材质通过漫反射、镜面反射和, 法线、发射和α分量。这些值是使用 JSON模式称为Fabric,它被解析并组装成glsl着色器代码 在幕后。看看wiki page 有关面料的详细信息。 基材类型及其制服:
- Color
color
: rgba color object.- Image
image
: path to image.repeat
: Object with x and y values specifying the number of times to repeat the image.- DiffuseMap
image
: path to image.channels
: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.repeat
: Object with x and y values specifying the number of times to repeat the image.- AlphaMap
image
: path to image.channel
: One character string containing r, g, b, or a for selecting the desired image channel.repeat
: Object with x and y values specifying the number of times to repeat the image.- SpecularMap
image
: path to image.channel
: One character string containing r, g, b, or a for selecting the desired image channel.repeat
: Object with x and y values specifying the number of times to repeat the image.- EmissionMap
image
: path to image.channels
: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.repeat
: Object with x and y values specifying the number of times to repeat the image.- BumpMap
image
: path to image.channel
: One character string containing r, g, b, or a for selecting the desired image channel.repeat
: Object with x and y values specifying the number of times to repeat the image.strength
: Bump strength value between 0.0 and 1.0 where 0.0 is small bumps and 1.0 is large bumps.- NormalMap
image
: path to image.channels
: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.repeat
: Object with x and y values specifying the number of times to repeat the image.strength
: Bump strength value between 0.0 and 1.0 where 0.0 is small bumps and 1.0 is large bumps.- Grid
color
: rgba color object for the whole material.cellAlpha
: Alpha value for the cells between grid lines. This will be combined with color.alpha.lineCount
: Object with x and y values specifying the number of columns and rows respectively.lineThickness
: Object with x and y values specifying the thickness of grid lines (in pixels where available).lineOffset
: Object with x and y values specifying the offset of grid lines (range is 0 to 1).- Stripe
horizontal
: Boolean that determines if the stripes are horizontal or vertical.evenColor
: rgba color object for the stripe's first color.oddColor
: rgba color object for the stripe's second color.offset
: Number that controls at which point into the pattern to begin drawing; with 0.0 being the beginning of the even color, 1.0 the beginning of the odd color, 2.0 being the even color again, and any multiple or fractional values being in between.repeat
: Number that controls the total number of stripes, half light and half dark.- Checkerboard
lightColor
: rgba color object for the checkerboard's light alternating color.darkColor
: rgba color object for the checkerboard's dark alternating color.repeat
: Object with x and y values specifying the number of columns and rows respectively.- Dot
lightColor
: rgba color object for the dot color.darkColor
: rgba color object for the background color.repeat
: Object with x and y values specifying the number of columns and rows of dots respectively.- Water
baseWaterColor
: rgba color object base color of the water.blendColor
: rgba color object used when blending from water to non-water areas.specularMap
: Single channel texture used to indicate areas of water.normalMap
: Normal map for water normal perturbation.frequency
: Number that controls the number of waves.normalMap
: Normal map for water normal perturbation.animationSpeed
: Number that controls the animations speed of the water.amplitude
: Number that controls the amplitude of water waves.specularIntensity
: Number that controls the intensity of specular reflections.- RimLighting
color
: diffuse color and alpha.rimColor
: diffuse color and alpha of the rim.width
: Number that determines the rim's width.- Fade
fadeInColor
: diffuse color and alpha attime
fadeOutColor
: diffuse color and alpha atmaximumDistance
fromtime
maximumDistance
: Number between 0.0 and 1.0 where thefadeInColor
becomes thefadeOutColor
. A value of 0.0 gives the entire material a color offadeOutColor
and a value of 1.0 gives the the entire material a color offadeInColor
repeat
: true if the fade should wrap around the texture coodinates.fadeDirection
: Object with x and y values specifying if the fade should be in the x and y directions.time
: Object with x and y values between 0.0 and 1.0 of thefadeInColor
position- PolylineArrow
color
: diffuse color and alpha.- PolylineDash
color
: color for the line.gapColor
: color for the gaps in the line.dashLength
: Dash length in pixels.dashPattern
: The 16 bit stipple pattern for the line..- PolylineGlow
color
: color and maximum alpha for the glow on the line.glowPower
: strength of the glow, as a percentage of the total line width (less than 1.0).taperPower
: strength of the tapering effect, as a percentage of the total line length. If 1.0 or higher, no taper effect is used.- PolylineOutline
color
: diffuse color and alpha for the interior of the line.outlineColor
: diffuse color and alpha for the outline.outlineWidth
: width of the outline in pixels.- ElevationContour
color
: color and alpha for the contour line.spacing
: spacing for contour lines in meters.width
: Number specifying the width of the grid lines in pixels.- ElevationRamp
image
: color ramp image to use for coloring the terrain.minimumHeight
: minimum height for the ramp.maximumHeight
: maximum height for the ramp.- SlopeRamp
image
: color ramp image to use for coloring the terrain by slope.- AspectRamp
image
: color ramp image to use for color the terrain by aspect.
Name | Type | Description | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options |
Object | optional
具有以下属性的对象:
|
Throws:
-
DeveloperError :fabric:uniform的类型无效。
-
DeveloperError :面料:制服和材料不能共享同一属性。
-
DeveloperError :fabric:不能在同一节中包含源和组件。
-
DeveloperError :fabric:属性名无效。它应该是“类型”、“材料”、“制服”、“组件”或“来源”。
-
DeveloperError :fabric:属性名无效。它应该是“漫反射”、“镜面反射”、“反光度”、“法线”、“发射”或“阿尔法”。
-
DeveloperError :strict:着色器源不使用字符串。
-
DeveloperError :strict:shader source不使用uniform。
-
DeveloperError :strict:着色器源不使用材质。
- Fabric wiki page for a more detailed options of Fabric.
Example:
// Create a color material with fromType:
polygon.material = Cesium.Material.fromType('Color');
polygon.material.uniforms.color = new Cesium.Color(1.0, 1.0, 0.0, 1.0);
// Create the default material:
polygon.material = new Cesium.Material();
// Create a color material with full Fabric notation:
polygon.material = new Cesium.Material({
fabric : {
type : 'Color',
uniforms : {
color : new Cesium.Color(1.0, 1.0, 0.0, 1.0)
}
}
});
Demo:
See:
Members
获取alpha贴图材质的名称。
获取目标渐变材质的名称。
获取凹凸贴图材质的名称。
获取棋盘材质的名称。
获取颜色材质的名称。
获取或设置默认的多维数据集贴图纹理统一值。
获取或设置默认纹理统一值。
获取diffuce贴图材质的名称。
获取点材质的名称。
获取立面轮廓材质的名称。
获取立面轮廓材质的名称。
获取emmision贴图材质的名称。
获取淡入淡出材质的名称。
获取栅格材质的名称。
获取图像材质的名称。
获取法线贴图材质的名称。
获取折线箭头材质的名称。
获取折线发光材质的名称。
获取折线发光材质的名称。
获取折线轮廓材质的名称。
获取边缘照明材质的名称。
获取坡度渐变材质的名称。
获取高光贴图材质的名称。
获取条纹材质的名称。
获取水材质的名称。
将子材质名称映射到材质对象。
-
Default Value:
undefined
此材质的glsl着色器源。
-
Default Value:
undefined
当
true
或返回true
的函数时,
几何体看起来是半透明的。-
Default Value:
undefined
材料类型。可以是现有类型或新类型。如果结构中未指定类型,则类型为GUID。
-
Default Value:
undefined
将统一名称映射到它们的值。
-
Default Value:
undefined
Methods
static Cesium.Material.fromType(type, uniforms) → Material
使用现有材质类型创建新材质。 简写:新材料({fabric:{type:type}});
Name | Type | Description |
---|---|---|
type |
String | 基材类型。 |
uniforms |
Object | optional 默认制服的覆盖。 |
Returns:
新材质对象。
Throws:
-
DeveloperError :该类型的材料不存在。
Example:
var material = Cesium.Material.fromType('Color', {
color : new Cesium.Color(1.0, 0.0, 0.0, 1.0)
});
销毁此对象持有的WebGL资源。销毁一个对象允许确定性 释放WebGL资源,而不是依赖垃圾回收器销毁此对象。 一旦一个对象被销毁,就不应该使用它;调用除
isDestroyed
将导致DeveloperError
异常。因此,
如示例所示,将返回值(undefined
)分配给对象。Throws:
-
DeveloperError :此对象已销毁,即调用destroy()。
Example:
material = material && material.destroy();
See:
Returns:
如果此对象被销毁,则为True;否则为false。
See:
不管材料是否透明。
Returns:
如果这种材料是半透明的,则为
true
,否则为false
。