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// Automatically generated - do not modify!
@file:Suppress(
"NON_EXTERNAL_DECLARATION_IN_INAPPROPRIATE_FILE",
)
package cesium
/**
* An appearance for arbitrary geometry (as opposed to [EllipsoidSurfaceAppearance], for example)
* that supports shading with materials.
* ```
* var primitive = new Primitive({
* geometryInstances : new GeometryInstance({
* geometry : new WallGeometry({
* materialSupport : MaterialAppearance.MaterialSupport.BASIC.vertexFormat,
* // ...
* })
* }),
* appearance : new MaterialAppearance({
* material : Material.fromType('Color'),
* faceForward : true
* })
*
* });
* ```
* @see Online Documentation
*/
@JsName("\$cesium__MaterialAppearance")
external class MaterialAppearance(options: ConstructorOptions? = definedExternally) {
/**
* @property [flat] When `true`, flat shading is used in the fragment shader, which means lighting is not taking into account.
* Default value - `false`
* @property [faceForward] 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 - `!options.closed`
* @property [translucent] When `true`, the geometry is expected to appear translucent so [MaterialAppearance.renderState] has alpha blending enabled.
* Default value - `true`
* @property [closed] When `true`, the geometry is expected to be closed so [MaterialAppearance.renderState] has backface culling enabled.
* Default value - `false`
* @property [materialSupport] The type of materials that will be supported.
* Default value - `MaterialAppearance.MaterialSupport.TEXTURED`
* @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 flat: Boolean?
var faceForward: Boolean?
var translucent: Boolean?
var closed: Boolean?
var materialSupport: MaterialSupportType?
var material: Material?
var vertexShaderSource: String?
var fragmentShaderSource: String?
var renderState: Any?
}
/**
* 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.
* @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 [MaterialAppearance.material],
* [MaterialAppearance.flat], and [MaterialAppearance.faceForward].
* Use [MaterialAppearance.getFragmentShaderSource] to get the full source.
* @see Online Documentation
*/
val fragmentShaderSource: String
/**
* 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].
* @see Online Documentation
*/
val renderState: Any
/**
* 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.
* @see Online Documentation
*/
val closed: Boolean
/**
* The type of materials supported by this instance. This impacts the required
* [VertexFormat] and the complexity of the vertex and fragment shaders.
* @see Online Documentation
*/
val materialSupport: MaterialSupportType
/**
* 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.
* @see Online Documentation
*/
val vertexFormat: VertexFormat
/**
* When `true`, flat shading is used in the fragment shader,
* which means lighting is not taking into account.
* @see Online Documentation
*/
val flat: 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].
* @see Online Documentation
*/
val faceForward: Boolean
/**
* Procedurally creates the full GLSL fragment shader source. For [MaterialAppearance],
* this is derived from [MaterialAppearance.fragmentShaderSource], [MaterialAppearance.material],
* [MaterialAppearance.flat], and [MaterialAppearance.faceForward].
* @return The full GLSL fragment shader source.
* @see Online Documentation
*/
fun getFragmentShaderSource(): String
/**
* Determines if the geometry is translucent based on [MaterialAppearance.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
interface MaterialSupportType {
var vertexFormat: VertexFormat
var vertexShaderSource: String
var fragmentShaderSource: String
}
/**
* Determines the type of [Material] that is supported by a
* [MaterialAppearance] instance. This is a trade-off between
* flexibility (a wide array of materials) and memory/performance
* (required vertex format and GLSL shader complexity.
* @see Online Documentation
*/
object MaterialSupport {
/**
* Only basic materials, which require just `position` and
* `normal` vertex attributes, are supported.
*/
val BASIC: MaterialSupportType
/**
* Materials with textures, which require `position`,
* `normal`, and `st` vertex attributes,
* are supported. The vast majority of materials fall into this category.
*/
val TEXTURED: MaterialSupportType
/**
* All materials, including those that work in tangent space, are supported.
* This requires `position`, `normal`, `st`,
* `tangent`, and `bitangent` vertex attributes.
*/
val ALL: MaterialSupportType
}
}