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| 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 | 5x 5x 5x 5x 5x 5x 5x 1x 1x 3x 3x 1x 1x 569x 569x 232x 569x 313x 569x 203x 569x 569x 1x 3655x 1x 564x 564x 564x 366x 366x 198x 564x 1x 844x 844x 548x 548x 844x 263x 844x 72x 844x | import clone from "../Core/clone.js";
import combine from "../Core/combine.js";
import Frozen from "../Core/Frozen.js";
import defined from "../Core/defined.js";
import BlendingState from "./BlendingState.js";
import CullFace from "./CullFace.js";
/**
* An appearance defines the full GLSL vertex and fragment shaders and the
* render state used to draw a {@link Primitive}. All appearances implement
* this base <code>Appearance</code> interface.
*
* @alias Appearance
* @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 Appearance#renderState} has alpha blending enabled.
* @param {boolean} [options.closed=false] When <code>true</code>, the geometry is expected to be closed so {@link Appearance#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 MaterialAppearance
* @see EllipsoidSurfaceAppearance
* @see PerInstanceColorAppearance
* @see DebugAppearance
* @see PolylineColorAppearance
* @see PolylineMaterialAppearance
*
* @demo {@link https://sandcastle.cesium.com/index.html?src=Geometry%20and%20Appearances.html|Geometry and Appearances Demo}
*/
function Appearance(options) {
options = options ?? Frozen.EMPTY_OBJECT;
/**
* The material used to determine the fragment color. Unlike other {@link Appearance}
* properties, this is not read-only, so an appearance's material can change on the fly.
*
* @type Material
*
* @see {@link https://github.com/CesiumGS/cesium/wiki/Fabric|Fabric}
*/
this.material = options.material;
/**
* When <code>true</code>, the geometry is expected to appear translucent.
*
* @type {boolean}
*
* @default true
*/
this.translucent = options.translucent ?? true;
this._vertexShaderSource = options.vertexShaderSource;
this._fragmentShaderSource = options.fragmentShaderSource;
this._renderState = options.renderState;
this._closed = options.closed ?? false;
}
Object.defineProperties(Appearance.prototype, {
/**
* The GLSL source code for the vertex shader.
*
* @memberof Appearance.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 the {@link Appearance#material}.
* Use {@link Appearance#getFragmentShaderSource} to get the full source.
*
* @memberof Appearance.prototype
*
* @type {string}
* @readonly
*/
fragmentShaderSource: {
get: function () {
return this._fragmentShaderSource;
},
},
/**
* The WebGL fixed-function state to use when rendering the geometry.
*
* @memberof Appearance.prototype
*
* @type {object}
* @readonly
*/
renderState: {
get: function () {
return this._renderState;
},
},
/**
* When <code>true</code>, the geometry is expected to be closed.
*
* @memberof Appearance.prototype
*
* @type {boolean}
* @readonly
*
* @default false
*/
closed: {
get: function () {
return this._closed;
},
},
});
/**
* Procedurally creates the full GLSL fragment shader source for this appearance
* taking into account {@link Appearance#fragmentShaderSource} and {@link Appearance#material}.
*
* @returns {string} The full GLSL fragment shader source.
*/
Appearance.prototype.getFragmentShaderSource = function () {
const parts = [];
if (this.flat) {
parts.push("#define FLAT");
}
if (this.faceForward) {
parts.push("#define FACE_FORWARD");
}
if (defined(this.material)) {
parts.push(this.material.shaderSource);
}
parts.push(this.fragmentShaderSource);
return parts.join("\n");
};
/**
* Determines if the geometry is translucent based on {@link Appearance#translucent} and {@link Material#isTranslucent}.
*
* @returns {boolean} <code>true</code> if the appearance is translucent.
*/
Appearance.prototype.isTranslucent = function () {
return (
(defined(this.material) && this.material.isTranslucent()) ||
(!defined(this.material) && this.translucent)
);
};
/**
* 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.
*
* @returns {object} The render state.
*/
Appearance.prototype.getRenderState = function () {
const translucent = this.isTranslucent();
const rs = clone(this.renderState, false);
if (translucent) {
rs.depthMask = false;
rs.blending = BlendingState.ALPHA_BLEND;
} else {
rs.depthMask = true;
}
return rs;
};
/**
* @private
*/
Appearance.getDefaultRenderState = function (translucent, closed, existing) {
let rs = {
depthTest: {
enabled: true,
},
};
if (translucent) {
rs.depthMask = false;
rs.blending = BlendingState.ALPHA_BLEND;
}
if (closed) {
rs.cull = {
enabled: true,
face: CullFace.BACK,
};
}
if (defined(existing)) {
rs = combine(existing, rs, true);
}
return rs;
};
export default Appearance;
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