MaterialAppearance

MaterialAppearance

new

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>
!options.closed 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 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
  })
});
See:
Source:

Members

<readonly>

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>

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.

<readonly>

When true, flat shading is used in the fragment shader, which means lighting is not taking into account.
Default Value:
  • false

<readonly> :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.

Procedurally creates the full GLSL fragment shader source. For MaterialAppearance, this is derived from MaterialAppearance#fragmentShaderSource, MaterialAppearance#material, MaterialAppearance#flat, and MaterialAppearance#faceForward.

Creates a 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.

Determines if the geometry is translucent based on MaterialAppearance#translucent and Material#isTranslucent.

: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> :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> :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>

When true, the geometry is expected to appear translucent so MaterialAppearance#renderState has alpha blending enabled.
Default Value:
  • true

<readonly> :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> :String

The GLSL source code for the vertex shader.