new MaterialAppearance
An appearance for arbitrary geometry (as opposed to EllipsoidSurfaceAppearance, for example) that supports shading with materials.
Parameters:
Name | Type | Argument | Default | Description |
---|---|---|---|---|
options.flat |
Boolean |
<optional> |
false | When true , flat shading is used in the fragment shader, which means lighting is not taking into account. |
options.faceForward |
Boolean |
<optional> |
false | 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 like WallGeometry. |
options.translucent |
Boolean |
<optional> |
true | When true , the geometry is expected to appear translucent so MaterialAppearance#renderState has alpha blending enabled. |
options.closed |
Boolean |
<optional> |
false | When true , the geometry is expected to be closed so MaterialAppearance#renderState has backface culling enabled. |
options.materialSupport |
MaterialAppearance.MaterialSupport |
<optional> |
MaterialAppearance.MaterialSupport.TEXTURED | The type of materials that will be supported. |
options.material |
Material |
<optional> |
Material.ColorType | The material used to determine the fragment color. |
options.vertexShaderSource |
String |
<optional> |
undefined | Optional GLSL vertex shader source to override the default vertex shader. |
options.fragmentShaderSource |
String |
<optional> |
undefined | Optional GLSL fragment shader source to override the default fragment shader. |
options.renderState |
RenderState |
<optional> |
undefined | Optional render state to override the default render state. |
Example
var primitive = new Primitive({ geometryInstances : new GeometryInstance({ geometry : new WallGeometry({ materialSupport : MaterialAppearance.MaterialSupport.BASIC.vertexFormat, // ... }) }), appearance : new MaterialAppearance({ material : Material.fromType(scene.getContext(), 'Color'), faceForward : true }) });
See:
Source:
Members
-
<readonly> closed
-
When
true
, the geometry is expected to be closed so MaterialAppearance#renderState has backface culling enabled. If the viewer enters the geometry, it will not be visible.- Default Value:
- false
-
<readonly> faceForward
-
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 like WallGeometry.- Default Value:
- false
-
<readonly> flat
-
When
true
, flat shading is used in the fragment shader, which means lighting is not taking into account.- Default Value:
- false
-
<readonly> fragmentShaderSource :String
-
The GLSL source code for the fragment shader. The full fragment shader source is built procedurally taking into account MaterialAppearance#material, MaterialAppearance#flat, and MaterialAppearance#faceForward. Use MaterialAppearance#getFragmentShaderSource to get the full source.
-
getFragmentShaderSource
-
Procedurally creates the full GLSL fragment shader source. For MaterialAppearance, this is derived from MaterialAppearance#fragmentShaderSource, MaterialAppearance#material, MaterialAppearance#flat, and MaterialAppearance#faceForward.
-
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:
-
<readonly> materialSupport :MaterialAppearance.MaterialSupport
-
The type of materials supported by this instance. This impacts the required VertexFormat and the complexity of the vertex and fragment shaders.
-
<readonly> renderState :Object
-
The render state. This is not the final RenderState instance; instead, it can contain a subset of render state properties identical to
renderState
passed to Context#createRenderState.The render state can be explicitly defined when constructing a MaterialAppearance instance, or it is set implicitly via MaterialAppearance#translucent and MaterialAppearance#closed.
-
<readonly> translucent
-
When
true
, the geometry is expected to appear translucent so MaterialAppearance#renderState has alpha blending enabled.- Default Value:
- true
-
<readonly> vertexFormat :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.
-
<readonly> vertexShaderSource :String
-
The GLSL source code for the vertex shader.