Packageaway3d.materials.passes
Classpublic class CompiledPass
InheritanceCompiledPass Inheritance MaterialPassBase Inheritance flash.events.EventDispatcher
Subclasses LightingPass, ShadowCasterPass, SuperShaderPass



Public Properties
 PropertyDefined By
 InheritedalphaPremultiplied : Boolean
MaterialPassBase
  ambientMethod : BasicAmbientMethod
CompiledPass
  animateUVs : Boolean
CompiledPass
 InheritedanimationRegisterCache : AnimationRegisterCache
MaterialPassBase
 InheritedanimationSet : IAnimationSet
The animation used to add vertex code to the shader code.
MaterialPassBase
 InheritedbothSides : Boolean
Defines whether or not the material should perform backface culling.
MaterialPassBase
 InheriteddepthCompareMode : String
MaterialPassBase
  diffuseLightSources : uint
CompiledPass
  diffuseMethod : BasicDiffuseMethod
CompiledPass
 Inheritedmaterial : MaterialBase
The material to which this pass belongs.
MaterialPassBase
  mipmap : Boolean
[override] Defines whether any used textures should use mipmapping.
CompiledPass
 InheritedneedFragmentAnimation : Boolean
[read-only]
MaterialPassBase
 InheritedneedUVAnimation : Boolean
[read-only]
MaterialPassBase
  normalMap : Texture2DBase
The tangent space normal map to influence the direction of the surface for each texel.
CompiledPass
  normalMethod : BasicNormalMethod
CompiledPass
 InheritednumUsedFragmentConstants : uint
[read-only]
MaterialPassBase
 InheritednumUsedStreams : uint
[read-only] The amount of used vertex streams in the vertex code.
MaterialPassBase
 InheritednumUsedVaryings : uint
[read-only]
MaterialPassBase
 InheritednumUsedVertexConstants : uint
[read-only] The amount of used vertex constants in the vertex code.
MaterialPassBase
  preserveAlpha : Boolean
CompiledPass
 InheritedrenderToTexture : Boolean
[read-only] Specifies whether this pass renders to texture
MaterialPassBase
 Inheritedrepeat : Boolean
Defines whether textures should be tiled.
MaterialPassBase
  shadowMethod : ShadowMapMethodBase
CompiledPass
 Inheritedsmooth : Boolean
Defines whether smoothing should be applied to any used textures.
MaterialPassBase
  specularLightSources : uint
CompiledPass
  specularMethod : BasicSpecularMethod
CompiledPass
Protected Properties
 PropertyDefined By
 Inherited_alphaPremultiplied : Boolean
MaterialPassBase
  _ambientLightB : Number
CompiledPass
  _ambientLightG : Number
CompiledPass
  _ambientLightR : Number
CompiledPass
 Inherited_animatableAttributes : Vector.<String>
MaterialPassBase
  _animateUVs : Boolean
CompiledPass
 Inherited_animationSet : IAnimationSet
MaterialPassBase
 Inherited_animationTargetRegisters : Vector.<String>
MaterialPassBase
  _cameraPositionIndex : int
CompiledPass
  _commonsDataIndex : int
CompiledPass
  _compiler : ShaderCompiler
CompiledPass
 Inherited_defaultCulling : String = back
MaterialPassBase
 Inherited_depthCompareMode : String = lessEqual
MaterialPassBase
  _diffuseLightSources : uint = 0x03
CompiledPass
  _fragmentAnimationCode : String
CompiledPass
  _fragmentConstantData : Vector.<Number>
CompiledPass
  _fragmentLightCode : String
CompiledPass
  _framentPostLightCode : String
CompiledPass
  _lightFragmentConstantIndex : int
CompiledPass
 Inherited_lightPicker : LightPickerBase
MaterialPassBase
  _lightProbeDiffuseIndices : Vector.<uint>
CompiledPass
  _lightProbeSpecularIndices : Vector.<uint>
CompiledPass
 Inherited_material : MaterialBase
MaterialPassBase
  _methodSetup : ShaderMethodSetup
CompiledPass
 Inherited_mipmap : Boolean = true
MaterialPassBase
 Inherited_needFragmentAnimation : Boolean
MaterialPassBase
 Inherited_needUVAnimation : Boolean
MaterialPassBase
  _normalBufferIndex : int
CompiledPass
  _numDirectionalLights : uint
CompiledPass
  _numLightProbes : uint
CompiledPass
  _numPointLights : uint
CompiledPass
 Inherited_numUsedFragmentConstants : uint
MaterialPassBase
 Inherited_numUsedStreams : uint
MaterialPassBase
 Inherited_numUsedTextures : uint
MaterialPassBase
 Inherited_numUsedVaryings : uint
MaterialPassBase
 Inherited_numUsedVertexConstants : uint
MaterialPassBase
  _preserveAlpha : Boolean = true
CompiledPass
  _probeWeightsIndex : int
CompiledPass
 Inherited_repeat : Boolean = false
MaterialPassBase
  _sceneMatrixIndex : int
CompiledPass
  _sceneNormalMatrixIndex : int
CompiledPass
  _secondaryUVBufferIndex : int
CompiledPass
 Inherited_shadedTarget : String = ft0
MaterialPassBase
 Inherited_smooth : Boolean = true
MaterialPassBase
  _specularLightSources : uint = 0x01
CompiledPass
  _tangentBufferIndex : int
CompiledPass
  _usesNormals : Boolean
CompiledPass
  _usingSpecularMethod : Boolean
CompiledPass
  _uvBufferIndex : int
CompiledPass
 Inherited_UVSource : String
MaterialPassBase
 Inherited_UVTarget : String
MaterialPassBase
  _uvTransformIndex : int
CompiledPass
  _vertexCode : String
CompiledPass
  _vertexConstantData : Vector.<Number>
CompiledPass
  _vertexConstantsOffset : uint
CompiledPass
Public Methods
 MethodDefined By
  
CompiledPass
  
dispose():void
[override] Cleans up any resources used by the current object.
CompiledPass
 Inherited
setBlendMode(value:String, force:Boolean = false):void
MaterialPassBase
Protected Methods
 MethodDefined By
  
addPasses(passes:Vector.<MaterialPassBase>):void
Adds passes to the list.
CompiledPass
  
CompiledPass
  
cleanUp():void
CompiledPass
  
CompiledPass
  
CompiledPass
  
CompiledPass
  
CompiledPass
  
CompiledPass
  
[override]
CompiledPass
  
CompiledPass
  
updateProbes(stage3DProxy:Stage3DProxy):void
CompiledPass
  
CompiledPass
  
CompiledPass
  
usesLights():Boolean
CompiledPass
  
usesProbes():Boolean
CompiledPass
Property Detail
_ambientLightBproperty
protected var _ambientLightB:Number

_ambientLightGproperty 
protected var _ambientLightG:Number

_ambientLightRproperty 
protected var _ambientLightR:Number

_animateUVsproperty 
protected var _animateUVs:Boolean

_cameraPositionIndexproperty 
protected var _cameraPositionIndex:int

_commonsDataIndexproperty 
protected var _commonsDataIndex:int

_compilerproperty 
protected var _compiler:ShaderCompiler

_diffuseLightSourcesproperty 
protected var _diffuseLightSources:uint = 0x03

_fragmentAnimationCodeproperty 
protected var _fragmentAnimationCode:String

_fragmentConstantDataproperty 
protected var _fragmentConstantData:Vector.<Number>

_fragmentLightCodeproperty 
protected var _fragmentLightCode:String

_framentPostLightCodeproperty 
protected var _framentPostLightCode:String

_lightFragmentConstantIndexproperty 
protected var _lightFragmentConstantIndex:int

_lightProbeDiffuseIndicesproperty 
protected var _lightProbeDiffuseIndices:Vector.<uint>

_lightProbeSpecularIndicesproperty 
protected var _lightProbeSpecularIndices:Vector.<uint>

_methodSetupproperty 
protected var _methodSetup:ShaderMethodSetup

_normalBufferIndexproperty 
protected var _normalBufferIndex:int

_numDirectionalLightsproperty 
protected var _numDirectionalLights:uint

_numLightProbesproperty 
protected var _numLightProbes:uint

_numPointLightsproperty 
protected var _numPointLights:uint

_passesproperty 
arcane var _passes:Vector.<MaterialPassBase>

_passesDirtyproperty 
arcane var _passesDirty:Boolean

_preserveAlphaproperty 
protected var _preserveAlpha:Boolean = true

_probeWeightsIndexproperty 
protected var _probeWeightsIndex:int

_sceneMatrixIndexproperty 
protected var _sceneMatrixIndex:int

_sceneNormalMatrixIndexproperty 
protected var _sceneNormalMatrixIndex:int

_secondaryUVBufferIndexproperty 
protected var _secondaryUVBufferIndex:int

_specularLightSourcesproperty 
protected var _specularLightSources:uint = 0x01

_tangentBufferIndexproperty 
protected var _tangentBufferIndex:int

_usesNormalsproperty 
protected var _usesNormals:Boolean

_usingSpecularMethodproperty 
protected var _usingSpecularMethod:Boolean

_uvBufferIndexproperty 
protected var _uvBufferIndex:int

_uvTransformIndexproperty 
protected var _uvTransformIndex:int

_vertexCodeproperty 
protected var _vertexCode:String

_vertexConstantDataproperty 
protected var _vertexConstantData:Vector.<Number>

_vertexConstantsOffsetproperty 
protected var _vertexConstantsOffset:uint

ambientMethodproperty 
ambientMethod:BasicAmbientMethod


Implementation
    public function get ambientMethod():BasicAmbientMethod
    public function set ambientMethod(value:BasicAmbientMethod):void
animateUVsproperty 
animateUVs:Boolean


Implementation
    public function get animateUVs():Boolean
    public function set animateUVs(value:Boolean):void
diffuseLightSourcesproperty 
diffuseLightSources:uint


Implementation
    public function get diffuseLightSources():uint
    public function set diffuseLightSources(value:uint):void
diffuseMethodproperty 
diffuseMethod:BasicDiffuseMethod


Implementation
    public function get diffuseMethod():BasicDiffuseMethod
    public function set diffuseMethod(value:BasicDiffuseMethod):void
mipmapproperty 
mipmap:Boolean[override]

Defines whether any used textures should use mipmapping.


Implementation
    public function get mipmap():Boolean
    public function set mipmap(value:Boolean):void
normalMapproperty 
normalMap:Texture2DBase

The tangent space normal map to influence the direction of the surface for each texel.


Implementation
    public function get normalMap():Texture2DBase
    public function set normalMap(value:Texture2DBase):void
normalMethodproperty 
normalMethod:BasicNormalMethod


Implementation
    public function get normalMethod():BasicNormalMethod
    public function set normalMethod(value:BasicNormalMethod):void
numDirectionalLightsproperty 
numDirectionalLights:uint  [read-only]


Implementation
    arcane function get numDirectionalLights():uint
numLightProbesproperty 
numLightProbes:uint  [read-only]


Implementation
    arcane function get numLightProbes():uint
numPointLightsproperty 
numPointLights:uint  [read-only]


Implementation
    arcane function get numPointLights():uint
preserveAlphaproperty 
preserveAlpha:Boolean


Implementation
    public function get preserveAlpha():Boolean
    public function set preserveAlpha(value:Boolean):void
shadowMethodproperty 
shadowMethod:ShadowMapMethodBase


Implementation
    public function get shadowMethod():ShadowMapMethodBase
    public function set shadowMethod(value:ShadowMapMethodBase):void
specularLightSourcesproperty 
specularLightSources:uint


Implementation
    public function get specularLightSources():uint
    public function set specularLightSources(value:uint):void
specularMethodproperty 
specularMethod:BasicSpecularMethod


Implementation
    public function get specularMethod():BasicSpecularMethod
    public function set specularMethod(value:BasicSpecularMethod):void
Constructor Detail
CompiledPass()Constructor
public function CompiledPass(material:MaterialBase)



Parameters
material:MaterialBase
Method Detail
activate()method
override arcane function activate(stage3DProxy:Stage3DProxy, camera:Camera3D, textureRatioX:Number, textureRatioY:Number):void

Parameters

stage3DProxy:Stage3DProxy
 
camera:Camera3D
 
textureRatioX:Number
 
textureRatioY:Number

addPasses()method 
protected function addPasses(passes:Vector.<MaterialPassBase>):void

Adds passes to the list.

Parameters

passes:Vector.<MaterialPassBase>

addPassesFromMethods()method 
protected function addPassesFromMethods():void

cleanUp()method 
protected function cleanUp():void

createCompiler()method 
protected function createCompiler():ShaderCompiler

Returns
ShaderCompiler
deactivate()method 
override arcane function deactivate(stage3DProxy:Stage3DProxy):void

Parameters

stage3DProxy:Stage3DProxy

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

Cleans up any resources used by the current object.

getFragmentCode()method 
override arcane function getFragmentCode(animatorCode:String):String

Parameters

animatorCode:String

Returns
String
getVertexCode()method 
override arcane function getVertexCode():String

Returns
String
initCommonsData()method 
protected function initCommonsData():void

initCompiler()method 
protected function initCompiler():void

initUVTransformData()method 
protected function initUVTransformData():void

invalidateShaderProgram()method 
override arcane function invalidateShaderProgram(updateMaterial:Boolean = true):void

Marks the shader program as invalid, so it will be recompiled before the next render.

Parameters

updateMaterial:Boolean (default = true)

render()method 
override arcane function render(renderable:IRenderable, stage3DProxy:Stage3DProxy, camera:Camera3D):void

Parameters

renderable:IRenderable
 
stage3DProxy:Stage3DProxy
 
camera:Camera3D

updateLightConstants()method 
protected function updateLightConstants():void

updateLights()method 
override protected function updateLights():void

updateMethodConstants()method 
protected function updateMethodConstants():void

updateProbes()method 
protected function updateProbes(stage3DProxy:Stage3DProxy):void

Parameters

stage3DProxy:Stage3DProxy

updateProgram()method 
override arcane function updateProgram(stage3DProxy:Stage3DProxy):void

Compiles the shader program.

Parameters

stage3DProxy:Stage3DProxy — An optional register that contains an amount by which to inflate the model (used in single object depth map rendering).

updateRegisterIndices()method 
protected function updateRegisterIndices():void

updateShaderProperties()method 
protected function updateShaderProperties():void

usesLights()method 
protected function usesLights():Boolean

Returns
Boolean
usesProbes()method 
protected function usesProbes():Boolean

Returns
Boolean