MaterialAppearance
An appearance for arbitrary geometry (as opposed to EllipsoidSurfaceAppearance, for example) that supports shading with materials.
const primitive = new Primitive({
geometryInstances : new GeometryInstance({
geometry : new WallGeometry({
materialSupport : MaterialAppearance.MaterialSupport.BASIC.vertexFormat,
// ...
})
}),
appearance : new MaterialAppearance({
material : Material.fromType('Color'),
faceForward : true
})
});
See also
Types
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.
Properties
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.
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.
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.
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.
The type of materials supported by this instance. This impacts the required VertexFormat and the complexity of the vertex and fragment shaders.
The WebGL fixed-function state to use when rendering the geometry.
When true
, the geometry is expected to appear translucent.
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.
The GLSL source code for the vertex shader.
Functions
Procedurally creates the full GLSL fragment shader source. For MaterialAppearance, this is derived from MaterialAppearance.fragmentShaderSource, MaterialAppearance.material, MaterialAppearance.flat, and MaterialAppearance.faceForward.
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.
Determines if the geometry is translucent based on MaterialAppearance.translucent and Material.isTranslucent.