main.cesium.EllipsoidSurfaceAppearance.kt Maven / Gradle / Ivy
// Automatically generated - do not modify!
@file:Suppress(
"NON_EXTERNAL_DECLARATION_IN_INAPPROPRIATE_FILE",
)
package cesium
/**
* An appearance for geometry on the surface of the ellipsoid like [PolygonGeometry]
* and [RectangleGeometry], which supports all materials like [MaterialAppearance]
* with {@link MaterialAppearance.MaterialSupport.ALL}. However, this appearance requires
* fewer vertex attributes since the fragment shader can procedurally compute `normal`,
* `tangent`, and `bitangent`.
* ```
* var primitive = new Primitive({
* geometryInstances : new GeometryInstance({
* geometry : new PolygonGeometry({
* vertexFormat : EllipsoidSurfaceAppearance.VERTEX_FORMAT,
* // ...
* })
* }),
* appearance : new EllipsoidSurfaceAppearance({
* material : Material.fromType('Stripe')
* })
* });
* ```
* @see Online Documentation
*/
@JsName("\$cesium__EllipsoidSurfaceAppearance")
external class EllipsoidSurfaceAppearance(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.aboveGround`
* @property [translucent] When `true`, the geometry is expected to appear translucent so [EllipsoidSurfaceAppearance.renderState] has alpha blending enabled.
* Default value - `true`
* @property [aboveGround] When `true`, the geometry is expected to be on the ellipsoid's surface - not at a constant height above it - so [EllipsoidSurfaceAppearance.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 flat: Boolean?
var faceForward: Boolean?
var translucent: Boolean?
var aboveGround: Boolean?
var material: Material?
var vertexShaderSource: String?
var fragmentShaderSource: String?
var renderState: Any?
}
/**
* The material used to determine the fragment color. Unlike other [EllipsoidSurfaceAppearance]
* 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 [EllipsoidSurfaceAppearance.material],
* [EllipsoidSurfaceAppearance.flat], and [EllipsoidSurfaceAppearance.faceForward].
* Use [EllipsoidSurfaceAppearance.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 [EllipsoidSurfaceAppearance]
* instance, or it is set implicitly via [EllipsoidSurfaceAppearance.translucent]
* and [EllipsoidSurfaceAppearance.aboveGround].
* @see Online Documentation
*/
val renderState: Any
/**
* When `true`, the geometry is expected to be closed so
* [EllipsoidSurfaceAppearance.renderState] has backface culling enabled.
* If the viewer enters the geometry, it will not be visible.
* @see Online Documentation
*/
val closed: Boolean
/**
* 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
/**
* When `true`, the geometry is expected to be on the ellipsoid's
* surface - not at a constant height above it - so [EllipsoidSurfaceAppearance.renderState]
* has backface culling enabled.
* @see Online Documentation
*/
val aboveGround: Boolean
/**
* Procedurally creates the full GLSL fragment shader source. For [EllipsoidSurfaceAppearance],
* this is derived from [EllipsoidSurfaceAppearance.fragmentShaderSource], [EllipsoidSurfaceAppearance.flat],
* and [EllipsoidSurfaceAppearance.faceForward].
* @return The full GLSL fragment shader source.
* @see Online Documentation
*/
fun getFragmentShaderSource(): String
/**
* Determines if the geometry is translucent based on [EllipsoidSurfaceAppearance.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
companion object {
/**
* The [VertexFormat] that all [EllipsoidSurfaceAppearance] instances
* are compatible with, which requires only `position` and `st`
* attributes. Other attributes are procedurally computed in the fragment shader.
* @see Online Documentation
*/
val VERTEX_FORMAT: VertexFormat
}
}