962 lines
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962 lines
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href="czm_phong.html">czm_phong</a></li><li><a href="czm_pi.html">czm_pi</a></li><li><a href="czm_piOverFour.html">czm_piOverFour</a></li><li><a href="czm_piOverSix.html">czm_piOverSix</a></li><li><a href="czm_piOverThree.html">czm_piOverThree</a></li><li><a href="czm_piOverTwo.html">czm_piOverTwo</a></li><li><a href="czm_pointAlongRay.html">czm_pointAlongRay</a></li><li><a href="czm_projection.html">czm_projection</a></li><li><a href="czm_quadraticRealPolynomialRealRoots.html">czm_quadraticRealPolynomialRealRoots</a></li><li><a href="czm_quadraticRoots.html">czm_quadraticRoots</a></li><li><a href="czm_radiansPerDegree.html">czm_radiansPerDegree</a></li><li><a href="czm_ray.html">czm_ray</a></li><li><a href="czm_rayConeIntersectionInterval.html">czm_rayConeIntersectionInterval</a></li><li><a href="czm_rayConeIntersectNormal.html">czm_rayConeIntersectNormal</a></li><li><a href="czm_rayEllipsoidIntersectionInterval.html">czm_rayEllipsoidIntersectionInterval</a></li><li><a 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href="czm_sphere.html">czm_sphere</a></li><li><a href="czm_sphereNormal.html">czm_sphereNormal</a></li><li><a href="global.html#czm_subtraction">czm_subtraction</a></li><li><a href="czm_sunDirectionEC.html">czm_sunDirectionEC</a></li><li><a href="czm_sunDirectionWC.html">czm_sunDirectionWC</a></li><li><a href="czm_temeToPseudoFixed.html">czm_temeToPseudoFixed</a></li><li><a href="czm_threePiOver2.html">czm_threePiOver2</a></li><li><a href="czm_translateRelativeToEye.html">czm_translateRelativeToEye</a></li><li><a href="czm_transpose.html">czm_transpose</a></li><li><a href="czm_twoPi.html">czm_twoPi</a></li><li><a href="czm_view.html">czm_view</a></li><li><a href="czm_viewerPositionWC.html">czm_viewerPositionWC</a></li><li><a href="czm_viewport.html">czm_viewport</a></li><li><a href="czm_viewportOrthographic.html">czm_viewportOrthographic</a></li><li><a href="czm_viewportTransformation.html">czm_viewportTransformation</a></li><li><a href="czm_viewProjection.html">czm_viewProjection</a></li><li><a href="czm_viewRotation.html">czm_viewRotation</a></li><li><a href="czm_webMercatorMaxLatitude.html">czm_webMercatorMaxLatitude</a></li><li><a href="czm_windowToEyeCoordinates.html">czm_windowToEyeCoordinates</a></li></div></ul>
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</div>
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</div>
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<div class="nav navStatic"></div>
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<div id="main">
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<h1 class="page-title">Material</h1>
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<section>
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<header>
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<h2>
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Material
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</h2>
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</header>
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<article>
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<div class="container-overview">
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<dt>
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<h4 class="name" id="Material"><span class="type-signature"></span>new Material</h4>
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</dt>
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<dd>
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<p class="description">
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A Material defines surface appearance through a combination of diffuse, specular,
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normal, emission, and alpha components. These values are specified using a
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JSON schema called Fabric which gets parsed and assembled into glsl shader code
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behind-the-scenes. Check out the <a href='https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric'>wiki page</a>
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for more details on Fabric.
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<br /><br />
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<style type="text/css">
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#materialDescriptions code {
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font-weight: normal;
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font-family: Consolas, 'Lucida Console', Monaco, monospace;
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color: #A35A00;
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}
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#materialDescriptions ul, #materialDescriptions ul ul {
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list-style-type: none;
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}
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#materialDescriptions ul ul {
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margin-bottom: 10px;
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}
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#materialDescriptions ul ul li {
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font-weight: normal;
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color: #000000;
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text-indent: -2em;
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margin-left: 2em;
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}
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#materialDescriptions ul li {
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font-weight: bold;
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color: #0053CF;
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}
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</style>
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Base material types and their uniforms:
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<div id='materialDescriptions'>
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<ul>
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<li>Color</li>
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<ul>
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<li><code>color</code>: rgba color object.</li>
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</ul>
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<li>Image</li>
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<ul>
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<li><code>image</code>: path to image.</li>
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<li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
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</ul>
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<li>DiffuseMap</li>
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<ul>
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<li><code>image</code>: path to image.</li>
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<li><code>channels</code>: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.</li>
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<li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
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</ul>
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<li>AlphaMap</li>
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<ul>
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<li><code>image</code>: path to image.</li>
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<li><code>channel</code>: One character string containing r, g, b, or a for selecting the desired image channel. </li>
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<li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
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</ul>
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<li>SpecularMap</li>
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<ul>
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<li><code>image</code>: path to image.</li>
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<li><code>channel</code>: One character string containing r, g, b, or a for selecting the desired image channel. </li>
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<li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
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</ul>
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<li>EmissionMap</li>
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<ul>
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<li><code>image</code>: path to image.</li>
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<li><code>channels</code>: Three character string containing any combination of r, g, b, and a for selecting the desired image channels. </li>
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<li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
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</ul>
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<li>BumpMap</li>
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<ul>
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<li><code>image</code>: path to image.</li>
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<li><code>channel</code>: One character string containing r, g, b, or a for selecting the desired image channel. </li>
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<li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
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<li><code>strength</code>: Bump strength value between 0.0 and 1.0 where 0.0 is small bumps and 1.0 is large bumps.</li>
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</ul>
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<li>NormalMap</li>
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<ul>
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<li><code>image</code>: path to image.</li>
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|
<li><code>channels</code>: Three character string containing any combination of r, g, b, and a for selecting the desired image channels. </li>
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<li><code>repeat</code>: Object with x and y values specifying the number of times to repeat the image.</li>
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<li><code>strength</code>: Bump strength value between 0.0 and 1.0 where 0.0 is small bumps and 1.0 is large bumps.</li>
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</ul>
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<li>Reflection</li>
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|
<ul>
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|
<li><code>cubeMap</code>: Object with positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ image paths. </li>
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|
<li><code>channels</code>: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.</li>
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|
</ul>
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|
<li>Refraction</li>
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|
<ul>
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|
<li><code>cubeMap</code>: Object with positiveX, negativeX, positiveY, negativeY, positiveZ, and negativeZ image paths. </li>
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|
<li><code>channels</code>: Three character string containing any combination of r, g, b, and a for selecting the desired image channels.</li>
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|
<li><code>indexOfRefractionRatio</code>: Number representing the refraction strength where 1.0 is the lowest and 0.0 is the highest.</li>
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|
</ul>
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|
<li>Fresnel</li>
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|
<ul>
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|
<li><code>reflection</code>: Reflection Material.</li>
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|
<li><code>refraction</code>: Refraction Material.</li>
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|
</ul>
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|
<li>Brick</li>
|
|
<ul>
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|
<li><code>brickColor</code>: rgba color object for the brick color.</li>
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|
<li><code>mortarColor</code>: rgba color object for the mortar color.</li>
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|
<li><code>brickSize</code>: Number between 0.0 and 1.0 where 0.0 is many small bricks and 1.0 is one large brick.</li>
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|
<li><code>brickPct</code>: Number for the ratio of brick to mortar where 0.0 is all mortar and 1.0 is all brick.</li>
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|
<li><code>brickRoughness</code>: Number between 0.0 and 1.0 representing how rough the brick looks.</li>
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|
<li><code>mortarRoughness</code>: Number between 0.0 and 1.0 representing how rough the mortar looks.</li>
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|
</ul>
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|
<li>Wood</li>
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|
<ul>
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<li><code>lightWoodColor</code>: rgba color object for the wood's base color.</li>
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<li><code>darkWoodColor</code>: rgba color object for the color of rings in the wood.</li>
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<li><code>ringFrequency</code>: Number for the frequency of rings in the wood.</li>
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|
<li><code>noiseScale</code>: Object with x and y values specifying the noisiness of the ring patterns in both directions.</li>
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|
</ul>
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|
<li>Asphalt</li>
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|
<ul>
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<li><code>asphaltColor</code>: rgba color object for the asphalt's color.</li>
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|
<li><code>bumpSize</code>: Number for the size of the asphalt's bumps.</li>
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|
<li><code>roughness</code>: Number that controls how rough the asphalt looks.</li>
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</ul>
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<li>Cement</li>
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|
<ul>
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<li><code>cementColor</code>: rgba color object for the cement's color. </li>
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|
<li><code>grainScale</code>: Number for the size of rock grains in the cement. </li>
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|
<li><code>roughness</code>: Number that controls how rough the cement looks.</li>
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</ul>
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<li>Grass</li>
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|
<ul>
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<li><code>grassColor</code>: rgba color object for the grass' color. </li>
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|
<li><code>dirtColor</code>: rgba color object for the dirt's color. </li>
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|
<li><code>patchiness</code>: Number that controls the size of the color patches in the grass.</li>
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|
</ul>
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<li>Stripe</li>
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|
<ul>
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|
<li><code>horizontal</code>: Boolean that determines if the stripes are horizontal or vertical.</li>
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|
<li><code>lightColor</code>: rgba color object for the stripe's light alternating color.</li>
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|
<li><code>darkColor</code>: rgba color object for the stripe's dark alternating color.</li>
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|
<li><code>offset</code>: Number that controls the stripe offset from the edge.</li>
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|
<li><code>repeat</code>: Number that controls the total number of stripes, half light and half dark.</li>
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|
</ul>
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|
<li>Checkerboard</li>
|
|
<ul>
|
|
<li><code>lightColor</code>: rgba color object for the checkerboard's light alternating color.</li>
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|
<li><code>darkColor</code>: rgba color object for the checkerboard's dark alternating color.</li>
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|
<li><code>repeat</code>: Object with x and y values specifying the number of columns and rows respectively.</li>
|
|
</ul>
|
|
<li>Dot</li>
|
|
<ul>
|
|
<li><code>lightColor</code>: rgba color object for the dot color.</li>
|
|
<li><code>darkColor</code>: rgba color object for the background color.</li>
|
|
<li><code>repeat</code>: Object with x and y values specifying the number of columns and rows of dots respectively.</li>
|
|
</ul>
|
|
<li>TieDye</li>
|
|
<ul>
|
|
<li><code>lightColor</code>: rgba color object for the light color.</li>
|
|
<li><code>darkColor</code>: rgba color object for the dark color.</li>
|
|
<li><code>frequency</code>: Number that controls the frequency of the pattern.</li>
|
|
</ul>
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|
<li>Facet</li>
|
|
<ul>
|
|
<li><code>lightColor</code>: rgba color object for the light color.</li>
|
|
<li><code>darkColor</code>: rgba color object for the dark color.</li>
|
|
<li><code>frequency</code>: Number that controls the frequency of the pattern.</li>
|
|
</ul>
|
|
<li>Blob</li>
|
|
<ul>
|
|
<li><code>lightColor</code>: rgba color object for the light color.</li>
|
|
<li><code>darkColor</code>: rgba color object for the dark color.</li>
|
|
<li><code>frequency</code>: Number that controls the frequency of the pattern.</li>
|
|
</ul>
|
|
<li>Water</li>
|
|
<ul>
|
|
<li><code>baseWaterColor</code>: rgba color object base color of the water.</li>
|
|
<li><code>blendColor</code>: rgba color object used when blending from water to non-water areas.</li>
|
|
<li><code>specularMap</code>: Single channel texture used to indicate areas of water.</li>
|
|
<li><code>normalMap</code>: Normal map for water normal perturbation.</li>
|
|
<li><code>frequency</code>: Number that controls the number of waves.</li>
|
|
<li><code>normalMap</code>: Normal map for water normal perturbation.</li>
|
|
<li><code>animationSpeed</code>: Number that controls the animations speed of the water.</li>
|
|
<li><code>amplitude</code>: Number that controls the amplitude of water waves.</li>
|
|
<li><code>specularIntensity</code>: Number that controls the intensity of specular reflections.</li>
|
|
</ul>
|
|
</ul>
|
|
</div>
|
|
</p>
|
|
|
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|
|
|
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|
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|
<h5>Parameters:</h5>
|
|
|
|
|
|
<table class="params">
|
|
<thead>
|
|
<tr>
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|
|
|
<th>Name</th>
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|
|
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|
<th>Type</th>
|
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|
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<th>Argument</th>
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<th>Default</th>
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|
|
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|
<th class="last">Description</th>
|
|
</tr>
|
|
</thead>
|
|
|
|
<tbody>
|
|
|
|
|
|
<tr>
|
|
|
|
<td class="name"><code>description.context</code></td>
|
|
|
|
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|
<td class="type">
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|
|
<a href="Context.html">Context</a>
|
|
|
|
|
|
</td>
|
|
|
|
|
|
<td class="attributes">
|
|
|
|
|
|
|
|
</td>
|
|
|
|
|
|
|
|
<td class="default">
|
|
|
|
</td>
|
|
|
|
|
|
<td class="description last">The context used to create textures if the material uses them.</td>
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
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|
|
|
<td class="name"><code>description.strict</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
Boolean
|
|
|
|
|
|
</td>
|
|
|
|
|
|
<td class="attributes">
|
|
|
|
<optional><br>
|
|
|
|
|
|
|
|
</td>
|
|
|
|
|
|
|
|
<td class="default">
|
|
|
|
false
|
|
|
|
</td>
|
|
|
|
|
|
<td class="description last">Throws errors for issues that would normally be ignored, including unused uniforms or materials.</td>
|
|
</tr>
|
|
|
|
|
|
|
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<tr>
|
|
|
|
<td class="name"><code>description.fabric</code></td>
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|
|
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<td class="type">
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|
|
Object
|
|
|
|
|
|
</td>
|
|
|
|
|
|
<td class="attributes">
|
|
|
|
|
|
|
|
</td>
|
|
|
|
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|
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<td class="default">
|
|
|
|
</td>
|
|
|
|
|
|
<td class="description last">The fabric JSON used to generate the material.</td>
|
|
</tr>
|
|
|
|
|
|
</tbody>
|
|
</table>
|
|
|
|
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|
|
|
|
|
|
|
<h5>Throws:</h5>
|
|
<ul>
|
|
<li>
|
|
<div class="param-desc">
|
|
|
|
|
|
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
|
|
|
|
: fabric: uniform has invalid type.
|
|
</div>
|
|
|
|
</li>
|
|
|
|
<li>
|
|
<div class="param-desc">
|
|
|
|
|
|
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
|
|
|
|
: fabric: uniforms and materials cannot share the same property.
|
|
</div>
|
|
|
|
</li>
|
|
|
|
<li>
|
|
<div class="param-desc">
|
|
|
|
|
|
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
|
|
|
|
: fabric: cannot have source and components in the same section.
|
|
</div>
|
|
|
|
</li>
|
|
|
|
<li>
|
|
<div class="param-desc">
|
|
|
|
|
|
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
|
|
|
|
: fabric: property name is not valid. It should be 'type', 'materials', 'uniforms', 'components', or 'source'.
|
|
</div>
|
|
|
|
</li>
|
|
|
|
<li>
|
|
<div class="param-desc">
|
|
|
|
|
|
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
|
|
|
|
: fabric: property name is not valid. It should be 'diffuse', 'specular', 'shininess', 'normal', 'emission', or 'alpha'.
|
|
</div>
|
|
|
|
</li>
|
|
|
|
<li>
|
|
<div class="param-desc">
|
|
|
|
|
|
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
|
|
|
|
: image: context is not defined.
|
|
</div>
|
|
|
|
</li>
|
|
|
|
<li>
|
|
<div class="param-desc">
|
|
|
|
|
|
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
|
|
|
|
: strict: shader source does not use string.
|
|
</div>
|
|
|
|
</li>
|
|
|
|
<li>
|
|
<div class="param-desc">
|
|
|
|
|
|
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
|
|
|
|
: strict: shader source does not use uniform.
|
|
</div>
|
|
|
|
</li>
|
|
|
|
<li>
|
|
<div class="param-desc">
|
|
|
|
|
|
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
|
|
|
|
: strict: shader source does not use material.
|
|
</div>
|
|
|
|
</li>
|
|
</ul>
|
|
|
|
|
|
|
|
|
|
<h5>Example</h5>
|
|
|
|
<pre class="code brush: js">// Create a color material with fromType:
|
|
polygon.material = Material.fromType(context, 'Color');
|
|
polygon.material.uniforms.color = {
|
|
red : 1.0,
|
|
green : 1.0,
|
|
blue : 0.0
|
|
alpha : 1.0
|
|
};
|
|
|
|
// Create the default material:
|
|
polygon.material = new Material();
|
|
|
|
// Create a color material with full Fabric notation:
|
|
polygon.material = new Material({
|
|
context : context,
|
|
fabric : {
|
|
type : 'Color',
|
|
uniforms : {
|
|
color : {
|
|
red : 1.0,
|
|
green : 1.0,
|
|
blue : 0.0,
|
|
alpha : 1.0
|
|
}
|
|
}
|
|
}
|
|
});</pre>
|
|
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|
|
<dl class="details">
|
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<!--
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|
|
<dt class="tag-source">Source:</dt>
|
|
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/Material.js, line 301</li></ul></dd>
|
|
|
|
-->
|
|
|
|
|
|
|
|
<h5>See:</h5>
|
|
<ul class="see-list">
|
|
<li><a href='https://github.com/AnalyticalGraphicsInc/cesium/wiki/Fabric'>Fabric wiki page</a> for a more detailed description of Fabric.</li>
|
|
</ul>
|
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|
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</dl>
|
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|
|
<div class="hr"></div>
|
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</dd>
|
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</div>
|
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|
|
<h3 class="subsection-title">Members</h3>
|
|
|
|
<dl>
|
|
|
|
<dt>
|
|
<h4 class="name" id="materials"><span class="type-signature"></span>materials<span class="type-signature"> :Object</span></h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
<div class="description">
|
|
Maps sub-material names to Material objects.
|
|
</div>
|
|
|
|
|
|
|
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|
|
|
|
<dl class="details">
|
|
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|
|
|
<!--
|
|
|
|
<dt class="tag-source">Source:</dt>
|
|
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/Material.js, line 318</li></ul></dd>
|
|
|
|
-->
|
|
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|
|
|
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|
|
|
|
</dl>
|
|
|
|
<div class="hr"></div>
|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<h4 class="name" id="shaderSource"><span class="type-signature"></span>shaderSource<span class="type-signature"> :String</span></h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
<div class="description">
|
|
The glsl shader source for this material.
|
|
</div>
|
|
|
|
|
|
|
|
|
|
|
|
<dl class="details">
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<!--
|
|
|
|
<dt class="tag-source">Source:</dt>
|
|
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/Material.js, line 312</li></ul></dd>
|
|
|
|
-->
|
|
|
|
|
|
|
|
|
|
|
|
</dl>
|
|
|
|
<div class="hr"></div>
|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<h4 class="name" id="type"><span class="type-signature"></span>type<span class="type-signature"> :String</span></h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
<div class="description">
|
|
The material type. Can be an existing type or a new type. If no type is specified in fabric, type is a GUID.
|
|
</div>
|
|
|
|
|
|
|
|
|
|
|
|
<dl class="details">
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<!--
|
|
|
|
<dt class="tag-source">Source:</dt>
|
|
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/Material.js, line 306</li></ul></dd>
|
|
|
|
-->
|
|
|
|
|
|
|
|
|
|
|
|
</dl>
|
|
|
|
<div class="hr"></div>
|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<h4 class="name" id="uniforms"><span class="type-signature"></span>uniforms<span class="type-signature"> :Object</span></h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
<div class="description">
|
|
Maps uniform names to their values.
|
|
</div>
|
|
|
|
|
|
|
|
|
|
|
|
<dl class="details">
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<!--
|
|
|
|
<dt class="tag-source">Source:</dt>
|
|
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/Material.js, line 324</li></ul></dd>
|
|
|
|
-->
|
|
|
|
|
|
|
|
|
|
|
|
</dl>
|
|
|
|
<div class="hr"></div>
|
|
</dd>
|
|
|
|
</dl>
|
|
|
|
|
|
|
|
<h3 class="subsection-title">Methods</h3>
|
|
|
|
<dl>
|
|
|
|
<dt>
|
|
<h4 class="name" id="destroy"><span class="type-signature"></span>destroy</h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
<p class="description">
|
|
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.
|
|
<br /><br />
|
|
Once an object is destroyed, it should not be used; calling any function other than
|
|
<code>isDestroyed</code> will result in a <a href="DeveloperError.html">DeveloperError</a> exception. Therefore,
|
|
assign the return value (<code>undefined</code>) to the object as done in the example.
|
|
</p>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<h5>Throws:</h5>
|
|
|
|
|
|
<div class="param-desc">
|
|
|
|
|
|
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
|
|
|
|
: This object was destroyed, i.e., destroy() was called.
|
|
</div>
|
|
|
|
|
|
|
|
|
|
|
|
<h5>Returns:</h5>
|
|
|
|
|
|
|
|
|
|
|
|
<h5>Example</h5>
|
|
|
|
<pre class="code brush: js">material = material && material.destroy();</pre>
|
|
|
|
|
|
|
|
|
|
<dl class="details">
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<!--
|
|
|
|
<dt class="tag-source">Source:</dt>
|
|
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/Material.js, line 401</li></ul></dd>
|
|
|
|
-->
|
|
|
|
|
|
|
|
<h5>See:</h5>
|
|
<ul class="see-list">
|
|
<li><a href="Material.html#isDestroyed">Material#isDestroyed</a></li>
|
|
</ul>
|
|
|
|
|
|
|
|
</dl>
|
|
|
|
|
|
<div class="hr"></div>
|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<h4 class="name" id="isDestroyed"><span class="type-signature"></span>isDestroyed</h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
<p class="description">
|
|
Returns true if this object was destroyed; otherwise, false.
|
|
<br /><br />
|
|
If this object was destroyed, it should not be used; calling any function other than
|
|
<code>isDestroyed</code> will result in a <a href="DeveloperError.html">DeveloperError</a> exception.
|
|
</p>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<h5>Returns:</h5>
|
|
|
|
|
|
<div class="param-desc">
|
|
|
|
|
|
<span class="param-type">Boolean</span>
|
|
|
|
True if this object was destroyed; otherwise, false.
|
|
</div>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<dl class="details">
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<!--
|
|
|
|
<dt class="tag-source">Source:</dt>
|
|
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/Material.js, line 378</li></ul></dd>
|
|
|
|
-->
|
|
|
|
|
|
|
|
<h5>See:</h5>
|
|
<ul class="see-list">
|
|
<li><a href="Material.html#destroy">Material#destroy</a></li>
|
|
</ul>
|
|
|
|
|
|
|
|
</dl>
|
|
|
|
|
|
<div class="hr"></div>
|
|
</dd>
|
|
|
|
|
|
|
|
<dt>
|
|
<h4 class="name" id="fromType"><span class="type-signature"><static> </span>fromType</h4>
|
|
|
|
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
<p class="description">
|
|
Creates a new material using an existing material type.
|
|
<br /><br />
|
|
Shorthand for: new Material({context : context, fabric : {type : type}});
|
|
</p>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<h5>Parameters:</h5>
|
|
|
|
|
|
<table class="params">
|
|
<thead>
|
|
<tr>
|
|
|
|
<th>Name</th>
|
|
|
|
|
|
<th>Type</th>
|
|
|
|
|
|
|
|
|
|
|
|
<th class="last">Description</th>
|
|
</tr>
|
|
</thead>
|
|
|
|
<tbody>
|
|
|
|
|
|
<tr>
|
|
|
|
<td class="name"><code>context</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
<a href="Context.html">Context</a>
|
|
|
|
|
|
</td>
|
|
|
|
|
|
|
|
|
|
|
|
<td class="description last">The context used to create textures if the material uses them.</td>
|
|
</tr>
|
|
|
|
|
|
|
|
<tr>
|
|
|
|
<td class="name"><code>type</code></td>
|
|
|
|
|
|
<td class="type">
|
|
|
|
String
|
|
|
|
|
|
</td>
|
|
|
|
|
|
|
|
|
|
|
|
<td class="description last">The base material type.</td>
|
|
</tr>
|
|
|
|
|
|
</tbody>
|
|
</table>
|
|
|
|
|
|
|
|
|
|
|
|
<h5>Throws:</h5>
|
|
|
|
|
|
<div class="param-desc">
|
|
|
|
|
|
<span class="param-type"><a href="DeveloperError.html">DeveloperError</a></span>
|
|
|
|
: material with that type does not exist.
|
|
</div>
|
|
|
|
|
|
|
|
|
|
|
|
<h5>Returns:</h5>
|
|
|
|
|
|
<div class="param-desc">
|
|
|
|
|
|
<span class="param-type"><a href="Material.html">Material</a></span>
|
|
|
|
New material object.
|
|
</div>
|
|
|
|
|
|
|
|
|
|
<h5>Example</h5>
|
|
|
|
<pre class="code brush: js">var material = Material.fromType(context, 'Color');
|
|
material.uniforms.color = vec4(1.0, 0.0, 0.0, 1.0);</pre>
|
|
|
|
|
|
|
|
|
|
<dl class="details">
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
<!--
|
|
|
|
<dt class="tag-source">Source:</dt>
|
|
<dd class="tag-source"><ul class="dummy"><li>../../Source/Scene/Material.js, line 354</li></ul></dd>
|
|
|
|
-->
|
|
|
|
|
|
|
|
|
|
|
|
</dl>
|
|
|
|
|
|
<div class="hr"></div>
|
|
</dd>
|
|
|
|
</dl>
|
|
|
|
|
|
|
|
|
|
|
|
</article>
|
|
|
|
</section>
|
|
|
|
|
|
<footer>
|
|
Documentation generated by <a href="https://github.com/micmath/jsdoc">JSDoc 3</a> on Fri Jan 18 2013 11:23:09 GMT-0500 (EST)
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