PerInstanceColorAppearance

new Cesium.PerInstanceColorAppearance(options)

An appearance for GeometryInstance instances with color attributes. This allows several geometry instances, each with a different color, to be drawn with the same Primitive as shown in the second example below.
参数名称 类型 描述信息
options object 可选 Object with the following properties:
参数名称 类型 默认值 描述信息
flat boolean false 可选 When true, flat shading is used in the fragment shader, which means lighting is not taking into account.
faceForward boolean !options.closed 可选 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 true 可选 When true, the geometry is expected to appear translucent so PerInstanceColorAppearance#renderState has alpha blending enabled.
closed boolean false 可选 When true, the geometry is expected to be closed so PerInstanceColorAppearance#renderState has backface culling enabled.
vertexShaderSource string 可选 Optional GLSL vertex shader source to override the default vertex shader.
fragmentShaderSource string 可选 Optional GLSL fragment shader source to override the default fragment shader.
renderState object 可选 Optional render state to override the default render state.
使用示例:
// A solid white line segment
const primitive = new Cesium.Primitive({
  geometryInstances : new Cesium.GeometryInstance({
    geometry : new Cesium.SimplePolylineGeometry({
      positions : Cesium.Cartesian3.fromDegreesArray([
        0.0, 0.0,
        5.0, 0.0
      ])
    }),
    attributes : {
      color : Cesium.ColorGeometryInstanceAttribute.fromColor(new Cesium.Color(1.0, 1.0, 1.0, 1.0))
    }
  }),
  appearance : new Cesium.PerInstanceColorAppearance({
    flat : true,
    translucent : false
  })
});

// Two rectangles in a primitive, each with a different color
const instance = new Cesium.GeometryInstance({
  geometry : new Cesium.RectangleGeometry({
    rectangle : Cesium.Rectangle.fromDegrees(0.0, 20.0, 10.0, 30.0)
  }),
  attributes : {
    color : new Cesium.ColorGeometryInstanceAttribute(1.0, 0.0, 0.0, 0.5)
  }
});

const anotherInstance = new Cesium.GeometryInstance({
  geometry : new Cesium.RectangleGeometry({
    rectangle : Cesium.Rectangle.fromDegrees(0.0, 40.0, 10.0, 50.0)
  }),
  attributes : {
    color : new Cesium.ColorGeometryInstanceAttribute(0.0, 0.0, 1.0, 0.5)
  }
});

const rectanglePrimitive = new Cesium.Primitive({
  geometryInstances : [instance, anotherInstance],
  appearance : new Cesium.PerInstanceColorAppearance()
});

成员(属性)

static constant Cesium.PerInstanceColorAppearance.FLAT_VERTEX_FORMAT : VertexFormat

The VertexFormat that all PerInstanceColorAppearance instances are compatible with when PerInstanceColorAppearance#flat is true. This requires only a position attribute.

static constant Cesium.PerInstanceColorAppearance.VERTEX_FORMAT : VertexFormat

The VertexFormat that all PerInstanceColorAppearance instances are compatible with. This requires only position and normal attributes.
When true, the geometry is expected to be closed so PerInstanceColorAppearance#renderState has backface culling enabled. If the viewer enters the geometry, it will not be visible.
默认值: false
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.
默认值: true
When true, flat shading is used in the fragment shader, which means lighting is not taking into account.
默认值: false

readonly fragmentShaderSource : string

The GLSL source code for the fragment shader.
This property is part of the Appearance interface, but is not used by PerInstanceColorAppearance since a fully custom fragment shader is used.
默认值: undefined
The WebGL fixed-function state to use when rendering the geometry.

The render state can be explicitly defined when constructing a PerInstanceColorAppearance instance, or it is set implicitly via PerInstanceColorAppearance#translucent and PerInstanceColorAppearance#closed.

When true, the geometry is expected to appear translucent so PerInstanceColorAppearance#renderState has alpha blending enabled.
默认值: true
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.

readonly vertexShaderSource : string

The GLSL source code for the vertex shader.

方法

getFragmentShaderSource()string

Procedurally creates the full GLSL fragment shader source. For PerInstanceColorAppearance, this is derived from PerInstanceColorAppearance#fragmentShaderSource, PerInstanceColorAppearance#flat, and PerInstanceColorAppearance#faceForward.
返回值:
The full GLSL fragment shader source.
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.
返回值:
The render state.
Determines if the geometry is translucent based on PerInstanceColorAppearance#translucent.
返回值:
true if the appearance is translucent.