Packageaway3d.materials.methods
Classpublic class CompositeSpecularMethod
InheritanceCompositeSpecularMethod Inheritance BasicSpecularMethod Inheritance LightingMethodBase Inheritance ShadingMethodBase Inheritance flash.events.EventDispatcher
Subclasses CelSpecularMethod, FresnelSpecularMethod

CompositeSpecularMethod provides a base class for specular methods that wrap a specular method to alter the strength of its calculated strength.



Public Properties
 PropertyDefined By
  gloss : Number
[override] The sharpness of the specular highlight.
CompositeSpecularMethod
  passes : Vector.<MaterialPassBase>
[override] [read-only] Any passes required that render to a texture used by this method.
CompositeSpecularMethod
  shadingModel : String
[override] The model used by the specular shader
CompositeSpecularMethod
  specular : Number
[override] The overall strength of the specular highlights.
CompositeSpecularMethod
 InheritedspecularColor : uint
The colour of the specular reflection of the surface.
BasicSpecularMethod
  texture : Texture2DBase
[override] The bitmapData that encodes the specular highlight strength per texel in the red channel, and the sharpness in the green channel.
CompositeSpecularMethod
Protected Properties
 PropertyDefined By
 Inherited_isFirstLight : Boolean
BasicSpecularMethod
 Inherited_passes : Vector.<MaterialPassBase>
ShadingMethodBase
 Inherited_sharedRegisters : ShaderRegisterData
ShadingMethodBase
 Inherited_specularDataRegister : ShaderRegisterElement
BasicSpecularMethod
 Inherited_specularTexData : ShaderRegisterElement
BasicSpecularMethod
 Inherited_specularTextureRegister : ShaderRegisterElement
BasicSpecularMethod
 Inherited_totalLightColorReg : ShaderRegisterElement
BasicSpecularMethod
 Inherited_useTexture : Boolean
BasicSpecularMethod
Public Methods
 MethodDefined By
  
CompositeSpecularMethod(modulateMethod:Function, baseSpecularMethod:BasicSpecularMethod = null)
Creates a new WrapSpecularMethod object.
CompositeSpecularMethod
 Inherited
[override] Copies the state from a BasicSpecularMethod object into the current object.
BasicSpecularMethod
  
dispose():void
[override] Cleans up any resources used by the current object.
CompositeSpecularMethod
Protected Methods
 MethodDefined By
 Inherited
getTex2DSampleCode(vo:MethodVO, targetReg:ShaderRegisterElement, inputReg:ShaderRegisterElement, texture:TextureProxyBase, uvReg:ShaderRegisterElement = null, forceWrap:String = null):String
A helper method that generates standard code for sampling from a texture using the normal uv coordinates.
ShadingMethodBase
 Inherited
ShadingMethodBase
 Inherited
Marks the shader program as invalid, so it will be recompiled before the next render.
ShadingMethodBase
Property Detail
glossproperty
gloss:Number[override]

The sharpness of the specular highlight.


Implementation
    public function get gloss():Number
    public function set gloss(value:Number):void
passesproperty 
passes:Vector.<MaterialPassBase>  [read-only] [override]

Any passes required that render to a texture used by this method.


Implementation
    public function get passes():Vector.<MaterialPassBase>
shadingModelproperty 
shadingModel:String[override]

The model used by the specular shader


Implementation
    public function get shadingModel():String
    public function set shadingModel(value:String):void
shadowRegisterproperty 
shadowRegister:ShaderRegisterElement  [write-only] [override]


Implementation
    arcane function set shadowRegister(value:ShaderRegisterElement):void
sharedRegistersproperty 
sharedRegisters:ShaderRegisterData[override]


Implementation
    arcane function get sharedRegisters():ShaderRegisterData
    arcane function set sharedRegisters(value:ShaderRegisterData):void
specularproperty 
specular:Number[override]

The overall strength of the specular highlights.


Implementation
    public function get specular():Number
    public function set specular(value:Number):void
textureproperty 
texture:Texture2DBase[override]

The bitmapData that encodes the specular highlight strength per texel in the red channel, and the sharpness in the green channel. You can use SpecularBitmapTexture if you want to easily set specular and gloss maps from greyscale images, but prepared images are preffered.


Implementation
    public function get texture():Texture2DBase
    public function set texture(value:Texture2DBase):void
Constructor Detail
CompositeSpecularMethod()Constructor
public function CompositeSpecularMethod(modulateMethod:Function, baseSpecularMethod:BasicSpecularMethod = null)

Creates a new WrapSpecularMethod object.

Parameters
modulateMethod:Function — The method which will add the code to alter the base method's strength. It needs to have the signature modSpecular(t : ShaderRegisterElement, regCache : ShaderRegisterCache) : String, in which t.w will contain the specular strength and t.xyz will contain the half-vector or the reflection vector.
 
baseSpecularMethod:BasicSpecularMethod (default = null) — The base specular method on which this method's shading is based.
Method Detail
activate()method
override arcane function activate(vo:MethodVO, stage3DProxy:Stage3DProxy):void

Parameters

vo:MethodVO
 
stage3DProxy:Stage3DProxy

cleanCompilationData()method 
override arcane function cleanCompilationData():void

deactivate()method 
override arcane function deactivate(vo:MethodVO, stage3DProxy:Stage3DProxy):void

Parameters

vo:MethodVO
 
stage3DProxy:Stage3DProxy

dispose()method 
override public function dispose():void

Cleans up any resources used by the current object.

getFragmentCodePerLight()method 
override arcane function getFragmentCodePerLight(vo:MethodVO, lightDirReg:ShaderRegisterElement, lightColReg:ShaderRegisterElement, regCache:ShaderRegisterCache):String

Get the fragment shader code that will generate the code relevant to a single light.

Parameters

vo:MethodVO
 
lightDirReg:ShaderRegisterElement
 
lightColReg:ShaderRegisterElement
 
regCache:ShaderRegisterCache

Returns
String
getFragmentCodePerProbe()method 
override arcane function getFragmentCodePerProbe(vo:MethodVO, cubeMapReg:ShaderRegisterElement, weightRegister:String, regCache:ShaderRegisterCache):String

Get the fragment shader code that will generate the code relevant to a single light probe object.

Parameters

vo:MethodVO — The register containing the cube map for the current probe
 
cubeMapReg:ShaderRegisterElement — A string representation of the register + component containing the current weight
 
weightRegister:String — The register cache providing any necessary registers to the shader
 
regCache:ShaderRegisterCache

Returns
String
getFragmentPostLightingCode()method 
override arcane function getFragmentPostLightingCode(vo:MethodVO, regCache:ShaderRegisterCache, targetReg:ShaderRegisterElement):String

Parameters

vo:MethodVO
 
regCache:ShaderRegisterCache
 
targetReg:ShaderRegisterElement

Returns
String
getFragmentPreLightingCode()method 
override arcane function getFragmentPreLightingCode(vo:MethodVO, regCache:ShaderRegisterCache):String

Parameters

vo:MethodVO
 
regCache:ShaderRegisterCache

Returns
String
getVertexCode()method 
override arcane function getVertexCode(vo:MethodVO, regCache:ShaderRegisterCache):String

Parameters

vo:MethodVO
 
regCache:ShaderRegisterCache

Returns
String
initConstants()method 
override arcane function initConstants(vo:MethodVO):void

Parameters

vo:MethodVO

initVO()method 
override arcane function initVO(vo:MethodVO):void

Parameters

vo:MethodVO

reset()method 
override arcane function reset():void