main.cesium.Appearance.kt Maven / Gradle / Ivy
// Automatically generated - do not modify!
@file:Suppress(
"NON_EXTERNAL_DECLARATION_IN_INAPPROPRIATE_FILE",
)
package cesium
/**
* An appearance defines the full GLSL vertex and fragment shaders and the
* render state used to draw a [Primitive]. All appearances implement
* this base `Appearance` interface.
* @see Online Documentation
*/
@JsName("\$cesium__Appearance")
external class Appearance(options: ConstructorOptions? = definedExternally) {
/**
* @property [translucent] When `true`, the geometry is expected to appear translucent so [Appearance.renderState] has alpha blending enabled.
* Default value - `true`
* @property [closed] When `true`, the geometry is expected to be closed so [Appearance.renderState] has backface culling enabled.
* Default value - `false`
* @property [material] The material used to determine the fragment color.
* Default value - [Material.ColorType]
* @property [vertexShaderSource] Optional GLSL vertex shader source to override the default vertex shader.
* @property [fragmentShaderSource] Optional GLSL fragment shader source to override the default fragment shader.
* @property [renderState] Optional render state to override the default render state.
*/
interface ConstructorOptions {
var translucent: Boolean?
var closed: Boolean?
var material: Material?
var vertexShaderSource: String?
var fragmentShaderSource: String?
var renderState: Any?
}
/**
* The material used to determine the fragment color. Unlike other [Appearance]
* properties, this is not read-only, so an appearance's material can change on the fly.
* @see Online Documentation
*/
var material: Material
/**
* When `true`, the geometry is expected to appear translucent.
* @see Online Documentation
*/
var translucent: Boolean
/**
* The GLSL source code for the vertex shader.
* @see Online Documentation
*/
val vertexShaderSource: String
/**
* The GLSL source code for the fragment shader. The full fragment shader
* source is built procedurally taking into account the [Appearance.material].
* Use [Appearance.getFragmentShaderSource] to get the full source.
* @see Online Documentation
*/
val fragmentShaderSource: String
/**
* The WebGL fixed-function state to use when rendering the geometry.
* @see Online Documentation
*/
val renderState: Any
/**
* When `true`, the geometry is expected to be closed.
* @see Online Documentation
*/
val closed: Boolean
/**
* Procedurally creates the full GLSL fragment shader source for this appearance
* taking into account [Appearance.fragmentShaderSource] and [Appearance.material].
* @return The full GLSL fragment shader source.
* @see Online Documentation
*/
fun getFragmentShaderSource(): String
/**
* Determines if the geometry is translucent based on [Appearance.translucent] and [Material.isTranslucent].
* @return `true` if the appearance is translucent.
* @see Online Documentation
*/
fun isTranslucent(): Boolean
/**
* 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.
* @return The render state.
* @see Online Documentation
*/
fun getRenderState(): Any
}