/*global define*/ define(['Core/defaultValue', 'Core/defined', 'Core/DeveloperError', 'Scene/Appearance'], function( defaultValue, defined, DeveloperError, Appearance) { "use strict"; /** * 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>binormal</code>, and <code>tangent</code>, are scaled and biased * from [-1.0, 1.0] to (-1.0, 1.0). * </p> * * @alias DebugAppearance * @constructor * * @param {String} options.attributeName The name of the attribute to visualize. * @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=undefined] Optional GLSL vertex shader source to override the default vertex shader. * @param {String} [options.fragmentShaderSource=undefined] Optional GLSL fragment shader source to override the default fragment shader. * @param {RenderState} [options.renderState=undefined] Optional render state to override the default render state. * * @exception {DeveloperError} options.attributeName is required. * @exception {DeveloperError} options.glslDatatype must be float, vec2, vec3, or vec4. * * @example * var primitive = new Primitive({ * geometryInstances : // ... * appearance : new DebugAppearance({ * attributeName : 'normal' * }) * }); */ var DebugAppearance = function(options) { options = defaultValue(options, defaultValue.EMPTY_OBJECT); var attributeName = options.attributeName; if (!defined(attributeName)) { throw new DeveloperError('options.attributeName is required.'); } var glslDatatype = defaultValue(options.glslDatatype, 'vec3'); var varyingName = 'v_' + attributeName; var getColor; // Well-known normalized vector attributes in VertexFormat if ((attributeName === 'normal') || (attributeName === 'binormal') | (attributeName === 'tangent')) { 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; default: throw new DeveloperError('options.glslDatatype must be float, vec2, vec3, or vec4.'); } } var vs = 'attribute vec3 position3DHigh;\n' + 'attribute vec3 position3DLow;\n' + 'attribute ' + glslDatatype + ' ' + attributeName + ';\n' + 'varying ' + glslDatatype + ' ' + varyingName + ';\n' + 'void main()\n' + '{\n' + 'vec4 p = czm_translateRelativeToEye(position3DHigh, position3DLow);\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; /** * The GLSL source code for the vertex shader. * * @type String * * @readonly */ this.vertexShaderSource = defaultValue(options.vertexShaderSource, vs); /** * The GLSL source code for the fragment shader. * * @type String * * @readonly */ this.fragmentShaderSource = defaultValue(options.fragmentShaderSource, fs); /** * The render state. This is not the final {@link RenderState} instance; instead, * it can contain a subset of render state properties identical to <code>renderState</code> * passed to {@link Context#createRenderState}. * * @type Object * * @readonly */ this.renderState = defaultValue(options.renderState, Appearance.getDefaultRenderState(false, false)); // Non-derived members /** * The name of the attribute being visualized. * * @type String * * @readonly */ this.attributeName = attributeName; /** * The GLSL datatype of the attribute being visualized. * * @type String * * @readonly */ this.glslDatatype = glslDatatype; /** * When <code>true</code>, the geometry is expected to appear translucent. * * @readonly * * @default false */ this.translucent = defaultValue(options.translucent, false); /** * When <code>true</code>, the geometry is expected to be closed. * * @readonly * * @default false */ this.closed = defaultValue(options.closed, false); }; /** * Returns the full GLSL fragment shader source, which for {@link DebugAppearance} is just * {@link DebugAppearance#fragmentShaderSource}. * * @memberof DebugAppearance * * @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}. * * @memberof DebugAppearance * * @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 {@link RenderState} instance; instead, * it can contain a subset of render state properties identical to <code>renderState</code> * passed to {@link Context#createRenderState}. * * @memberof DebugAppearance * * @returns {Object} The render state. */ DebugAppearance.prototype.getRenderState = Appearance.prototype.getRenderState; return DebugAppearance; });