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KBE3D / KBCore / Cesium / DebugAppearance

类: DebugAppearance

Visualizes a vertex attribute by displaying it as a color for debugging. <p> Components for well-known unit-length vectors, i.e., <code>normal</code>, <code>tangent</code>, and <code>bitangent</code>, are scaled and biased from [-1.0, 1.0] to (-1.0, 1.0). </p>

示例

ts
const primitive = new Cesium.Primitive({
  geometryInstances : // ...
  appearance : new Cesium.DebugAppearance({
    attributeName : 'normal'
  })
});

参数

Object with the following properties:

参数

The name of the attribute to visualize.

参数

Boolean that determines whether this attribute is a per-instance geometry attribute.

参数

The GLSL datatype of the attribute. Supported datatypes are <code>float</code>, <code>vec2</code>, <code>vec3</code>, and <code>vec4</code>.

参数

Optional GLSL vertex shader source to override the default vertex shader.

参数

Optional GLSL fragment shader source to override the default fragment shader.

参数

Optional render state to override the default render state.

属性

material

material: Material

This property is part of the Appearance interface, but is not used by DebugAppearance since a fully custom fragment shader is used.


translucent

translucent: boolean

When <code>true</code>, the geometry is expected to appear translucent.


vertexShaderSource

readonly vertexShaderSource: string

The GLSL source code for the vertex shader.


fragmentShaderSource

readonly fragmentShaderSource: string

The GLSL source code for the fragment shader. The full fragment shader source is built procedurally taking into account the DebugAppearance#material. Use DebugAppearance#getFragmentShaderSource to get the full source.


renderState

readonly renderState: any

The WebGL fixed-function state to use when rendering the geometry.


closed

readonly closed: boolean

When <code>true</code>, the geometry is expected to be closed.


attributeName

readonly attributeName: string

The name of the attribute being visualized.


glslDatatype

readonly glslDatatype: string

The GLSL datatype of the attribute being visualized.

方法

getFragmentShaderSource()

getFragmentShaderSource(): string

Returns the full GLSL fragment shader source, which for DebugAppearance is just DebugAppearance#fragmentShaderSource.

返回

string

The full GLSL fragment shader source.


isTranslucent()

isTranslucent(): boolean

Determines if the geometry is translucent based on DebugAppearance#translucent.

返回

boolean

true if the appearance is translucent.


getRenderState()

getRenderState(): any

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.

返回

any

The render state.

构造函数

构造函数

new DebugAppearance(options: { attributeName: string; perInstanceAttribute?: boolean; glslDatatype?: string; vertexShaderSource?: string; fragmentShaderSource?: string; renderState?: any; }): DebugAppearance

参数

options
attributeName

string

perInstanceAttribute?

boolean

glslDatatype?

string

vertexShaderSource?

string

fragmentShaderSource?

string

renderState?

any

返回

DebugAppearance

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