A Material defines surface appearance through a combination of diffuse, specular,
normal, emission, and alpha components. These values are specified using a
JSON schema called Fabric which gets parsed and assembled into glsl shader code
behind-the-scenes. Check out the wiki page
for more details on Fabric.
Base material types and their uniforms:
Base material types and their uniforms:
- Color(颜色材质)
color
: cesium颜色对象.- Image(图片贴图)
image
: 图片路径.repeat
: x,y方向的重复次数.- DiffuseMap(颜色贴图)
image
: 图片路径.channels
: 图像通道,包含r,g,b的字符串,表示使用图像的哪些颜色通道.repeat
: x,y方向的重复次数.- AlphaMap(透明贴图)
image
: 图片路径.channel
: 图像通道,包含r,g,b的单个字符,表示使用图像的哪个颜色通道.repeat
: x,y方向的重复次数.- SpecularMap(高光贴图)
image
: 图片路径.channel
: 图像通道,包含r,g,b的单个字符,表示使用图像的哪个颜色通道.repeat
: x,y方向的重复次数.- EmissionMap(放射光贴图)
image
: 图片路径.channels
: 图像通道,包含r,g,b的字符串,表示使用图像的哪些颜色通道.repeat
: x,y方向的重复次数.- BumpMap(凹凸贴图)
image
: 图片路径.channel
: 图像通道,包含r,g,b的单个字符,表示使用图像的哪个颜色通道.repeat
: x,y方向的重复次数.strength
: 凹凸强度,0.0-1.0之间,0表示低强度,1表示高强度.- NormalMap(法向贴图)
image
: 图片路径.channels
: 图像通道,包含r,g,b的字符串,表示使用图像的哪些颜色通道.repeat
: x,y方向的重复次数.strength
: 凹凸强度,0.0-1.0之间,0表示低强度,1表示高强度.- Grid(网格材质)
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(条纹材质)
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(棋牌材质)
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(点材质)
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(水面材质)
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.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(边缘光材质)
color
: diffuse color and alpha.rimColor
: diffuse color and alpha of the rim.width
: Number that determines the rim's width.- Fade(渐隐材质)
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(带箭头的线)
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(发光线)
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(外边线)
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(等高线材质)
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(等值面材质)
image
: color ramp image to use for coloring the terrain.minimumHeight
: minimum height for the ramp.maximumHeight
: maximum height for the ramp.- SlopeRamp(坡度材质)
image
: color ramp image to use for coloring the terrain by slope.- AspectRamp(坡向材质)
image
: color ramp image to use for color the terrain by aspect.- ElevationBand(高程赋色)
heights
: image of heights sorted from lowest to highest.colors
: image of colors at the corresponding heights.
Name | Type | Description | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options |
Object |
optional
Object with the following properties:
|
Throws:
-
DeveloperError : fabric: uniform has invalid type.
-
DeveloperError : fabric: uniforms and materials cannot share the same property.
-
DeveloperError : fabric: cannot have source and components in the same section.
-
DeveloperError : fabric: property name is not valid. It should be 'type', 'materials', 'uniforms', 'components', or 'source'.
-
DeveloperError : fabric: property name is not valid. It should be 'diffuse', 'specular', 'shininess', 'normal', 'emission', or 'alpha'.
-
DeveloperError : strict: shader source does not use string.
-
DeveloperError : strict: shader source does not use uniform.
-
DeveloperError : strict: shader source does not use material.
- 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
Gets the name of the alpha map material.
Gets the name of the snow terrain material.
Gets the name of the aspect ramp material.
Gets the name of the bump map material.
Gets the name of the checkerboard material.
Gets the name of the circle wave material
Gets the name of the color material.
Gets or sets the default cube map texture uniform value.
Gets or sets the default texture uniform value.
Gets the name of the diffuce map material.
Gets the name of the dot material.
Gets the name of the elevation band material.
Gets the name of the elevation contour material.
Gets the name of the elevation contour material.
Gets the name of the emmision map material.
Gets the name of the fade material.
Gets the name of the polyline TrailLinkWithSpeed material
Gets the name of the grid material.
Gets the name of the image material.
Gets the name of the normal map material.
Gets the name of the polyline arrow material.
Gets the name of the polyline glow material.
Gets the name of the polyline glow material.
Gets the name of the polyline outline material.
Gets the name of the polyline TrailLink material
Gets the name of the radar material
Gets the name of the rim lighting material.
河流材质
Gets the name of the slope ramp material.
Gets the name of the snow terrain material.
Gets the name of the specular map material.
Gets the name of the stripe material.
Gets the name of the image material.
Gets the name of the water material.
Maps sub-material names to Material objects.
-
Default Value:
undefined
The glsl shader source for this material.
-
Default Value:
undefined
When
true
or a function that returns true
,
the geometry is expected to appear translucent.
-
Default Value:
undefined
The material type. Can be an existing type or a new type. If no type is specified in fabric, type is a GUID.
-
Default Value:
undefined
Maps uniform names to their values.
-
Default Value:
undefined
Methods
static Cesium.Material.fromType(type, uniforms) → Material
Creates a new material using an existing material type.
Shorthand for: new Material({fabric : {type : type}});
Shorthand for: new Material({fabric : {type : type}});
Name | Type | Description |
---|---|---|
type |
String | The base material type. |
uniforms |
Object | optional Overrides for the default uniforms. |
Returns:
New material object.
Throws:
-
DeveloperError : material with that type does not exist.
Example:
var material = Cesium.Material.fromType('Color', {
color : new Cesium.Color(1.0, 0.0, 0.0, 1.0)
});
Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
release of WebGL resources, instead of relying on the garbage collector to destroy this object.
Once an object is destroyed, it should not be used; calling any function other than
Once an object is destroyed, it should not be used; calling any function other than
isDestroyed
will result in a DeveloperError
exception. Therefore,
assign the return value (undefined
) to the object as done in the example.
Throws:
-
DeveloperError : This object was destroyed, i.e., destroy() was called.
Example:
material = material && material.destroy();
See:
Returns true if this object was destroyed; otherwise, false.
If this object was destroyed, it should not be used; calling any function other than
If this object was destroyed, it should not be used; calling any function other than
isDestroyed
will result in a DeveloperError
exception.
Returns:
True if this object was destroyed; otherwise, false.
See:
Gets whether or not this material is translucent.
Returns:
true
if this material is translucent, false
otherwise.