1.0 where 0.0 is many small bricks and 1.0 is one large brick.</li>
* <li><code>brickPct</code>: Number for the ratio of brick to mortar where 0.0 is all mortar and 1.0 is all brick.</li>
* <li><code>brickRoughness</code>: Number between 0.0 and 1.0 representing how rough the brick looks.</li>
* <li><code>mortarRoughness</code>: Number between 0.0 and 1.0 representing how rough the mortar looks.</li>
* </ul>
* <li>Wood</li>
* <ul>
* <li><code>lightWoodColor</code>: rgba color object for the wood's base color.</li>
* <li><code>darkWoodColor</code>: rgba color object for the color of rings in the wood.</li>
* <li><code>ringFrequency</code>: Number for the frequency of rings in the wood.</li>
* <li><code>noiseScale</code>: Object with x and y values specifying the noisiness of the ring patterns in both directions.</li>
* </ul>
* <li>Asphalt</li>
* <ul>
* <li><code>asphaltColor</code>: rgba color object for the asphalt's color.</li>
* <li><code>bumpSize</code>: Number for the size of the asphalt's bumps.</li>
* <li><code>roughness</code>: Number that controls how rough the asphalt looks.</li>
* </ul>
* <li>Cement</li>
* <ul>
* <li><code>cementColor</code>: rgba color object for the cement's color. </li>
* <li><code>grainScale</code>: Number for the size of rock grains in the cement. </li>
* <li><code>roughness</code>: Number that controls how rough the cement looks.</li>
* </ul>
* <li>Grass</li>
* <ul>
* <li><code>grassColor</code>: rgba color object for the grass' color. </li>
* <li><code>dirtColor</code>: rgba color object for the dirt's color. </li>
* <li><code>patchiness</code>: Number that controls the size of the color patches in the grass.</li>
* </ul>
* <li>Grid</li>
* <ul>
* <li><code>gridColor</code>: rgba color object for the grid's lines.</li>
* <li><code>holeAlpha</code>: Alpha value for the holes between grid lines.</li>
* <li><code>lineCount</code>: Object with x and y values specifying the number of columns and rows respectively.</li>
* <li><code>lineThickness</code>: Object with x and y values specifying the thickness of grid lines (in pixels where available).</li>
* </ul>
* <li>Stripe</li>
* <ul>
* <li><code>horizontal</code>: Boolean that determines if the stripes are horizontal or vertical.</li>
* <li><code>lightColor</code>: rgba color object for the stripe's light alternating color.</li>
* <li><code>darkColor</code>: rgba color object for the stripe's dark alternating color.</li>
* <li><code>offset</code>: Number that controls the stripe offset from the edge.</li>
* <li><code>repeat</code>: Number that controls the total number of stripes, half light and half dark.</li>
* </ul>
* <li>Checkerboard</li>
* <ul>
* <li><code>lightColor</code>: rgba color object for the checkerboard's light alternating color.</li>
* <li><code>darkColor</code>: rgba color object for the checkerboard's dark alternating color.</li>
* <li><code>repeat</code>: Object with x and y values specifying the number of columns and rows respectively.</li>
* </ul>
* <li>Dot</li>
* <ul>
* <li><code>lightColor</code>: rgba color object for the dot color.</li>
* <li><code>darkColor</code>: rgba color object for the background color.</li>
* <li><code>repeat</code>: Object with x and y values specifying the number of columns and rows of dots respectively.</li>
* </ul>
* <li>TieDye</li>
* <ul>
* <li><code>lightColor</code>: rgba color object for the light color.</li>
* <li><code>darkColor</code>: rgba color object for the dark color.</li>
* <li><code>frequency</code>: Number that controls the frequency of the pattern.</li>
* </ul>
* <li>Facet</li>
* <ul>
* <li><code>lightColor</code>: rgba color object for the light color.</li>
* <li><code>darkColor</code>: rgba color object for the dark color.</li>
* <li><code>frequency</code>: Number that controls the frequency of the pattern.</li>
* </ul>
* <li>Blob</li>
* <ul>
* <li><code>lightColor</code>: rgba color object for the light color.</li>
* <li><code>darkColor</code>: rgba color object for the dark color.</li>
* <li><code>frequency</code>: Number that controls the frequency of the pattern.</li>
* </ul>
* <li>Water</li>
* <ul>
* <li><code>baseWaterColor</code>: rgba color object base color of the water.</li>
* <li><code>blendColor</code>: rgba color object used when blending from water to non-water areas.</li>
* <li><code>specularMap</code>: Single channel texture used to indicate areas of water.</li>
* <li><code>normalMap</code>: Normal map for water normal perturbation.</li>
* <li><code>frequency</code>: Number that controls the number of waves.</li>
* <li><code>normalMap</code>: Normal map for water normal perturbation.</li>
* <li><code>animationSpeed</code>: Number that controls the animations speed of the water.</li>
* <li><code>amplitude</code>: Number that controls the amplitude of water waves.</li>
* <li><code>specularIntensity</code>: Number that controls the intensity of specular reflections.</li>
* </ul>
* <li>RimLighting</li>
* <ul>
* <li><code>color</code>: diffuse color and alpha.</li>
* <li><code>rimColor</code>: diffuse color and alpha of the rim.</li>
* <li><code>width</code>: Number that determines the rim's width.</li>
* </ul>
* <li>Erosion</li>
* <ul>
* <li><code>color</code>: diffuse color and alpha.</li>
* <li><code>time</code>: Time of erosion. 1.0 is no erosion; 0.0 is fully eroded.</li>
* </ul>
* </ul>
* </div>
*
* @alias Material
*
* @param {Context} description.context The context used to create textures if the material uses them.
* @param {Boolean} [description.strict = false] Throws errors for issues that would normally be ignored, including unused uniforms or materials.
* @param {Object} description.fabric The fabric JSON used to generate the material.
*
* @constructor
*
* @exception {DeveloperError} fabric: uniform has invalid type.
* @exception {DeveloperError} fabric: uniforms and materials cannot share the same property.
* @exception {DeveloperError} fabric: cannot have source and components in the same section.
* @exception {DeveloperError} fabric: property name is not valid. It should be 'type', 'materials', 'uniforms', 'components', or 'source'.
* @exception {DeveloperError} fabric: property name is not valid. It should be 'diffuse', 'specular', 'shininess', 'normal', 'emission', or 'alpha'.
* @exception {DeveloperError} image: context is not defined.
* @exception {DeveloperError} strict: shader source does not use string.
* @exception {DeveloperError} strict: shader source does not use uniform.
* @exception {DeveloperError} strict: shader source does not use material.
*
* @example
* // Create a color material with fromType:
* polygon.material = Material.fromType(context, 'Color');
* polygon.material.uniforms.color = {
* red : 1.0,
* green : 1.0,
* blue : 0.0
* alpha : 1.0
* };
*
* // Create the default material:
* polygon.material = new Material();
*
* // Create a color material with full Fabric notation:
* polygon.material = new Material({
* context : context,
* fabric : {
* type : 'Color',
* uniforms : {
* color : {
* red : 1.0,
* green : 1.0,
* blue : 0.0,
* alpha : 1.0
* }
* }
* }
* });
*
* @see <a href='https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric'>Fabric wiki page</a> for a more detailed description of Fabric.
*/
var Material = function(description) {
/**
* The material type. Can be an existing type or a new type. If no type is specified in fabric, type is a GUID.
* @type String
*/
this.type = undefined;
/**
* The glsl shader source for this material.
* @type String
*/
this.shaderSource = undefined;
/**
* Maps sub-material names to Material objects.
* @type Object
*/
this.materials = undefined;
/**
* Maps uniform names to their values.
* @type Object
*/
this.uniforms = undefined;
this._uniforms = undefined;
this._context = undefined;
this._strict = undefined;
this._template = undefined;
this._count = undefined;
initializeMaterial(description, this);
Object.defineProperty(this, 'type', {
value : this.type,
writable : false
});
};
/**
* Creates a new material using an existing material type.
* <br /><br />
* Shorthand for: new Material({context : context, fabric : {type : type}});
*
* @param {Context} context The context used to create textures if the material uses them.
* @param {String} type The base material type.
*
* @returns {Material} New material object.
*
* @exception {DeveloperError} material with that type does not exist.
*
* @example
* var material = Material.fromType(context, 'Color');
* material.uniforms.color = vec4(1.0, 0.0, 0.0, 1.0);
*/
Material.fromType = function(context, type) {
if (typeof Material._materialCache.getMaterial(type) === 'undefined') {
throw new DeveloperError('material with type \'' + type + '\' does not exist.');
}
return new Material({
context : context,
fabric : {
type : type
}
});
};
/**
* 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.
*
* @memberof Material
*
* @returns {Boolean} True if this object was destroyed; otherwise, false.
*
* @see Material#destroy
*/
Material.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.
*
* @memberof Material
*
* @returns {undefined}
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @see Material#isDestroyed
*
* @example
* material = material && material.destroy();
*/
Material.prototype.destroy = function() {
var materials = this.materials;
var uniforms = this.uniforms;
for ( var uniformId in uniforms) {
if (uniforms.hasOwnProperty(uniformId)) {
var uniformValue = uniforms[uniformId];
if (uniformValue instanceof Texture || uniformValue instanceof CubeMap) {
Material._textureCache.releaseTexture(this, uniformValue);
}
}
}
for ( var material in materials) {
if (materials.hasOwnProperty(material)) {
materials[material].destroy();
}
}
return destroyObject(this);
};
function initializeMaterial(description, result) {
description = defaultValue(description, {});
result._context = description.context;
result._strict = defaultValue(description.strict, false);
result._count = defaultValue(description.count, 0);
result._template = defaultValue(description.fabric, {});
result._template.uniforms = defaultValue(result._template.uniforms, {});
result._template.materials = defaultValue(result._template.materials, {});
result.type = (typeof result._template.type !== 'undefined') ? result._template.type : createGuid();
result.shaderSource = '';
result.materials = {};
result.uniforms = {};
result._uniforms = {};
// If the cache contains this material type, build the material template off of the stored template.
var cachedTemplate = Material._materialCache.getMaterial(result.type);
if (typeof cachedTemplate !== 'undefined') {
var template = clone(cachedTemplate);
result._template = combine([result._template, template]);
}
// Make sure the template has no obvious errors. More error checking happens later.
checkForTemplateErrors(result);
// If the material has a new type, add it to the cache.
if (typeof cachedTemplate === 'undefined') {
Material._materialCache.addMaterial(result.type, result._template);
}
createMethodDefinition(result);
createUniforms(result);
createSubMaterials(result);
}
function checkForValidProperties(object, properties, result, throwNotFound) {
if (typeof object !== 'undefined') {
for ( var property in object) {
if (object.hasOwnProperty(property)) {
var hasProperty = properties.indexOf(property) !== -1;
if ((throwNotFound && !hasProperty) || (!throwNotFound && hasProperty)) {
result(property, properties);
}
}
}
}
}
function invalidNameError(property, properties) {
var errorString = 'fabric: property name \'' + property + '\' is not valid. It should be ';
for ( var i = 0; i < properties.length; i++) {
var propertyName = '\'' + properties[i] + '\'';
errorString += (i === properties.length - 1) ? ('or ' + propertyName + '.') : (propertyName + ', ');
}
throw new DeveloperError(errorString);
}
function duplicateNameError(property, properties) {
var errorString = 'fabric: uniforms and materials cannot share the same property \'' + property + '\'';
throw new DeveloperError(errorString);
}
var templateProperties = ['type', 'materials', 'uniforms', 'components', 'source'];
var componentProperties = ['diffuse', 'specular', 'shininess', 'normal', 'emission', 'alpha'];
function checkForTemplateErrors(material) {
var template = material._template;
var uniforms = template.uniforms;
var materials = template.materials;
var components = template.components;
// Make sure source and components do not exist in the same template.
if ((typeof components !== 'undefined') && (typeof template.source !== 'undefined')) {
throw new DeveloperError('fabric: cannot have source and components in the same template.');
}
// Make sure all template and components properties are valid.
checkForValidProperties(template, templateProperties, invalidNameError, true);
checkForValidProperties(components, componentProperties, invalidNameError, true);
// Make sure uniforms and materials do not share any of the same names.
var materialNames = [];
for ( var property in materials) {
if (materials.hasOwnProperty(property)) {
materialNames.push(property);
}
}
checkForValidProperties(uniforms, materialNames, duplicateNameError, false);
}
// Create the czm_getMaterial method body using source or components.
function createMethodDefinition(material) {
var components = material._template.components;
var source = material._template.source;
if (typeof source !== 'undefined') {
material.shaderSource += source + '\n';
} else {
material.shaderSource += 'czm_material czm_getMaterial(czm_materialInput materialInput)\n{\n';
material.shaderSource += 'czm_material material = czm_getDefaultMaterial(materialInput);\n';
if (typeof components !== 'undefined') {
for ( var component in components) {
if (components.hasOwnProperty(component)) {
material.shaderSource += 'material.' + component + ' = ' + components[component] + ';\n';
}
}
}
material.shaderSource += 'return material;\n}\n';
}
}
function createUniforms(material) {
var uniforms = material._template.uniforms;
for ( var uniformId in uniforms) {
if (uniforms.hasOwnProperty(uniformId)) {
createUniform(material, uniformId);
}
}
}
// Writes uniform declarations to the shader file and connects uniform values with
// corresponding material properties through the returnUniforms function.
function createUniform(material, uniformId) {
var strict = material._strict;
var materialUniforms = material._template.uniforms;
var uniformValue = materialUniforms[uniformId];
var uniformType = getUniformType(uniformValue);
if (typeof uniformType === 'undefined') {
throw new DeveloperError('fabric: uniform \'' + uniformId + '\' has invalid type.');
} else if (uniformType === 'channels') {
if (replaceToken(material, uniformId, uniformValue, false) === 0 && strict) {
throw new DeveloperError('strict: shader source does not use channels \'' + uniformId + '\'.');
}
} else {
// If uniform type is an image, add image dimension uniforms.
if (uniformType.indexOf('sampler') !== -1) {
if (typeof material._context === 'undefined') {
throw new DeveloperError('image: context is not defined');
}
}
// Since webgl doesn't allow texture dimension queries in glsl, create a uniform to do it.
// Check if the shader source actually uses texture dimensions before creating the uniform.
if (uniformType === 'sampler2D') {
var imageDimensionsUniformName = uniformId + 'Dimensions';
if (getNumberOfTokens(material, imageDimensionsUniformName) > 0) {
materialUniforms[imageDimensionsUniformName] = {
type : 'ivec3',
x : 1,
y : 1
};
createUniform(material, imageDimensionsUniformName);
}
}
// Add uniform declaration to source code.
var uniformPhrase = 'uniform ' + uniformType + ' ' + uniformId + ';\n';
if (material.shaderSource.indexOf(uniformPhrase) === -1) {
material.shaderSource = uniformPhrase + material.shaderSource;
}
var newUniformId = uniformId + '_' + material._count++;
if (replaceToken(material, uniformId, newUniformId) === 1 && strict) {
throw new DeveloperError('strict: shader source does not use uniform \'' + uniformId + '\'.');
}
// Set uniform value
material.uniforms[uniformId] = uniformValue;
material._uniforms[newUniformId] = returnUniform(material, uniformId, uniformType);
}
}
// Checks for updates to material values to refresh the uniforms.
var matrixMap = {
'mat2' : Matrix2,
'mat3' : Matrix3,
'mat4' : Matrix4
};
function returnUniform(material, uniformId, originalUniformType) {
return function() {
var uniforms = material.uniforms;
var uniformValue = uniforms[uniformId];
var uniformType = getUniformType(uniformValue);
if (originalUniformType === 'sampler2D' && (uniformType === originalUniformType || uniformValue instanceof Texture)) {
if (uniformType === originalUniformType) {
uniformValue = Material._textureCache.registerTexture2DToMaterial(material, uniformId, uniformValue);
}
// Since texture dimensions can't be updated manually, update them when the texture is updated.
var uniformDimensionsName = uniformId + 'Dimensions';
if (uniforms.hasOwnProperty(uniformDimensionsName)) {
var uniformDimensions = uniforms[uniformDimensionsName];
uniformDimensions.x = uniformValue._width;
uniformDimensions.y = uniformValue._height;
}
} else if (originalUniformType === 'samplerCube' && (uniformType === originalUniformType || uniformValue instanceof CubeMap)) {
if (uniformType === originalUniformType) {
uniformValue = Material._textureCache.registerCubeMapToMaterial(material, uniformId, uniformValue);
}
} else if (originalUniformType.indexOf('mat') !== -1 && (uniformType === originalUniformType || uniformValue instanceof matrixMap[originalUniformType])) {
if (uniformType === originalUniformType) {
uniformValue = matrixMap[originalUniformType].fromColumnMajorArray(uniformValue);
}
} else if (typeof uniformType === 'undefined' || originalUniformType !== uniformType) {
throw new DeveloperError('fabric: uniform \'' + uniformId + '\' has invalid value.');
}
uniforms[uniformId] = uniformValue;
return uniforms[uniformId];
};
}
// Determines the uniform type based on the uniform in the template.
function getUniformType(uniformValue) {
var uniformType = uniformValue.type;
if (typeof uniformType === 'undefined') {
var type = typeof uniformValue;
if (type === 'number') {
uniformType = 'float';
} else if (type === 'boolean') {
uniformType = 'bool';
} else if (type === 'string') {
if (/^([rgba]){1,4}$/i.test(uniformValue)) {
uniformType = 'channels';
} else if (uniformValue === Material.DefaultCubeMapId) {
uniformType = 'samplerCube';
} else {
uniformType = 'sampler2D';
}
} else if (type === 'object') {
if (Array.isArray(uniformValue)) {
if (uniformValue.length === 4 || uniformValue.length === 9 || uniformValue.length === 16) {
uniformType = 'mat' + Math.sqrt(uniformValue.length);
}
} else {
var numAttributes = 0;
for ( var attribute in uniformValue) {
if (uniformValue.hasOwnProperty(attribute)) {
numAttributes += 1;
}
}
if (numAttributes >= 2 && numAttributes <= 4) {
uniformType = 'vec' + numAttributes;
} else if (numAttributes === 6) {
uniformType = 'samplerCube';
}
}
}
}
return uniformType;
}
// Create all sub-materials by combining source and uniforms together.
function createSubMaterials(material) {
var context = material._context;
var strict = material._strict;
var subMaterialTemplates = material._template.materials;
for ( var subMaterialId in subMaterialTemplates) {
if (subMaterialTemplates.hasOwnProperty(subMaterialId)) {
// Construct the sub-material.
var subMaterial = new Material({
context : context,
strict : strict,
fabric : subMaterialTemplates[subMaterialId],
count : material._count
});
material._count = subMaterial._count;
material._uniforms = combine([material._uniforms, subMaterial._uniforms]);
material.materials[subMaterialId] = subMaterial;
// Make the material's czm_getMaterial unique by appending the sub-material type.
var originalMethodName = 'czm_getMaterial';
var newMethodName = originalMethodName + '_' + material._count++;
replaceToken(subMaterial, originalMethodName, newMethodName);
material.shaderSource = subMaterial.shaderSource + material.shaderSource;
// Replace each material id with an czm_getMaterial method call.
var materialMethodCall = newMethodName + '(materialInput)';
if (replaceToken(material, subMaterialId, materialMethodCall) === 0 && strict) {
throw new DeveloperError('strict: shader source does not use material \'' + subMaterialId + '\'.');
}
}
}
}
// Used for searching or replacing a token in a material's shader source with something else.
// If excludePeriod is true, do not accept tokens that are preceded by periods.
// http://stackoverflow.com/questions/641407/javascript-negative-lookbehind-equivalent
function replaceToken(material, token, newToken, excludePeriod) {
excludePeriod = defaultValue(excludePeriod, true);
var count = 0;
var invalidCharacters = 'a-zA-Z0-9_';
var suffixChars = '([' + invalidCharacters + '])?';
var prefixChars = '([' + invalidCharacters + (excludePeriod ? '.' : '') + '])?';
var regExp = new RegExp(prefixChars + token + suffixChars, 'g');
material.shaderSource = material.shaderSource.replace(regExp, function($0, $1, $2) {
if ($1 || $2) {
return $0;
}
count += 1;
return newToken;
});
return count;
}
function getNumberOfTokens(material, token, excludePeriod) {
return replaceToken(material, token, token, excludePeriod);
}
Material._textureCache = {
_pathsToMaterials : {},
_pathsToTextures : {},
_updateMaterialsOnLoad : function(texture, path) {
this._pathsToTextures[path] = texture;
var materialContainers = this._pathsToMaterials[path];
for ( var i = 0; i < materialContainers.length; i++) {
var materialContainer = materialContainers[i];
var material = materialContainer.material;
var property = materialContainer.property;
this.releaseTexture(material, material.uniforms[property]);
material.uniforms[property] = texture;
}
},
releaseTexture : function(material, texture) {
var pathsToTexture = this._pathsToTextures;
for ( var path in pathsToTexture) {
if (pathsToTexture[path] === texture) {
var materialsWithTexture = this._pathsToMaterials[path];
for ( var i = 0; i < materialsWithTexture.length; i++) {
if (materialsWithTexture[i].material === material) {
materialsWithTexture.splice(i, 1);
var numMaterialsWithTexture = materialsWithTexture.length;
if (numMaterialsWithTexture === 0) {
texture.destroy();
delete pathsToTexture.path;
delete materialsWithTexture.path;
}
}
}
}
}
},
registerCubeMapToMaterial : function(material, property, info) {
var that = this;
var texture;
if (info === Material.DefaultCubeMapId) {
texture = material._context.getDefaultCubeMap();
} else {
var path = info.positiveX + info.negativeX + info.positiveY + info.negativeY + info.positiveZ + info.negativeZ;
this._pathsToMaterials[path] = defaultValue(this._pathsToMaterials[path], []);
this._pathsToMaterials[path].push({
'material' : material,
'property' : property
});
texture = this._pathsToTextures[path];
if (typeof texture === 'undefined') {
var oldTexture = material.uniforms[property];
var hasOldTexture = oldTexture instanceof CubeMap;
texture = hasOldTexture ? oldTexture : material._context.getDefaultCubeMap();
if (this._pathsToMaterials[path].length === 1) {
when.all([loadImage(info.positiveX), loadImage(info.negativeX), loadImage(info.positiveY), loadImage(info.negativeY), loadImage(info.positiveZ), loadImage(info.negativeZ)]).then(function(images) {
texture = material._context.createCubeMap({
source : {
positiveX : images[0],
negativeX : images[1],
positiveY : images[2],
negativeY : images[3],
positiveZ : images[4],
negativeZ : images[5]
}
});
that._updateMaterialsOnLoad(texture, path);
});
}
}
}
return texture;
},
registerTexture2DToMaterial : function(material, property, info) {
var that = this;
var texture;
if (info === Material.DefaultImageId) {
texture = material._context.getDefaultTexture();
} else {
var path = info;
this._pathsToMaterials[path] = defaultValue(this._pathsToMaterials[path], []);
this._pathsToMaterials[path].push({
'material' : material,
'property' : property
});
texture = this._pathsToTextures[path];
if (typeof texture === 'undefined') {
var oldTexture = material.uniforms[property];
var hasOldTexture = oldTexture instanceof Texture;
texture = hasOldTexture ? oldTexture : material._context.getDefaultTexture();
if (this._pathsToMaterials[path].length === 1) {
when(loadImage(path), function(image) {
texture = material._context.createTexture2D({
source : image
});
that._updateMaterialsOnLoad(texture, path);
});
}
}
}
return texture;
}
};
Material._materialCache = {
_materials : {},
addMaterial : function(type, materialTemplate) {
this._materials[type] = materialTemplate;
},
getMaterial : function(type) {
return this._materials[type];
}
};
Material.DefaultImageId = 'czm_defaultImage';
Material.DefaultCubeMapId = 'czm_defaultCubeMap';
Material.ColorType = 'Color';
Material._materialCache.addMaterial(Material.ColorType, {
type : Material.ColorType,
uniforms : {
color : new Color(1.0, 0.0, 0.0, 0.5)
},
components : {
diffuse : 'color.rgb',
alpha : 'color.a'
}
});
Material.ImageType = 'Image';
Material._materialCache.addMaterial(Material.ImageType, {
type : Material.ImageType,
uniforms : {
image : Material.DefaultImageId,
repeat : new Cartesian2(1.0, 1.0)
},
components : {
diffuse : 'texture2D(image, fract(repeat * materialInput.st)).rgb',
alpha : 'texture2D(image, fract(repeat * materialInput.st)).a'
}
});
Material.DiffuseMapType = 'DiffuseMap';
Material._materialCache.addMaterial(Material.DiffuseMapType, {
type : Material.DiffuseMapType,
uniforms : {
image : Material.DefaultImageId,
channels : 'rgb',
repeat : new Cartesian2(1.0, 1.0)
},
components : {
diffuse : 'texture2D(image, fract(repeat * materialInput.st)).channels'
}
});
Material.AlphaMapType = 'AlphaMap';
Material._materialCache.addMaterial(Material.AlphaMapType, {
type : Material.AlphaMapType,
uniforms : {
image : Material.DefaultImageId,
channel : 'a',
repeat : new Cartesian2(1.0, 1.0)
},
components : {
alpha : 'texture2D(image, fract(repeat * materialInput.st)).channel'
}
});
Material.SpecularMapType = 'SpecularMap';
Material._materialCache.addMaterial(Material.SpecularMapType, {
type : Material.SpecularMapType,
uniforms : {
image : Material.DefaultImageId,
channel : 'r',
repeat : new Cartesian2(1.0, 1.0)
},
components : {
specular : 'texture2D(image, fract(repeat * materialInput.st)).channel'
}
});
Material.EmissionMapType = 'EmissionMap';
Material._materialCache.addMaterial(Material.EmissionMapType, {
type : Material.EmissionMapType,
uniforms : {
image : Material.DefaultImageId,
channels : 'rgb',
repeat : new Cartesian2(1.0, 1.0)
},
components : {
emission : 'texture2D(image, fract(repeat * materialInput.st)).channels'
}
});
Material.BumpMapType = 'BumpMap';
Material._materialCache.addMaterial(Material.BumpMapType, {
type : Material.BumpMapType,
uniforms : {
image : Material.DefaultImageId,
channel : 'r',
strength : 0.8,
repeat : new Cartesian2(1.0, 1.0)
},
source : BumpMapMaterial
});
Material.NormalMapType = 'NormalMap';
Material._materialCache.addMaterial(Material.NormalMapType, {
type : Material.NormalMapType,
uniforms : {
image : Material.DefaultImageId,
channels : 'rgb',
strength : 0.8,
repeat : new Cartesian2(1.0, 1.0)
},
source : NormalMapMaterial
});
Material.ReflectionType = 'Reflection';
Material._materialCache.addMaterial(Material.ReflectionType, {
type : Material.ReflectionType,
uniforms : {
cubeMap : Material.DefaultCubeMapId,
channels : 'rgb'
},
source : ReflectionMaterial
});
Material.RefractionType = 'Refraction';
Material._materialCache.addMaterial(Material.RefractionType, {
type : Material.RefractionType,
uniforms : {
cubeMap : Material.DefaultCubeMapId,
channels : 'rgb',
indexOfRefractionRatio : 0.9
},
source : RefractionMaterial
});
Material.FresnelType = 'Fresnel';
Material._materialCache.addMaterial(Material.FresnelType, {
type : Material.FresnelType,
materials : {
reflection : {
type : Material.ReflectionType
},
refraction : {