main.cesium.DebugAppearance.kt Maven / Gradle / Ivy
// Automatically generated - do not modify!
@file:Suppress(
"NON_EXTERNAL_DECLARATION_IN_INAPPROPRIATE_FILE",
)
package cesium
/**
* Visualizes a vertex attribute by displaying it as a color for debugging.
*
* Components for well-known unit-length vectors, i.e., `normal`,
* `tangent`, and `bitangent`, are scaled and biased
* from [-1.0, 1.0] to (-1.0, 1.0).
* ```
* var primitive = new Primitive({
* geometryInstances : // ...
* appearance : new DebugAppearance({
* attributeName : 'normal'
* })
* });
* ```
* @see Online Documentation
*/
@JsName("\$cesium__DebugAppearance")
external class DebugAppearance(options: ConstructorOptions) {
/**
* @property [attributeName] The name of the attribute to visualize.
* @property [perInstanceAttribute] Boolean that determines whether this attribute is a per-instance geometry attribute.
* Default value - `false`
* @property [glslDatatype] The GLSL datatype of the attribute. Supported datatypes are `float`, `vec2`, `vec3`, and `vec4`.
* Default value - `'vec3'`
* @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 attributeName: String
var perInstanceAttribute: Boolean?
var glslDatatype: String?
var vertexShaderSource: String?
var fragmentShaderSource: String?
var renderState: Any?
}
/**
* This property is part of the [Appearance] interface, but is not
* used by [DebugAppearance] since a fully custom fragment shader is used.
* @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 [DebugAppearance.material].
* Use [DebugAppearance.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
/**
* The name of the attribute being visualized.
* @see Online Documentation
*/
val attributeName: String
/**
* The GLSL datatype of the attribute being visualized.
* @see Online Documentation
*/
val glslDatatype: String
/**
* Returns the full GLSL fragment shader source, which for [DebugAppearance] is just
* [DebugAppearance.fragmentShaderSource].
* @return The full GLSL fragment shader source.
* @see Online Documentation
*/
fun getFragmentShaderSource(): String
/**
* Determines if the geometry is translucent based on [DebugAppearance.translucent].
* @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
}