Appearance
KBE3D / KBCore / Cesium / PerInstanceColorAppearance
类: PerInstanceColorAppearance
An appearance for GeometryInstance instances with color attributes. This allows several geometry instances, each with a different color, to be drawn with the same Primitive as shown in the second example below.
示例
ts
// A solid white line segment
const primitive = new Cesium.Primitive({
geometryInstances : new Cesium.GeometryInstance({
geometry : new Cesium.SimplePolylineGeometry({
positions : Cesium.Cartesian3.fromDegreesArray([
0.0, 0.0,
5.0, 0.0
])
}),
attributes : {
color : Cesium.ColorGeometryInstanceAttribute.fromColor(new Cesium.Color(1.0, 1.0, 1.0, 1.0))
}
}),
appearance : new Cesium.PerInstanceColorAppearance({
flat : true,
translucent : false
})
});
// Two rectangles in a primitive, each with a different color
const instance = new Cesium.GeometryInstance({
geometry : new Cesium.RectangleGeometry({
rectangle : Cesium.Rectangle.fromDegrees(0.0, 20.0, 10.0, 30.0)
}),
attributes : {
color : new Cesium.ColorGeometryInstanceAttribute(1.0, 0.0, 0.0, 0.5)
}
});
const anotherInstance = new Cesium.GeometryInstance({
geometry : new Cesium.RectangleGeometry({
rectangle : Cesium.Rectangle.fromDegrees(0.0, 40.0, 10.0, 50.0)
}),
attributes : {
color : new Cesium.ColorGeometryInstanceAttribute(0.0, 0.0, 1.0, 0.5)
}
});
const rectanglePrimitive = new Cesium.Primitive({
geometryInstances : [instance, anotherInstance],
appearance : new Cesium.PerInstanceColorAppearance()
});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 PerInstanceColorAppearance#renderState has alpha blending enabled.
参数
When <code>true</code>, the geometry is expected to be closed so PerInstanceColorAppearance#renderState has backface culling enabled.
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
VERTEX_FORMAT
readonlystaticVERTEX_FORMAT:VertexFormat
The VertexFormat that all PerInstanceColorAppearance instances are compatible with. This requires only <code>position</code> and <code>normal</code> attributes.
FLAT_VERTEX_FORMAT
readonlystaticFLAT_VERTEX_FORMAT:VertexFormat
The VertexFormat that all PerInstanceColorAppearance instances are compatible with when PerInstanceColorAppearance#flat is <code>true</code>. This requires only a <code>position</code> attribute.
material
material:
Material
This property is part of the Appearance interface, but is not used by PerInstanceColorAppearance since a fully custom fragment shader is used.
translucent
translucent:
boolean
When <code>true</code>, the geometry is expected to appear translucent so PerInstanceColorAppearance#renderState has alpha blending enabled.
vertexShaderSource
readonlyvertexShaderSource:string
The GLSL source code for the vertex shader.
fragmentShaderSource
readonlyfragmentShaderSource:string
The GLSL source code for the fragment shader.
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 PerInstanceColorAppearance instance, or it is set implicitly via PerInstanceColorAppearance#translucent and PerInstanceColorAppearance#closed. </p>
closed
readonlyclosed:boolean
When <code>true</code>, the geometry is expected to be closed so PerInstanceColorAppearance#renderState has backface culling enabled. If the viewer enters the geometry, it will not be visible.
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 PerInstanceColorAppearance, this is derived from PerInstanceColorAppearance#fragmentShaderSource, PerInstanceColorAppearance#flat, and PerInstanceColorAppearance#faceForward.
返回
string
The full GLSL fragment shader source.
isTranslucent()
isTranslucent():
boolean
Determines if the geometry is translucent based on PerInstanceColorAppearance#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 PerInstanceColorAppearance(
options?: {flat?:boolean;faceForward?:boolean;translucent?:boolean;closed?:boolean;vertexShaderSource?:string;fragmentShaderSource?:string;renderState?:any; }):PerInstanceColorAppearance
参数
options?
flat?
boolean
faceForward?
boolean
translucent?
boolean
closed?
boolean
vertexShaderSource?
string
fragmentShaderSource?
string
renderState?
any
返回
PerInstanceColorAppearance
