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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

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 MaterialAppearance#material, MaterialAppearance#flat, and MaterialAppearance#faceForward. Use MaterialAppearance#getFragmentShaderSource to get the full source.


renderState

readonly renderState: 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

readonly closed: 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

readonly materialSupport: MaterialSupportType

The type of materials supported by this instance. This impacts the required VertexFormat and the complexity of the vertex and fragment shaders.


vertexFormat

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.


flat

readonly flat: boolean

When <code>true</code>, flat shading is used in the fragment shader, which means lighting is not taking into account.


faceForward

readonly faceForward: 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?

MaterialSupportType

material?

Material

vertexShaderSource?

string

fragmentShaderSource?

string

renderState?

any

返回

MaterialAppearance

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