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- import defaultValue from "../Core/defaultValue.js";
- import defined from "../Core/defined.js";
- import DeveloperError from "../Core/DeveloperError.js";
- import Appearance from "./Appearance.js";
- /**
- * Visualizes a vertex attribute by displaying it as a color for debugging.
- * <p>
- * Components for well-known unit-length vectors, i.e., <code>normal</code>,
- * <code>tangent</code>, and <code>bitangent</code>, are scaled and biased
- * from [-1.0, 1.0] to (-1.0, 1.0).
- * </p>
- *
- * @alias DebugAppearance
- * @constructor
- *
- * @param {Object} options Object with the following properties:
- * @param {String} options.attributeName The name of the attribute to visualize.
- * @param {Boolean} [options.perInstanceAttribute=false] Boolean that determines whether this attribute is a per-instance geometry attribute.
- * @param {String} [options.glslDatatype='vec3'] The GLSL datatype of the attribute. Supported datatypes are <code>float</code>, <code>vec2</code>, <code>vec3</code>, and <code>vec4</code>.
- * @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.
- *
- * @exception {DeveloperError} options.glslDatatype must be float, vec2, vec3, or vec4.
- *
- * @example
- * var primitive = new Cesium.Primitive({
- * geometryInstances : // ...
- * appearance : new Cesium.DebugAppearance({
- * attributeName : 'normal'
- * })
- * });
- */
- function DebugAppearance(options) {
- options = defaultValue(options, defaultValue.EMPTY_OBJECT);
- var attributeName = options.attributeName;
- var perInstanceAttribute = options.perInstanceAttribute;
- //>>includeStart('debug', pragmas.debug);
- if (!defined(attributeName)) {
- throw new DeveloperError("options.attributeName is required.");
- }
- //>>includeEnd('debug');
- if (!defined(perInstanceAttribute)) {
- perInstanceAttribute = false;
- }
- var glslDatatype = defaultValue(options.glslDatatype, "vec3");
- var varyingName = "v_" + attributeName;
- var getColor;
- // Well-known normalized vector attributes in VertexFormat
- if (
- attributeName === "normal" ||
- attributeName === "tangent" ||
- attributeName === "bitangent"
- ) {
- getColor =
- "vec4 getColor() { return vec4((" +
- varyingName +
- " + vec3(1.0)) * 0.5, 1.0); }\n";
- } else {
- // All other attributes, both well-known and custom
- if (attributeName === "st") {
- glslDatatype = "vec2";
- }
- switch (glslDatatype) {
- case "float":
- getColor =
- "vec4 getColor() { return vec4(vec3(" + varyingName + "), 1.0); }\n";
- break;
- case "vec2":
- getColor =
- "vec4 getColor() { return vec4(" + varyingName + ", 0.0, 1.0); }\n";
- break;
- case "vec3":
- getColor =
- "vec4 getColor() { return vec4(" + varyingName + ", 1.0); }\n";
- break;
- case "vec4":
- getColor = "vec4 getColor() { return " + varyingName + "; }\n";
- break;
- //>>includeStart('debug', pragmas.debug);
- default:
- throw new DeveloperError(
- "options.glslDatatype must be float, vec2, vec3, or vec4."
- );
- //>>includeEnd('debug');
- }
- }
- var vs =
- "attribute vec3 position3DHigh;\n" +
- "attribute vec3 position3DLow;\n" +
- "attribute float batchId;\n" +
- (perInstanceAttribute
- ? ""
- : "attribute " + glslDatatype + " " + attributeName + ";\n") +
- "varying " +
- glslDatatype +
- " " +
- varyingName +
- ";\n" +
- "void main()\n" +
- "{\n" +
- "vec4 p = czm_translateRelativeToEye(position3DHigh, position3DLow);\n" +
- (perInstanceAttribute
- ? varyingName + " = czm_batchTable_" + attributeName + "(batchId);\n"
- : varyingName + " = " + attributeName + ";\n") +
- "gl_Position = czm_modelViewProjectionRelativeToEye * p;\n" +
- "}";
- var fs =
- "varying " +
- glslDatatype +
- " " +
- varyingName +
- ";\n" +
- getColor +
- "\n" +
- "void main()\n" +
- "{\n" +
- "gl_FragColor = getColor();\n" +
- "}";
- /**
- * This property is part of the {@link Appearance} interface, but is not
- * used by {@link DebugAppearance} 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.
- *
- * @type {Boolean}
- *
- * @default false
- */
- this.translucent = defaultValue(options.translucent, false);
- this._vertexShaderSource = defaultValue(options.vertexShaderSource, vs);
- this._fragmentShaderSource = defaultValue(options.fragmentShaderSource, fs);
- this._renderState = Appearance.getDefaultRenderState(
- false,
- false,
- options.renderState
- );
- this._closed = defaultValue(options.closed, false);
- // Non-derived members
- this._attributeName = attributeName;
- this._glslDatatype = glslDatatype;
- }
- Object.defineProperties(DebugAppearance.prototype, {
- /**
- * The GLSL source code for the vertex shader.
- *
- * @memberof DebugAppearance.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 DebugAppearance#material}.
- * Use {@link DebugAppearance#getFragmentShaderSource} to get the full source.
- *
- * @memberof DebugAppearance.prototype
- *
- * @type {String}
- * @readonly
- */
- fragmentShaderSource: {
- get: function () {
- return this._fragmentShaderSource;
- },
- },
- /**
- * The WebGL fixed-function state to use when rendering the geometry.
- *
- * @memberof DebugAppearance.prototype
- *
- * @type {Object}
- * @readonly
- */
- renderState: {
- get: function () {
- return this._renderState;
- },
- },
- /**
- * When <code>true</code>, the geometry is expected to be closed.
- *
- * @memberof DebugAppearance.prototype
- *
- * @type {Boolean}
- * @readonly
- *
- * @default false
- */
- closed: {
- get: function () {
- return this._closed;
- },
- },
- /**
- * The name of the attribute being visualized.
- *
- * @memberof DebugAppearance.prototype
- *
- * @type {String}
- * @readonly
- */
- attributeName: {
- get: function () {
- return this._attributeName;
- },
- },
- /**
- * The GLSL datatype of the attribute being visualized.
- *
- * @memberof DebugAppearance.prototype
- *
- * @type {String}
- * @readonly
- */
- glslDatatype: {
- get: function () {
- return this._glslDatatype;
- },
- },
- });
- /**
- * Returns the full GLSL fragment shader source, which for {@link DebugAppearance} is just
- * {@link DebugAppearance#fragmentShaderSource}.
- *
- * @function
- *
- * @returns {String} The full GLSL fragment shader source.
- */
- DebugAppearance.prototype.getFragmentShaderSource =
- Appearance.prototype.getFragmentShaderSource;
- /**
- * Determines if the geometry is translucent based on {@link DebugAppearance#translucent}.
- *
- * @function
- *
- * @returns {Boolean} <code>true</code> if the appearance is translucent.
- */
- DebugAppearance.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.
- */
- DebugAppearance.prototype.getRenderState = Appearance.prototype.getRenderState;
- export default DebugAppearance;
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