Package | away3d.materials.passes |
Class | public class LightingPass |
Inheritance | LightingPass CompiledPass MaterialPassBase flash.events.EventDispatcher |
See also
Property | Defined By | ||
---|---|---|---|
alphaPremultiplied : Boolean
Indicates whether visible textures (or other pixels) used by this material have
already been premultiplied. | MaterialPassBase | ||
ambientMethod : BasicAmbientMethod
The method that provides the ambient lighting contribution. | CompiledPass | ||
animateUVs : Boolean
Indicate whether UV coordinates need to be animated using the renderable's transformUV matrix. | CompiledPass | ||
animationRegisterCache : AnimationRegisterCache | MaterialPassBase | ||
animationSet : IAnimationSet
Returns the animation data set adding animations to the material. | MaterialPassBase | ||
bothSides : Boolean
Defines whether or not the material should perform backface culling. | MaterialPassBase | ||
depthCompareMode : String
The depth compare mode used to render the renderables using this material. | MaterialPassBase | ||
diffuseLightSources : uint
Define which light source types to use for diffuse reflections. | CompiledPass | ||
diffuseMethod : BasicDiffuseMethod
The method that provides the diffuse lighting contribution. | CompiledPass | ||
directionalLightsOffset : uint
Indicates the offset in the light picker's directional light vector for which to start including lights. | LightingPass | ||
enableLightFallOff : Boolean
Whether or not to use fallOff and radius properties for lights. | CompiledPass | ||
forceSeparateMVP : Boolean
Indicates whether the screen projection should be calculated by forcing a separate scene matrix and
view-projection matrix. | CompiledPass | ||
includeCasters : Boolean
Indicates whether or not shadow casting lights need to be included. | LightingPass | ||
lightProbesOffset : uint
Indicates the offset in the light picker's light probes vector for which to start including lights. | LightingPass | ||
material : MaterialBase
The material to which this pass belongs. | MaterialPassBase | ||
mipmap : Boolean [override]
Defines whether any used textures should use mipmapping. | CompiledPass | ||
needFragmentAnimation : Boolean [read-only] | MaterialPassBase | ||
needUVAnimation : Boolean [read-only]
Indicates whether the pass requires any UV animatin code. | MaterialPassBase | ||
normalMap : Texture2DBase
The normal map to modulate the direction of the surface for each texel. | CompiledPass | ||
normalMethod : BasicNormalMethod
The method used to generate the per-pixel normals. | CompiledPass | ||
numUsedFragmentConstants : uint [read-only]
The amount of used fragment constants in the fragment code. | MaterialPassBase | ||
numUsedStreams : uint [read-only]
The amount of used vertex streams in the vertex code. | MaterialPassBase | ||
numUsedVaryings : uint [read-only] | MaterialPassBase | ||
numUsedVertexConstants : uint [read-only]
The amount of used vertex constants in the vertex code. | MaterialPassBase | ||
pointLightsOffset : uint
Indicates the offset in the light picker's point light vector for which to start including lights. | LightingPass | ||
preserveAlpha : Boolean
Indicates whether the output alpha value should remain unchanged compared to the material's original alpha. | CompiledPass | ||
renderToTexture : Boolean [read-only]
Specifies whether this pass renders to texture
| MaterialPassBase | ||
repeat : Boolean
Defines whether textures should be tiled. | MaterialPassBase | ||
shadowMethod : ShadowMapMethodBase
The method used to render shadows cast on this surface, or null if no shadows are to be rendered. | CompiledPass | ||
smooth : Boolean
Defines whether smoothing should be applied to any used textures. | MaterialPassBase | ||
specularLightSources : uint
Define which light source types to use for specular reflections. | CompiledPass | ||
specularMethod : BasicSpecularMethod
The method that provides the specular lighting contribution. | CompiledPass | ||
writeDepth : Boolean
Indicate whether this pass should write to the depth buffer or not. | MaterialPassBase |
Method | Defined By | ||
---|---|---|---|
LightingPass(material:MaterialBase)
Creates a new LightingPass objects. | LightingPass | ||
dispose():void [override]
Cleans up any resources used by the current object. | CompiledPass | ||
setBlendMode(value:String):void
The blend mode to use when drawing this renderable. | MaterialPassBase |
Method | Defined By | ||
---|---|---|---|
addPasses(passes:Vector.<MaterialPassBase>):void
Adds internal passes to the material. | CompiledPass | ||
addPassesFromMethods():void
Adds any possible passes needed by the used methods. | CompiledPass | ||
cleanUp():void
Cleans up the after compiling. | CompiledPass | ||
createCompiler(profile:String):ShaderCompiler [override]
Factory method to create a concrete compiler object for this pass. | LightingPass | ||
initCommonsData():void
Initializes commonly required constant values. | CompiledPass | ||
initCompiler(profile:String):void
Initializes the compiler for this pass. | CompiledPass | ||
initUVTransformData():void
Initializes the default UV transformation matrix. | CompiledPass | ||
updateLightConstants():void [override]
Updates constant data render state used by the lights. | LightingPass | ||
updateLights():void [override]
Implemented by subclasses if the pass uses lights to update the shader. | LightingPass | ||
updateMethodConstants():void
Updates method constants if they have changed. | CompiledPass | ||
updateProbes(stage3DProxy:Stage3DProxy):void [override]
Updates constant data render state used by the light probes. | LightingPass | ||
updateRegisterIndices():void [override]
Updates the indices for various registers. | LightingPass | ||
updateShaderProperties():void [override]
Copies the shader's properties from the compiler. | LightingPass | ||
usesLights():Boolean
Indicates whether the shader uses any lights. | CompiledPass | ||
usesProbes():Boolean
Indicates whether the shader uses any light probes. | CompiledPass |
directionalLightsOffset | property |
directionalLightsOffset:uint
Indicates the offset in the light picker's directional light vector for which to start including lights. This needs to be set before the light picker is assigned.
public function get directionalLightsOffset():uint
public function set directionalLightsOffset(value:uint):void
includeCasters | property |
includeCasters:Boolean
Indicates whether or not shadow casting lights need to be included.
public function get includeCasters():Boolean
public function set includeCasters(value:Boolean):void
lightProbesOffset | property |
lightProbesOffset:uint
Indicates the offset in the light picker's light probes vector for which to start including lights. This needs to be set before the light picker is assigned.
public function get lightProbesOffset():uint
public function set lightProbesOffset(value:uint):void
pointLightsOffset | property |
pointLightsOffset:uint
Indicates the offset in the light picker's point light vector for which to start including lights. This needs to be set before the light picker is assigned.
public function get pointLightsOffset():uint
public function set pointLightsOffset(value:uint):void
LightingPass | () | Constructor |
public function LightingPass(material:MaterialBase)
Creates a new LightingPass objects.
Parametersmaterial:MaterialBase — The material to which this pass belongs.
|
activate | () | method |
override arcane function activate(stage3DProxy:Stage3DProxy, camera:Camera3D):void
Parameters
stage3DProxy:Stage3DProxy | |
camera:Camera3D |
createCompiler | () | method |
override protected function createCompiler(profile:String):ShaderCompiler
Factory method to create a concrete compiler object for this pass.
Parameters
profile:String — The compatibility profile used by the renderer.
|
ShaderCompiler |
render | () | method |
override arcane function render(renderable:IRenderable, stage3DProxy:Stage3DProxy, camera:Camera3D, viewProjection:Matrix3D):void
Parameters
renderable:IRenderable | |
stage3DProxy:Stage3DProxy | |
camera:Camera3D | |
viewProjection:Matrix3D |
updateLightConstants | () | method |
override protected function updateLightConstants():void
Updates constant data render state used by the lights. This method is optional for subclasses to implement.
updateLights | () | method |
override protected function updateLights():void
Implemented by subclasses if the pass uses lights to update the shader.
updateProbes | () | method |
override protected function updateProbes(stage3DProxy:Stage3DProxy):void
Updates constant data render state used by the light probes. This method is optional for subclasses to implement.
Parameters
stage3DProxy:Stage3DProxy |
updateRegisterIndices | () | method |
override protected function updateRegisterIndices():void
Updates the indices for various registers.
updateShaderProperties | () | method |
override protected function updateShaderProperties():void
Copies the shader's properties from the compiler.