Source: Scene/MaterialAppearance.js

/*global define*/
define([
        '../Core/defaultValue',
        '../Core/defined',
        '../Core/defineProperties',
        '../Core/freezeObject',
        '../Core/VertexFormat',
        '../Shaders/Appearances/AllMaterialAppearanceFS',
        '../Shaders/Appearances/AllMaterialAppearanceVS',
        '../Shaders/Appearances/BasicMaterialAppearanceFS',
        '../Shaders/Appearances/BasicMaterialAppearanceVS',
        '../Shaders/Appearances/TexturedMaterialAppearanceFS',
        '../Shaders/Appearances/TexturedMaterialAppearanceVS',
        './Appearance',
        './Material'
    ], function(
        defaultValue,
        defined,
        defineProperties,
        freezeObject,
        VertexFormat,
        AllMaterialAppearanceFS,
        AllMaterialAppearanceVS,
        BasicMaterialAppearanceFS,
        BasicMaterialAppearanceVS,
        TexturedMaterialAppearanceFS,
        TexturedMaterialAppearanceVS,
        Appearance,
        Material) {
    'use strict';

    /**
     * An appearance for arbitrary geometry (as opposed to {@link EllipsoidSurfaceAppearance}, for example)
     * that supports shading with materials.
     *
     * @alias MaterialAppearance
     * @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.closed] 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 MaterialAppearance#renderState} has alpha blending enabled.
     * @param {Boolean} [options.closed=false] When <code>true</code>, the geometry is expected to be closed so {@link MaterialAppearance#renderState} has backface culling enabled.
     * @param {MaterialAppearance.MaterialSupport} [options.materialSupport=MaterialAppearance.MaterialSupport.TEXTURED] The type of materials that will be supported.
     * @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 {RenderState} [options.renderState] Optional render state to override the default render state.
     *
     * @see {@link https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric|Fabric}
     * @demo {@link http://cesiumjs.org/Cesium/Apps/Sandcastle/index.html?src=Materials.html|Cesium Sandcastle Material Appearance Demo}
     *
     * @example
     * var primitive = new Cesium.Primitive({
     *   geometryInstances : new Cesium.GeometryInstance({
     *     geometry : new Cesium.WallGeometry({
            materialSupport :  Cesium.MaterialAppearance.MaterialSupport.BASIC.vertexFormat,
     *       // ...
     *     })
     *   }),
     *   appearance : new Cesium.MaterialAppearance({
     *     material : Cesium.Material.fromType('Color'),
     *     faceForward : true
     *   })
     *
     * });
     */
    function MaterialAppearance(options) {
        options = defaultValue(options, defaultValue.EMPTY_OBJECT);

        var translucent = defaultValue(options.translucent, true);
        var closed = defaultValue(options.closed, false);
        var materialSupport = defaultValue(options.materialSupport, MaterialAppearance.MaterialSupport.TEXTURED);

        /**
         * The material used to determine the fragment color.  Unlike other {@link MaterialAppearance}
         * 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/AnalyticalGraphicsInc/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 = translucent;

        this._vertexShaderSource = defaultValue(options.vertexShaderSource, materialSupport.vertexShaderSource);
        this._fragmentShaderSource = defaultValue(options.fragmentShaderSource, materialSupport.fragmentShaderSource);
        this._renderState = Appearance.getDefaultRenderState(translucent, closed, options.renderState);
        this._closed = closed;

        // Non-derived members

        this._materialSupport = materialSupport;
        this._vertexFormat = materialSupport.vertexFormat;
        this._flat = defaultValue(options.flat, false);
        this._faceForward = defaultValue(options.faceForward, !closed);
    }

    defineProperties(MaterialAppearance.prototype, {
        /**
         * The GLSL source code for the vertex shader.
         *
         * @memberof MaterialAppearance.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 MaterialAppearance#material},
         * {@link MaterialAppearance#flat}, and {@link MaterialAppearance#faceForward}.
         * Use {@link MaterialAppearance#getFragmentShaderSource} to get the full source.
         *
         * @memberof MaterialAppearance.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 MaterialAppearance}
         * instance, or it is set implicitly via {@link MaterialAppearance#translucent}
         * and {@link MaterialAppearance#closed}.
         * </p>
         *
         * @memberof MaterialAppearance.prototype
         *
         * @type {Object}
         * @readonly
         */
        renderState : {
            get : function() {
                return this._renderState;
            }
        },

        /**
         * When <code>true</code>, the geometry is expected to be closed so
         * {@link MaterialAppearance#renderState} has backface culling enabled.
         * If the viewer enters the geometry, it will not be visible.
         *
         * @memberof MaterialAppearance.prototype
         *
         * @type {Boolean}
         * @readonly
         *
         * @default false
         */
        closed : {
            get : function() {
                return this._closed;
            }
        },

        /**
         * The type of materials supported by this instance.  This impacts the required
         * {@link VertexFormat} and the complexity of the vertex and fragment shaders.
         *
         * @memberof MaterialAppearance.prototype
         *
         * @type {MaterialAppearance.MaterialSupport}
         * @readonly
         *
         * @default {@link MaterialAppearance.MaterialSupport.TEXTURED}
         */
        materialSupport : {
            get : function() {
                return this._materialSupport;
            }
        },

        /**
         * 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 MaterialAppearance.prototype
         *
         * @type VertexFormat
         * @readonly
         *
         * @default {@link MaterialAppearance.MaterialSupport.TEXTURED.vertexFormat}
         */
        vertexFormat : {
            get : function() {
                return this._vertexFormat;
            }
        },

        /**
         * When <code>true</code>, flat shading is used in the fragment shader,
         * which means lighting is not taking into account.
         *
         * @memberof MaterialAppearance.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 MaterialAppearance.prototype
         *
         * @type {Boolean}
         * @readonly
         *
         * @default true
         */
        faceForward : {
            get : function() {
                return this._faceForward;
            }
        }
    });

    /**
     * Procedurally creates the full GLSL fragment shader source.  For {@link MaterialAppearance},
     * this is derived from {@link MaterialAppearance#fragmentShaderSource}, {@link MaterialAppearance#material},
     * {@link MaterialAppearance#flat}, and {@link MaterialAppearance#faceForward}.
     *
     * @function
     *
     * @returns {String} The full GLSL fragment shader source.
     */
    MaterialAppearance.prototype.getFragmentShaderSource = Appearance.prototype.getFragmentShaderSource;

    /**
     * Determines if the geometry is translucent based on {@link MaterialAppearance#translucent} and {@link Material#isTranslucent}.
     *
     * @function
     *
     * @returns {Boolean} <code>true</code> if the appearance is translucent.
     */
    MaterialAppearance.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.
     */
    MaterialAppearance.prototype.getRenderState = Appearance.prototype.getRenderState;

    /**
     * Determines the type of {@link Material} that is supported by a
     * {@link MaterialAppearance} instance.  This is a trade-off between
     * flexibility (a wide array of materials) and memory/performance
     * (required vertex format and GLSL shader complexity.
     */
    MaterialAppearance.MaterialSupport = {
        /**
         * Only basic materials, which require just <code>position</code> and
         * <code>normal</code> vertex attributes, are supported.
         *
         * @constant
         */
        BASIC : freezeObject({
            vertexFormat : VertexFormat.POSITION_AND_NORMAL,
            vertexShaderSource : BasicMaterialAppearanceVS,
            fragmentShaderSource : BasicMaterialAppearanceFS
        }),
        /**
         * Materials with textures, which require <code>position</code>,
         * <code>normal</code>, and <code>st</code> vertex attributes,
         * are supported.  The vast majority of materials fall into this category.
         *
         * @constant
         */
        TEXTURED : freezeObject({
            vertexFormat : VertexFormat.POSITION_NORMAL_AND_ST,
            vertexShaderSource : TexturedMaterialAppearanceVS,
            fragmentShaderSource : TexturedMaterialAppearanceFS
        }),
        /**
         * All materials, including those that work in tangent space, are supported.
         * This requires <code>position</code>, <code>normal</code>, <code>st</code>,
         * <code>binormal</code>, and <code>tangent</code> vertex attributes.
         *
         * @constant
         */
        ALL : freezeObject({
            vertexFormat : VertexFormat.ALL,
            vertexShaderSource : AllMaterialAppearanceVS,
            fragmentShaderSource : AllMaterialAppearanceFS
        })
    };

    return MaterialAppearance;
});