MaterialAppearance

new Cesium.MaterialAppearance(options)

An appearance for arbitrary geometry (as opposed to EllipsoidSurfaceAppearance, for example) that supports shading with materials.
Name Type Description
options Object optional Object with the following properties:
Name Type Default Description
flat Boolean false optional When true, flat shading is used in the fragment shader, which means lighting is not taking into account.
faceForward Boolean !options.closed optional 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.
translucent Boolean true optional When true, the geometry is expected to appear translucent so MaterialAppearance#renderState has alpha blending enabled.
closed Boolean false optional When true, the geometry is expected to be closed so MaterialAppearance#renderState has backface culling enabled.
materialSupport MaterialAppearance.MaterialSupport MaterialAppearance.MaterialSupport.TEXTURED optional The type of materials that will be supported.
material Material Material.ColorType optional The material used to determine the fragment color.
vertexShaderSource String optional Optional GLSL vertex shader source to override the default vertex shader.
fragmentShaderSource String optional Optional GLSL fragment shader source to override the default fragment shader.
renderState RenderState optional 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
  })

});
Demo:
See:

Members

readonlyclosed : Boolean

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

readonlyfaceForward : Boolean

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.
Default Value: true

readonlyflat : Boolean

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

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.
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:

readonlymaterialSupport : MaterialAppearance.MaterialSupport

The type of materials supported by this instance. This impacts the required VertexFormat and the complexity of the vertex and fragment shaders.
Default Value: MaterialAppearance.MaterialSupport.TEXTURED

readonlyrenderState : Object

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

The render state can be explicitly defined when constructing a MaterialAppearance instance, or it is set implicitly via MaterialAppearance#translucent and MaterialAppearance#closed.

translucent : Boolean

When true, the geometry is expected to appear translucent.
Default Value: true
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.
Default Value: MaterialAppearance.MaterialSupport.TEXTURED.vertexFormat

readonlyvertexShaderSource : String

The GLSL source code for the vertex shader.

Methods

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.
Returns:
The full GLSL fragment shader source.

getRenderState()Object

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.
Returns:
The render state.

isTranslucent()Boolean

Determines if the geometry is translucent based on MaterialAppearance#translucent and Material#isTranslucent.
Returns:
true if the appearance is translucent.