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PerInstanceColorAppearance.js
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PerInstanceColorAppearance.js
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import defaultValue from "../Core/defaultValue.js";
import VertexFormat from "../Core/VertexFormat.js";
import PerInstanceColorAppearanceFS from "../Shaders/Appearances/PerInstanceColorAppearanceFS.js";
import PerInstanceColorAppearanceVS from "../Shaders/Appearances/PerInstanceColorAppearanceVS.js";
import PerInstanceFlatColorAppearanceFS from "../Shaders/Appearances/PerInstanceFlatColorAppearanceFS.js";
import PerInstanceFlatColorAppearanceVS from "../Shaders/Appearances/PerInstanceFlatColorAppearanceVS.js";
import Appearance from "./Appearance.js";
/**
* An appearance for {@link GeometryInstance} instances with color attributes.
* This allows several geometry instances, each with a different color, to
* be drawn with the same {@link Primitive} as shown in the second example below.
*
* @alias PerInstanceColorAppearance
* @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 PerInstanceColorAppearance#renderState} has alpha blending enabled.
* @param {boolean} [options.closed=false] When <code>true</code>, the geometry is expected to be closed so {@link PerInstanceColorAppearance#renderState} has backface culling enabled.
* @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 {object} [options.renderState] Optional render state to override the default render state.
*
* @example
* // A solid white line segment
* const primitive = new Cesium.Primitive({
* geometryInstances : new Cesium.GeometryInstance({
* geometry : new Cesium.SimplePolylineGeometry({
* positions : Cesium.Cartesian3.fromDegreesArray([
* 0.0, 0.0,
* 5.0, 0.0
* ])
* }),
* attributes : {
* color : Cesium.ColorGeometryInstanceAttribute.fromColor(new Cesium.Color(1.0, 1.0, 1.0, 1.0))
* }
* }),
* appearance : new Cesium.PerInstanceColorAppearance({
* flat : true,
* translucent : false
* })
* });
*
* // Two rectangles in a primitive, each with a different color
* const instance = new Cesium.GeometryInstance({
* geometry : new Cesium.RectangleGeometry({
* rectangle : Cesium.Rectangle.fromDegrees(0.0, 20.0, 10.0, 30.0)
* }),
* attributes : {
* color : new Cesium.ColorGeometryInstanceAttribute(1.0, 0.0, 0.0, 0.5)
* }
* });
*
* const anotherInstance = new Cesium.GeometryInstance({
* geometry : new Cesium.RectangleGeometry({
* rectangle : Cesium.Rectangle.fromDegrees(0.0, 40.0, 10.0, 50.0)
* }),
* attributes : {
* color : new Cesium.ColorGeometryInstanceAttribute(0.0, 0.0, 1.0, 0.5)
* }
* });
*
* const rectanglePrimitive = new Cesium.Primitive({
* geometryInstances : [instance, anotherInstance],
* appearance : new Cesium.PerInstanceColorAppearance()
* });
*/
function PerInstanceColorAppearance(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
const translucent = defaultValue(options.translucent, true);
const closed = defaultValue(options.closed, false);
const flat = defaultValue(options.flat, false);
const vs = flat
? PerInstanceFlatColorAppearanceVS
: PerInstanceColorAppearanceVS;
const fs = flat
? PerInstanceFlatColorAppearanceFS
: PerInstanceColorAppearanceFS;
const vertexFormat = flat
? PerInstanceColorAppearance.FLAT_VERTEX_FORMAT
: PerInstanceColorAppearance.VERTEX_FORMAT;
/**
* This property is part of the {@link Appearance} interface, but is not
* used by {@link PerInstanceColorAppearance} since a fully custom fragment shader is used.
*
* @type Material
*
* @default undefined
*/
this.material = undefined;
/**
* When <code>true</code>, the geometry is expected to appear translucent so
* {@link PerInstanceColorAppearance#renderState} has alpha blending enabled.
*
* @type {boolean}
*
* @default true
*/
this.translucent = translucent;
this._vertexShaderSource = defaultValue(options.vertexShaderSource, vs);
this._fragmentShaderSource = defaultValue(options.fragmentShaderSource, fs);
this._renderState = Appearance.getDefaultRenderState(
translucent,
closed,
options.renderState
);
this._closed = closed;
// Non-derived members
this._vertexFormat = vertexFormat;
this._flat = flat;
this._faceForward = defaultValue(options.faceForward, !closed);
}
Object.defineProperties(PerInstanceColorAppearance.prototype, {
/**
* The GLSL source code for the vertex shader.
*
* @memberof PerInstanceColorAppearance.prototype
*
* @type {string}
* @readonly
*/
vertexShaderSource: {
get: function () {
return this._vertexShaderSource;
},
},
/**
* The GLSL source code for the fragment shader.
*
* @memberof PerInstanceColorAppearance.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 PerInstanceColorAppearance}
* instance, or it is set implicitly via {@link PerInstanceColorAppearance#translucent}
* and {@link PerInstanceColorAppearance#closed}.
* </p>
*
* @memberof PerInstanceColorAppearance.prototype
*
* @type {object}
* @readonly
*/
renderState: {
get: function () {
return this._renderState;
},
},
/**
* When <code>true</code>, the geometry is expected to be closed so
* {@link PerInstanceColorAppearance#renderState} has backface culling enabled.
* If the viewer enters the geometry, it will not be visible.
*
* @memberof PerInstanceColorAppearance.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 PerInstanceColorAppearance.prototype
*
* @type VertexFormat
* @readonly
*/
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 PerInstanceColorAppearance.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 PerInstanceColorAppearance.prototype
*
* @type {boolean}
* @readonly
*
* @default true
*/
faceForward: {
get: function () {
return this._faceForward;
},
},
});
/**
* The {@link VertexFormat} that all {@link PerInstanceColorAppearance} instances
* are compatible with. This requires only <code>position</code> and <code>normal</code>
* attributes.
*
* @type VertexFormat
*
* @constant
*/
PerInstanceColorAppearance.VERTEX_FORMAT = VertexFormat.POSITION_AND_NORMAL;
/**
* The {@link VertexFormat} that all {@link PerInstanceColorAppearance} instances
* are compatible with when {@link PerInstanceColorAppearance#flat} is <code>true</code>.
* This requires only a <code>position</code> attribute.
*
* @type VertexFormat
*
* @constant
*/
PerInstanceColorAppearance.FLAT_VERTEX_FORMAT = VertexFormat.POSITION_ONLY;
/**
* Procedurally creates the full GLSL fragment shader source. For {@link PerInstanceColorAppearance},
* this is derived from {@link PerInstanceColorAppearance#fragmentShaderSource}, {@link PerInstanceColorAppearance#flat},
* and {@link PerInstanceColorAppearance#faceForward}.
*
* @function
*
* @returns {string} The full GLSL fragment shader source.
*/
PerInstanceColorAppearance.prototype.getFragmentShaderSource =
Appearance.prototype.getFragmentShaderSource;
/**
* Determines if the geometry is translucent based on {@link PerInstanceColorAppearance#translucent}.
*
* @function
*
* @returns {boolean} <code>true</code> if the appearance is translucent.
*/
PerInstanceColorAppearance.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.
*/
PerInstanceColorAppearance.prototype.getRenderState =
Appearance.prototype.getRenderState;
export default PerInstanceColorAppearance;