/*global define*/
define([
'../Core/BoxGeometry',
'../Core/Cartesian3',
'../Core/defaultValue',
'../Core/defined',
'../Core/destroyObject',
'../Core/DeveloperError',
'../Core/GeometryPipeline',
'../Core/Matrix4',
'../Core/VertexFormat',
'../Renderer/BufferUsage',
'../Renderer/CubeMap',
'../Renderer/DrawCommand',
'../Renderer/loadCubeMap',
'../Renderer/RenderState',
'../Renderer/ShaderProgram',
'../Renderer/VertexArray',
'../Shaders/SkyBoxFS',
'../Shaders/SkyBoxVS',
'./BlendingState',
'./SceneMode'
], function(
BoxGeometry,
Cartesian3,
defaultValue,
defined,
destroyObject,
DeveloperError,
GeometryPipeline,
Matrix4,
VertexFormat,
BufferUsage,
CubeMap,
DrawCommand,
loadCubeMap,
RenderState,
ShaderProgram,
VertexArray,
SkyBoxFS,
SkyBoxVS,
BlendingState,
SceneMode) {
'use strict';
/**
* A sky box around the scene to draw stars. The sky box is defined using the True Equator Mean Equinox (TEME) axes.
* <p>
* This is only supported in 3D. The sky box is faded out when morphing to 2D or Columbus view. The size of
* the sky box must not exceed {@link Scene#maximumCubeMapSize}.
* </p>
*
* @alias SkyBox
* @constructor
*
* @param {Object} options Object with the following properties:
* @param {Object} [options.sources] The source URL or <code>Image</code> object for each of the six cube map faces. See the example below.
* @param {Boolean} [options.show=true] Determines if this primitive will be shown.
*
*
* @example
* scene.skyBox = new Cesium.SkyBox({
* sources : {
* positiveX : 'skybox_px.png',
* negativeX : 'skybox_nx.png',
* positiveY : 'skybox_py.png',
* negativeY : 'skybox_ny.png',
* positiveZ : 'skybox_pz.png',
* negativeZ : 'skybox_nz.png'
* }
* });
*
* @see Scene#skyBox
* @see Transforms.computeTemeToPseudoFixedMatrix
*/
function SkyBox(options) {
/**
* The sources used to create the cube map faces: an object
* with <code>positiveX</code>, <code>negativeX</code>, <code>positiveY</code>,
* <code>negativeY</code>, <code>positiveZ</code>, and <code>negativeZ</code> properties.
* These can be either URLs or <code>Image</code> objects.
*
* @type Object
* @default undefined
*/
this.sources = options.sources;
this._sources = undefined;
/**
* Determines if the sky box will be shown.
*
* @type {Boolean}
* @default true
*/
this.show = defaultValue(options.show, true);
this._command = new DrawCommand({
modelMatrix : Matrix4.clone(Matrix4.IDENTITY),
owner : this
});
this._cubeMap = undefined;
}
/**
* Called when {@link Viewer} or {@link CesiumWidget} render the scene to
* get the draw commands needed to render this primitive.
* <p>
* Do not call this function directly. This is documented just to
* list the exceptions that may be propagated when the scene is rendered:
* </p>
*
* @exception {DeveloperError} this.sources is required and must have positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ properties.
* @exception {DeveloperError} this.sources properties must all be the same type.
*/
SkyBox.prototype.update = function(frameState) {
if (!this.show) {
return undefined;
}
if ((frameState.mode !== SceneMode.SCENE3D) &&
(frameState.mode !== SceneMode.MORPHING)) {
return undefined;
}
// The sky box is only rendered during the render pass; it is not pickable, it doesn't cast shadows, etc.
if (!frameState.passes.render) {
return undefined;
}
var context = frameState.context;
if (this._sources !== this.sources) {
this._sources = this.sources;
var sources = this.sources;
//>>includeStart('debug', pragmas.debug);
if ((!defined(sources.positiveX)) ||
(!defined(sources.negativeX)) ||
(!defined(sources.positiveY)) ||
(!defined(sources.negativeY)) ||
(!defined(sources.positiveZ)) ||
(!defined(sources.negativeZ))) {
throw new DeveloperError('this.sources is required and must have positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ properties.');
}
if ((typeof sources.positiveX !== typeof sources.negativeX) ||
(typeof sources.positiveX !== typeof sources.positiveY) ||
(typeof sources.positiveX !== typeof sources.negativeY) ||
(typeof sources.positiveX !== typeof sources.positiveZ) ||
(typeof sources.positiveX !== typeof sources.negativeZ)) {
throw new DeveloperError('this.sources properties must all be the same type.');
}
//>>includeEnd('debug');
if (typeof sources.positiveX === 'string') {
// Given urls for cube-map images. Load them.
loadCubeMap(context, this._sources).then(function(cubeMap) {
that._cubeMap = that._cubeMap && that._cubeMap.destroy();
that._cubeMap = cubeMap;
});
} else {
this._cubeMap = this._cubeMap && this._cubeMap.destroy();
this._cubeMap = new CubeMap({
context : context,
source : sources
});
}
}
var command = this._command;
if (!defined(command.vertexArray)) {
var that = this;
command.uniformMap = {
u_cubeMap: function() {
return that._cubeMap;
}
};
var geometry = BoxGeometry.createGeometry(BoxGeometry.fromDimensions({
dimensions : new Cartesian3(2.0, 2.0, 2.0),
vertexFormat : VertexFormat.POSITION_ONLY
}));
var attributeLocations = GeometryPipeline.createAttributeLocations(geometry);
command.vertexArray = VertexArray.fromGeometry({
context : context,
geometry : geometry,
attributeLocations : attributeLocations,
bufferUsage : BufferUsage.STATIC_DRAW
});
command.shaderProgram = ShaderProgram.fromCache({
context : context,
vertexShaderSource : SkyBoxVS,
fragmentShaderSource : SkyBoxFS,
attributeLocations : attributeLocations
});
command.renderState = RenderState.fromCache({
blending : BlendingState.ALPHA_BLEND
});
}
if (!defined(this._cubeMap)) {
return undefined;
}
return command;
};
/**
* Returns true if this object was destroyed; otherwise, false.
* <br /><br />
* If this object was destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
*
* @returns {Boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
*
* @see SkyBox#destroy
*/
SkyBox.prototype.isDestroyed = function() {
return false;
};
/**
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
* <br /><br />
* Once an object is destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
* assign the return value (<code>undefined</code>) to the object as done in the example.
*
* @returns {undefined}
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
*
* @example
* skyBox = skyBox && skyBox.destroy();
*
* @see SkyBox#isDestroyed
*/
SkyBox.prototype.destroy = function() {
var command = this._command;
command.vertexArray = command.vertexArray && command.vertexArray.destroy();
command.shaderProgram = command.shaderProgram && command.shaderProgram.destroy();
this._cubeMap = this._cubeMap && this._cubeMap.destroy();
return destroyObject(this);
};
return SkyBox;
});