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casic-smartcity-well-front / static / Cesium / Scene / EllipsoidSurfaceAppearance.js
[wangxitong] on 8 Jul 2021 9 KB mars3d总览
import defaultValue from "../Core/defaultValue.js";
import defined from "../Core/defined.js";
import VertexFormat from "../Core/VertexFormat.js";
import EllipsoidSurfaceAppearanceFS from "../Shaders/Appearances/EllipsoidSurfaceAppearanceFS.js";
import EllipsoidSurfaceAppearanceVS from "../Shaders/Appearances/EllipsoidSurfaceAppearanceVS.js";
import Appearance from "./Appearance.js";
import Material from "./Material.js";

/**
 * 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 {Object} [options.renderState] Optional render state to override the default render state.
 *
 * @see {@link https://github.com/CesiumGS/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/CesiumGS/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;
}

Object.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;
export default EllipsoidSurfaceAppearance;