Add existing to tracked
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import BoundingRectangle from "../Core/BoundingRectangle.js";
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import Color from "../Core/Color.js";
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import defined from "../Core/defined.js";
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import destroyObject from "../Core/destroyObject.js";
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import DeveloperError from "../Core/DeveloperError.js";
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import Pass from "../Renderer/Pass.js";
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import RenderState from "../Renderer/RenderState.js";
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import ShaderSource from "../Renderer/ShaderSource.js";
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import ViewportQuadFS from "../Shaders/ViewportQuadFS.js";
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import BlendingState from "./BlendingState.js";
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import Material from "./Material.js";
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/**
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* A viewport aligned quad.
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*
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* @alias ViewportQuad
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* @constructor
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*
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* @param {BoundingRectangle} [rectangle] The {@link BoundingRectangle} defining the quad's position within the viewport.
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* @param {Material} [material] The {@link Material} defining the surface appearance of the viewport quad.
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*
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* @example
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* const viewportQuad = new Cesium.ViewportQuad(new Cesium.BoundingRectangle(0, 0, 80, 40));
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* viewportQuad.material.uniforms.color = new Cesium.Color(1.0, 0.0, 0.0, 1.0);
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*/
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function ViewportQuad(rectangle, material) {
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/**
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* Determines if the viewport quad primitive will be shown.
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*
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* @type {boolean}
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* @default true
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*/
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this.show = true;
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if (!defined(rectangle)) {
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rectangle = new BoundingRectangle();
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}
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/**
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* The BoundingRectangle defining the quad's position within the viewport.
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*
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* @type {BoundingRectangle}
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*
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* @example
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* viewportQuad.rectangle = new Cesium.BoundingRectangle(0, 0, 80, 40);
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*/
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this.rectangle = BoundingRectangle.clone(rectangle);
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if (!defined(material)) {
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material = Material.fromType(Material.ColorType, {
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color: new Color(1.0, 1.0, 1.0, 1.0),
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});
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}
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/**
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* The surface appearance of the viewport quad. This can be one of several built-in {@link Material} objects or a custom material, scripted with
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* {@link https://github.com/CesiumGS/cesium/wiki/Fabric|Fabric}.
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* <p>
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* The default material is <code>Material.ColorType</code>.
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* </p>
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*
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* @type Material
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*
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* @example
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* // 1. Change the color of the default material to yellow
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* viewportQuad.material.uniforms.color = new Cesium.Color(1.0, 1.0, 0.0, 1.0);
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*
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* // 2. Change material to horizontal stripes
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* viewportQuad.material = Cesium.Material.fromType(Cesium.Material.StripeType);
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*
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* @see {@link https://github.com/CesiumGS/cesium/wiki/Fabric|Fabric}
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*/
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this.material = material;
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this._material = undefined;
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this._overlayCommand = undefined;
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this._rs = undefined;
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}
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/**
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* Called when {@link Viewer} or {@link CesiumWidget} render the scene to
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* get the draw commands needed to render this primitive.
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* <p>
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* Do not call this function directly. This is documented just to
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* list the exceptions that may be propagated when the scene is rendered:
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* </p>
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*
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* @exception {DeveloperError} this.material must be defined.
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* @exception {DeveloperError} this.rectangle must be defined.
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*/
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ViewportQuad.prototype.update = function (frameState) {
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if (!this.show) {
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return;
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}
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//>>includeStart('debug', pragmas.debug);
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if (!defined(this.material)) {
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throw new DeveloperError("this.material must be defined.");
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}
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if (!defined(this.rectangle)) {
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throw new DeveloperError("this.rectangle must be defined.");
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}
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//>>includeEnd('debug');
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const rs = this._rs;
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if (!defined(rs) || !BoundingRectangle.equals(rs.viewport, this.rectangle)) {
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this._rs = RenderState.fromCache({
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blending: BlendingState.ALPHA_BLEND,
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viewport: this.rectangle,
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});
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}
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const pass = frameState.passes;
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if (pass.render) {
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const context = frameState.context;
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if (this._material !== this.material || !defined(this._overlayCommand)) {
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// Recompile shader when material changes
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this._material = this.material;
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if (defined(this._overlayCommand)) {
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this._overlayCommand.shaderProgram.destroy();
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}
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const fs = new ShaderSource({
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sources: [this._material.shaderSource, ViewportQuadFS],
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});
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this._overlayCommand = context.createViewportQuadCommand(fs, {
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renderState: this._rs,
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uniformMap: this._material._uniforms,
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owner: this,
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});
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this._overlayCommand.pass = Pass.OVERLAY;
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}
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this._material.update(context);
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this._overlayCommand.renderState = this._rs;
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this._overlayCommand.uniformMap = this._material._uniforms;
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frameState.commandList.push(this._overlayCommand);
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}
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};
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/**
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* Returns true if this object was destroyed; otherwise, false.
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* <br /><br />
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* If this object was destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
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*
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* @returns {boolean} True if this object was destroyed; otherwise, false.
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*
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* @see ViewportQuad#destroy
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*/
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ViewportQuad.prototype.isDestroyed = function () {
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return false;
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};
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/**
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* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
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* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
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* <br /><br />
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* Once an object is destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
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* assign the return value (<code>undefined</code>) to the object as done in the example.
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*
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*
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*
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* @example
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* quad = quad && quad.destroy();
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*
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* @see ViewportQuad#isDestroyed
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*/
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ViewportQuad.prototype.destroy = function () {
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if (defined(this._overlayCommand)) {
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this._overlayCommand.shaderProgram =
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this._overlayCommand.shaderProgram &&
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this._overlayCommand.shaderProgram.destroy();
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}
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return destroyObject(this);
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};
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export default ViewportQuad;
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