A Material defines surface appearance through a combination of diffuse, specular,
normal, emission, and alpha components. These values are specified using a
JSON schema called Fabric which gets parsed and assembled into glsl shader code
behind-the-scenes. Check out the wiki page
for more details on Fabric.
Base material types and their uniforms:
Base material types and their uniforms:
- Color
color
: rgba color object.- Image
image
: path to image.repeat
: Object with x and y values specifying the number of times to repeat the image.- DiffuseMap
image
: path to image.channels
: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.repeat
: Object with x and y values specifying the number of times to repeat the image.- AlphaMap
image
: path to image.channel
: One character string containing r, g, b, or a for selecting the desired image channel.repeat
: Object with x and y values specifying the number of times to repeat the image.- SpecularMap
image
: path to image.channel
: One character string containing r, g, b, or a for selecting the desired image channel.repeat
: Object with x and y values specifying the number of times to repeat the image.- EmissionMap
image
: path to image.channels
: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.repeat
: Object with x and y values specifying the number of times to repeat the image.- BumpMap
image
: path to image.channel
: One character string containing r, g, b, or a for selecting the desired image channel.repeat
: Object with x and y values specifying the number of times to repeat the image.strength
: Bump strength value between 0.0 and 1.0 where 0.0 is small bumps and 1.0 is large bumps.- NormalMap
image
: path to image.channels
: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.repeat
: Object with x and y values specifying the number of times to repeat the image.strength
: Bump strength value between 0.0 and 1.0 where 0.0 is small bumps and 1.0 is large bumps.- Grid
color
: rgba color object for the whole material.cellAlpha
: Alpha value for the cells between grid lines. This will be combined with color.alpha.lineCount
: Object with x and y values specifying the number of columns and rows respectively.lineThickness
: Object with x and y values specifying the thickness of grid lines (in pixels where available).lineOffset
: Object with x and y values specifying the offset of grid lines (range is 0 to 1).- Stripe
horizontal
: Boolean that determines if the stripes are horizontal or vertical.evenColor
: rgba color object for the stripe's first color.oddColor
: rgba color object for the stripe's second color.offset
: Number that controls at which point into the pattern to begin drawing; with 0.0 being the beginning of the even color, 1.0 the beginning of the odd color, 2.0 being the even color again, and any multiple or fractional values being in between.repeat
: Number that controls the total number of stripes, half light and half dark.- Checkerboard
lightColor
: rgba color object for the checkerboard's light alternating color.darkColor
: rgba color object for the checkerboard's dark alternating color.repeat
: Object with x and y values specifying the number of columns and rows respectively.- Dot
lightColor
: rgba color object for the dot color.darkColor
: rgba color object for the background color.repeat
: Object with x and y values specifying the number of columns and rows of dots respectively.- Water
baseWaterColor
: rgba color object base color of the water.blendColor
: rgba color object used when blending from water to non-water areas.specularMap
: Single channel texture used to indicate areas of water.normalMap
: Normal map for water normal perturbation.frequency
: Number that controls the number of waves.animationSpeed
: Number that controls the animations speed of the water.amplitude
: Number that controls the amplitude of water waves.specularIntensity
: Number that controls the intensity of specular reflections.- RimLighting
color
: diffuse color and alpha.rimColor
: diffuse color and alpha of the rim.width
: Number that determines the rim's width.- Fade
fadeInColor
: diffuse color and alpha attime
fadeOutColor
: diffuse color and alpha atmaximumDistance
fromtime
maximumDistance
: Number between 0.0 and 1.0 where thefadeInColor
becomes thefadeOutColor
. A value of 0.0 gives the entire material a color offadeOutColor
and a value of 1.0 gives the the entire material a color offadeInColor
repeat
: true if the fade should wrap around the texture coodinates.fadeDirection
: Object with x and y values specifying if the fade should be in the x and y directions.time
: Object with x and y values between 0.0 and 1.0 of thefadeInColor
position- PolylineArrow
color
: diffuse color and alpha.- PolylineDash
color
: color for the line.gapColor
: color for the gaps in the line.dashLength
: Dash length in pixels.dashPattern
: The 16 bit stipple pattern for the line..- PolylineGlow
color
: color and maximum alpha for the glow on the line.glowPower
: strength of the glow, as a percentage of the total line width (less than 1.0).taperPower
: strength of the tapering effect, as a percentage of the total line length. If 1.0 or higher, no taper effect is used.- PolylineOutline
color
: diffuse color and alpha for the interior of the line.outlineColor
: diffuse color and alpha for the outline.outlineWidth
: width of the outline in pixels.- ElevationContour
color
: color and alpha for the contour line.spacing
: spacing for contour lines in meters.width
: Number specifying the width of the grid lines in pixels.- ElevationRamp
image
: color ramp image to use for coloring the terrain.minimumHeight
: minimum height for the ramp.maximumHeight
: maximum height for the ramp.- SlopeRamp
image
: color ramp image to use for coloring the terrain by slope.- AspectRamp
image
: color ramp image to use for color the terrain by aspect.- ElevationBand
heights
: image of heights sorted from lowest to highest.colors
: image of colors at the corresponding heights.- WaterMask
waterColor
: diffuse color and alpha for the areas covered by water.landColor
: diffuse color and alpha for the areas covered by land.
Name | Type | Description | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options |
object |
optional
Object with the following properties:
|
Throws:
-
DeveloperError : fabric: uniform has invalid type.
-
DeveloperError : fabric: uniforms and materials cannot share the same property.
-
DeveloperError : fabric: cannot have source and components in the same section.
-
DeveloperError : fabric: property name is not valid. It should be 'type', 'materials', 'uniforms', 'components', or 'source'.
-
DeveloperError : fabric: property name is not valid. It should be 'diffuse', 'specular', 'shininess', 'normal', 'emission', or 'alpha'.
-
DeveloperError : strict: shader source does not use string.
-
DeveloperError : strict: shader source does not use uniform.
-
DeveloperError : strict: shader source does not use material.
- Fabric wiki page for a more detailed options of Fabric.
Example:
// Create a color material with fromType:
polygon.material = Cesium.Material.fromType('Color');
polygon.material.uniforms.color = new Cesium.Color(1.0, 1.0, 0.0, 1.0);
// Create the default material:
polygon.material = new Cesium.Material();
// Create a color material with full Fabric notation:
polygon.material = new Cesium.Material({
fabric: {
type: 'Color',
uniforms: {
color: new Cesium.Color(1.0, 1.0, 0.0, 1.0)
}
}
});
Demo:
See:
Members
Gets the name of the alpha map material.
Gets the name of the aspect ramp material.
Gets the name of the bump map material.
Gets the name of the checkerboard material.
Gets the name of the color material.
Gets or sets the default cube map texture uniform value.
Gets or sets the default texture uniform value.
Gets the name of the diffuce map material.
Gets the name of the dot material.
Gets the name of the elevation band material.
Gets the name of the elevation contour material.
Gets the name of the elevation contour material.
Gets the name of the emmision map material.
Gets the name of the fade material.
Gets the name of the grid material.
Gets the name of the image material.
Gets the name of the normal map material.
Gets the name of the polyline arrow material.
Gets the name of the polyline glow material.
Gets the name of the polyline glow material.
Gets the name of the polyline outline material.
Gets the name of the rim lighting material.
Gets the name of the slope ramp material.
Gets the name of the specular map material.
Gets the name of the stripe material.
Gets the name of the water mask material.
Gets the name of the water material.
Maps sub-material names to Material objects.
-
Default Value:
undefined
The glsl shader source for this material.
-
Default Value:
undefined
When
true
or a function that returns true
,
the geometry is expected to appear translucent.
-
Default Value:
undefined
The material type. Can be an existing type or a new type. If no type is specified in fabric, type is a GUID.
-
Default Value:
undefined
Maps uniform names to their values.
-
Default Value:
undefined
Methods
static Cesium.Material.fromType(type, uniforms) → Material
Creates a new material using an existing material type.
Shorthand for: new Material({fabric : {type : type}});
Shorthand for: new Material({fabric : {type : type}});
Name | Type | Description |
---|---|---|
type |
string | The base material type. |
uniforms |
object | optional Overrides for the default uniforms. |
Returns:
New material object.
Throws:
-
DeveloperError : material with that type does not exist.
Example:
const material = Cesium.Material.fromType('Color', {
color: new Cesium.Color(1.0, 0.0, 0.0, 1.0)
});
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.
Once an object is destroyed, it should not be used; calling any function other than
Once an object is destroyed, it should not be used; calling any function other than
isDestroyed
will result in a DeveloperError
exception. Therefore,
assign the return value (undefined
) to the object as done in the example.
Throws:
-
DeveloperError : This object was destroyed, i.e., destroy() was called.
Example:
material = material && material.destroy();
See:
Returns true if this object was destroyed; otherwise, false.
If this object was destroyed, it should not be used; calling any function other than
If this object was destroyed, it should not be used; calling any function other than
isDestroyed
will result in a DeveloperError
exception.
Returns:
True if this object was destroyed; otherwise, false.
See:
Gets whether or not this material is translucent.
Returns:
true
if this material is translucent, false
otherwise.