Source: Scene/ViewportQuad.js

/*global define*/
define([
        '../Core/BoundingRectangle',
        '../Core/Color',
        '../Core/defined',
        '../Core/destroyObject',
        '../Core/DeveloperError',
        '../Renderer/RenderState',
        '../Renderer/ShaderSource',
        '../Shaders/ViewportQuadFS',
        './BlendingState',
        './Material',
        './Pass'
    ], function(
        BoundingRectangle,
        Color,
        defined,
        destroyObject,
        DeveloperError,
        RenderState,
        ShaderSource,
        ViewportQuadFS,
        BlendingState,
        Material,
        Pass) {
    'use strict';

    /**
     * A viewport aligned quad.
     *
     * @alias ViewportQuad
     * @constructor
     *
     * @param {BoundingRectangle} [rectangle] The {@link BoundingRectangle} defining the quad's position within the viewport.
     * @param {Material} [material] The {@link Material} defining the surface appearance of the viewport quad.
     *
     * @example
     * var viewportQuad = new Cesium.ViewportQuad(new Cesium.BoundingRectangle(0, 0, 80, 40));
     * viewportQuad.material.uniforms.color = new Cesium.Color(1.0, 0.0, 0.0, 1.0);
     */
    function ViewportQuad(rectangle, material) {
        /**
         * Determines if the viewport quad primitive will be shown.
         *
         * @type {Boolean}
         * @default true
         */
        this.show = true;

        if (!defined(rectangle)) {
            rectangle = new BoundingRectangle();
        }

        /**
         * The BoundingRectangle defining the quad's position within the viewport.
         *
         * @type {BoundingRectangle}
         *
         * @example
         * viewportQuad.rectangle = new Cesium.BoundingRectangle(0, 0, 80, 40);
         */
        this.rectangle = BoundingRectangle.clone(rectangle);

        if (!defined(material)) {
            material = Material.fromType(Material.ColorType, {
                color : new Color(1.0, 1.0, 1.0, 1.0)
            });
        }

        /**
         * The surface appearance of the viewport quad.  This can be one of several built-in {@link Material} objects or a custom material, scripted with
         * {@link https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric|Fabric}.
         * <p>
         * The default material is <code>Material.ColorType</code>.
         * </p>
         *
         * @type Material
         *
         * @example
         * // 1. Change the color of the default material to yellow
         * viewportQuad.material.uniforms.color = new Cesium.Color(1.0, 1.0, 0.0, 1.0);
         *
         * // 2. Change material to horizontal stripes
         * viewportQuad.material = Cesium.Material.fromType(Cesium.Material.StripeType);
         *
         * @see {@link https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric|Fabric}
         */
        this.material = material;
        this._material = undefined;

        this._overlayCommand = undefined;
        this._rs = 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.material must be defined.
     * @exception {DeveloperError} this.rectangle must be defined.
     */
    ViewportQuad.prototype.update = function(frameState) {
        if (!this.show) {
            return;
        }

        //>>includeStart('debug', pragmas.debug);
        if (!defined(this.material)) {
            throw new DeveloperError('this.material must be defined.');
        }
        if (!defined(this.rectangle)) {
            throw new DeveloperError('this.rectangle must be defined.');
        }
        //>>includeEnd('debug');

        var rs = this._rs;
        if ((!defined(rs)) || !BoundingRectangle.equals(rs.viewport, this.rectangle)) {
            this._rs = RenderState.fromCache({
                blending : BlendingState.ALPHA_BLEND,
                viewport : this.rectangle
            });
        }

        var pass = frameState.passes;
        if (pass.render) {
            var context = frameState.context;

            if (this._material !== this.material || !defined(this._overlayCommand)) {
                // Recompile shader when material changes
                this._material = this.material;

                if (defined(this._overlayCommand)) {
                    this._overlayCommand.shaderProgram.destroy();
                }

                var fs = new ShaderSource({
                    sources : [this._material.shaderSource, ViewportQuadFS]
                });
                this._overlayCommand = context.createViewportQuadCommand(fs, {
                    renderState : this._rs,
                    uniformMap : this._material._uniforms,
                    owner : this
                });
                this._overlayCommand.pass = Pass.OVERLAY;
            }

            this._material.update(context);

            this._overlayCommand.uniformMap = this._material._uniforms;
            frameState.commandList.push(this._overlayCommand);
        }
    };

    /**
     * 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} True if this object was destroyed; otherwise, false.
     *
     * @see ViewportQuad#destroy
     */
    ViewportQuad.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
     * quad = quad && quad.destroy();
     *
     * @see ViewportQuad#isDestroyed
     */
    ViewportQuad.prototype.destroy = function() {
        if (defined(this._overlayCommand)) {
            this._overlayCommand.shaderProgram = this._overlayCommand.shaderProgram && this._overlayCommand.shaderProgram.destroy();
        }
        return destroyObject(this);
    };

    return ViewportQuad;
});