Appearance
KBE3D / KBCore / Cesium / MaterialAppearance
类: MaterialAppearance
An appearance for arbitrary geometry (as opposed to EllipsoidSurfaceAppearance, for example) that supports shading with materials.
示例
ts
const 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
})
});参数
Object with the following properties:
参数
When <code>true</code>, flat shading is used in the fragment shader, which means lighting is not taking into account.
参数
When <code>true</code>, 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.
参数
When <code>true</code>, the geometry is expected to appear translucent so MaterialAppearance#renderState has alpha blending enabled.
参数
When <code>true</code>, the geometry is expected to be closed so MaterialAppearance#renderState has backface culling enabled.
参数
The type of materials that will be supported.
参数
The material used to determine the fragment color.
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
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.
translucent
translucent:
boolean
When <code>true</code>, the geometry is expected to appear translucent.
vertexShaderSource
readonlyvertexShaderSource:string
The GLSL source code for the vertex shader.
fragmentShaderSource
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, and MaterialAppearance#faceForward. Use MaterialAppearance#getFragmentShaderSource to get the full source.
renderState
readonlyrenderState:any
The WebGL fixed-function state to use when rendering the geometry. <p> The render state can be explicitly defined when constructing a MaterialAppearance instance, or it is set implicitly via MaterialAppearance#translucent and MaterialAppearance#closed. </p>
closed
readonlyclosed:boolean
When <code>true</code>, 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.
materialSupport
readonlymaterialSupport:MaterialSupportType
The type of materials supported by this instance. This impacts the required VertexFormat and the complexity of the vertex and fragment shaders.
vertexFormat
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.
flat
readonlyflat:boolean
When <code>true</code>, flat shading is used in the fragment shader, which means lighting is not taking into account.
faceForward
readonlyfaceForward:boolean
When <code>true</code>, 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.
方法
getFragmentShaderSource()
getFragmentShaderSource():
string
Procedurally creates the full GLSL fragment shader source. For MaterialAppearance, this is derived from MaterialAppearance#fragmentShaderSource, MaterialAppearance#material, MaterialAppearance#flat, and MaterialAppearance#faceForward.
返回
string
The full GLSL fragment shader source.
isTranslucent()
isTranslucent():
boolean
Determines if the geometry is translucent based on MaterialAppearance#translucent and Material#isTranslucent.
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 MaterialAppearance(
options?: {flat?:boolean;faceForward?:boolean;translucent?:boolean;closed?:boolean;materialSupport?:MaterialSupportType;material?:Material;vertexShaderSource?:string;fragmentShaderSource?:string;renderState?:any; }):MaterialAppearance
参数
options?
flat?
boolean
faceForward?
boolean
translucent?
boolean
closed?
boolean
materialSupport?
material?
vertexShaderSource?
string
fragmentShaderSource?
string
renderState?
any
返回
MaterialAppearance
