Class: EllipsoidSurfaceAppearance

EllipsoidSurfaceAppearance

new EllipsoidSurfaceAppearance(optionsopt)

An appearance for geometry on the surface of the ellipsoid like PolygonGeometry and RectangleGeometry, which supports all materials like MaterialAppearance with MaterialAppearance.MaterialSupport.ALL. However, this appearance requires fewer vertex attributes since the fragment shader can procedurally compute normal, binormal, and tangent.
Parameters:
Name Type Attributes Description
options Object <optional>
Object with the following properties:
Properties
Name Type Attributes Default Description
flat Boolean <optional>
false When true, flat shading is used in the fragment shader, which means lighting is not taking into account.
faceForward Boolean <optional>
options.aboveGround 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 <optional>
true When true, the geometry is expected to appear translucent so EllipsoidSurfaceAppearance#renderState has alpha blending enabled.
aboveGround Boolean <optional>
false 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.
material Material <optional>
Material.ColorType 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.
Source:
See:
Example
var primitive = new Cesium.Primitive({
  geometryInstances : new Cesium.GeometryInstance({
    geometry : new Cesium.PolygonGeometry({
      vertexFormat : Cesium.EllipsoidSurfaceAppearance.VERTEX_FORMAT,
      // ...
    })
  }),
  appearance : new Cesium.EllipsoidSurfaceAppearance({
    material : Cesium.Material.fromType('Stripe')
  })
});

Members

(static, constant) VERTEX_FORMAT :VertexFormat

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.
Type:
Source:

(readonly) aboveGround :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.
Type:
  • Boolean
Default Value:
  • false
Source:

(readonly) closed :Boolean

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.
Type:
  • Boolean
Default Value:
  • false
Source:

(readonly) faceForward :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.
Type:
  • Boolean
Default Value:
  • true
Source:

(readonly) flat :Boolean

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

(readonly) fragmentShaderSource :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.
Type:
  • String
Source:

material :Material

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.
Type:
Default Value:
Source:
See:

(readonly) renderState :Object

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.

Type:
  • Object
Source:

translucent :Boolean

When true, the geometry is expected to appear translucent.
Type:
  • Boolean
Default Value:
  • true
Source:

(readonly) vertexFormat :VertexFormat

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.
Type:
Default Value:
Source:

(readonly) vertexShaderSource :String

The GLSL source code for the vertex shader.
Type:
  • String
Source:

Methods

getFragmentShaderSource() → {String}

Procedurally creates the full GLSL fragment shader source. For EllipsoidSurfaceAppearance, this is derived from EllipsoidSurfaceAppearance#fragmentShaderSource, EllipsoidSurfaceAppearance#flat, and EllipsoidSurfaceAppearance#faceForward.
Source:
Returns:
The full GLSL fragment shader source.
Type
String

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.
Source:
Returns:
The render state.
Type
Object

isTranslucent() → {Boolean}

Determines if the geometry is translucent based on EllipsoidSurfaceAppearance#translucent and Material#isTranslucent.
Source:
Returns:
true if the appearance is translucent.
Type
Boolean