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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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 | 1x 1x 1x 1x 30x 30x 30x 30x 30x 30x 30x 30x 30x 30x 30x 1x 13x 13x 13x 13x 13x 14x 1x 1x 1x 1x 1x | import Frozen from "../Core/Frozen.js";
import defined from "../Core/defined.js";
import FeatureDetection from "../Core/FeatureDetection.js";
import VertexFormat from "../Core/VertexFormat.js";
import PolylineMaterialAppearanceVS from "../Shaders/Appearances/PolylineMaterialAppearanceVS.js";
import PolylineCommon from "../Shaders/PolylineCommon.js";
import PolylineFS from "../Shaders/PolylineFS.js";
import Appearance from "./Appearance.js";
import Material from "./Material.js";
let defaultVertexShaderSource = `${PolylineCommon}\n${PolylineMaterialAppearanceVS}`;
const defaultFragmentShaderSource = PolylineFS;
Eif (!FeatureDetection.isInternetExplorer()) {
defaultVertexShaderSource = `#define CLIP_POLYLINE \n${defaultVertexShaderSource}`;
}
/**
* An appearance for {@link PolylineGeometry} that supports shading with materials.
*
* @alias PolylineMaterialAppearance
* @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 PolylineMaterialAppearance#renderState} has alpha blending 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
* const primitive = new Cesium.Primitive({
* geometryInstances : new Cesium.GeometryInstance({
* geometry : new Cesium.PolylineGeometry({
* positions : Cesium.Cartesian3.fromDegreesArray([
* 0.0, 0.0,
* 5.0, 0.0
* ]),
* width : 10.0,
* vertexFormat : Cesium.PolylineMaterialAppearance.VERTEX_FORMAT
* })
* }),
* appearance : new Cesium.PolylineMaterialAppearance({
* material : Cesium.Material.fromType('Color')
* })
* });
*/
function PolylineMaterialAppearance(options) {
options = options ?? Frozen.EMPTY_OBJECT;
const translucent = options.translucent ?? true;
const closed = false;
const vertexFormat = PolylineMaterialAppearance.VERTEX_FORMAT;
/**
* The material used to determine the fragment color. Unlike other {@link PolylineMaterialAppearance}
* 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 so
* {@link PolylineMaterialAppearance#renderState} has alpha blending enabled.
*
* @type {boolean}
*
* @default true
*/
this.translucent = translucent;
this._vertexShaderSource =
options.vertexShaderSource ?? defaultVertexShaderSource;
this._fragmentShaderSource =
options.fragmentShaderSource ?? defaultFragmentShaderSource;
this._renderState = Appearance.getDefaultRenderState(
translucent,
closed,
options.renderState,
);
this._closed = closed;
// Non-derived members
this._vertexFormat = vertexFormat;
}
Object.defineProperties(PolylineMaterialAppearance.prototype, {
/**
* The GLSL source code for the vertex shader.
*
* @memberof PolylineMaterialAppearance.prototype
*
* @type {string}
* @readonly
*/
vertexShaderSource: {
get: function () {
let vs = this._vertexShaderSource;
Iif (
this.material.shaderSource.search(/in\s+float\s+v_polylineAngle;/g) !==
-1
) {
vs = `#define POLYLINE_DASH\n${vs}`;
}
return vs;
},
},
/**
* The GLSL source code for the fragment shader.
*
* @memberof PolylineMaterialAppearance.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 PolylineMaterialAppearance}
* instance, or it is set implicitly via {@link PolylineMaterialAppearance#translucent}
* and {@link PolylineMaterialAppearance#closed}.
* </p>
*
* @memberof PolylineMaterialAppearance.prototype
*
* @type {object}
* @readonly
*/
renderState: {
get: function () {
return this._renderState;
},
},
/**
* When <code>true</code>, the geometry is expected to be closed so
* {@link PolylineMaterialAppearance#renderState} has backface culling enabled.
* This is always <code>false</code> for <code>PolylineMaterialAppearance</code>.
*
* @memberof PolylineMaterialAppearance.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 PolylineMaterialAppearance.prototype
*
* @type VertexFormat
* @readonly
*
* @default {@link PolylineMaterialAppearance.VERTEX_FORMAT}
*/
vertexFormat: {
get: function () {
return this._vertexFormat;
},
},
});
/**
* The {@link VertexFormat} that all {@link PolylineMaterialAppearance} instances
* are compatible with. This requires <code>position</code> and <code>st</code> attributes.
*
* @type VertexFormat
*
* @constant
*/
PolylineMaterialAppearance.VERTEX_FORMAT = VertexFormat.POSITION_AND_ST;
/**
* Procedurally creates the full GLSL fragment shader source. For {@link PolylineMaterialAppearance},
* this is derived from {@link PolylineMaterialAppearance#fragmentShaderSource} and {@link PolylineMaterialAppearance#material}.
*
* @function
*
* @returns {string} The full GLSL fragment shader source.
*/
PolylineMaterialAppearance.prototype.getFragmentShaderSource =
Appearance.prototype.getFragmentShaderSource;
/**
* Determines if the geometry is translucent based on {@link PolylineMaterialAppearance#translucent} and {@link Material#isTranslucent}.
*
* @function
*
* @returns {boolean} <code>true</code> if the appearance is translucent.
*/
PolylineMaterialAppearance.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.
*/
PolylineMaterialAppearance.prototype.getRenderState =
Appearance.prototype.getRenderState;
export default PolylineMaterialAppearance;
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