new MaterialAppearance(options)
An appearance for arbitrary geometry (as opposed to
EllipsoidSurfaceAppearance
, for example)
that supports shading with materials.
Name | Type | Description | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options |
Object |
optional
Object with the following properties:
|
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
})
});
Demo:
See:
Members
-
staticMaterialAppearance.MaterialSupport
-
Determines the type of
Material
that is supported by aMaterialAppearance
instance. This is a trade-off between flexibility (a wide array of materials) and memory/performance (required vertex format and GLSL shader complexity. -
readonlyclosed :Boolean
-
When
true
, the geometry is expected to be closed soMaterialAppearance#renderState
has backface culling enabled. If the viewer enters the geometry, it will not be visible.-
Default Value:
false
-
readonlyfaceForward :Boolean
-
When
true
, 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 likeWallGeometry
.-
Default Value:
true
-
readonlyflat :Boolean
-
When
true
, flat shading is used in the fragment shader, which means lighting is not taking into account.-
Default Value:
false
-
readonlyfragmentShaderSource :String
-
The GLSL source code for the fragment shader. The full fragment shader source is built procedurally taking into account
MaterialAppearance#material
,MaterialAppearance#flat
, andMaterialAppearance#faceForward
. UseMaterialAppearance#getFragmentShaderSource
to get the full source. -
material :Material
-
The material used to determine the fragment color. Unlike other
MaterialAppearance
properties, this is not read-only, so an appearance's material can change on the fly.-
Default Value:
Material.ColorType
See:
-
readonlymaterialSupport :MaterialAppearance.MaterialSupport
-
The type of materials supported by this instance. This impacts the required
VertexFormat
and the complexity of the vertex and fragment shaders.-
Default Value:
MaterialAppearance.MaterialSupport.TEXTURED
-
readonlyrenderState :Object
-
The WebGL fixed-function state to use when rendering the geometry.
The render state can be explicitly defined when constructing a
MaterialAppearance
instance, or it is set implicitly viaMaterialAppearance#translucent
andMaterialAppearance#closed
. -
translucent :Boolean
-
When
true
, the geometry is expected to appear translucent.-
Default Value:
true
-
readonlyvertexFormat :VertexFormat
-
The
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.-
Default Value:
MaterialAppearance.VERTEX_FORMAT
-
readonlyvertexShaderSource :String
-
The GLSL source code for the vertex shader.
Methods
-
getFragmentShaderSource()
-
Procedurally creates the full GLSL fragment shader source. For
MaterialAppearance
, this is derived fromMaterialAppearance#fragmentShaderSource
,MaterialAppearance#material
,MaterialAppearance#flat
, andMaterialAppearance#faceForward
.Returns:
String The full GLSL fragment shader source. -
getRenderState() → Object
-
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.
Returns:
The render state. -
isTranslucent() → Boolean
-
Determines if the geometry is translucent based on
MaterialAppearance#translucent
andMaterial#isTranslucent
.Returns:
true
if the appearance is translucent.