ShadingMethodBase provides an abstract base method for shading methods, used by DefaultScreenPass to compile
the final shading program.
protected var _globalPosVertexReg:ShaderRegisterElement
globalPosVertexReg:ShaderRegisterElement
[read-write]
Implementation
arcane function get globalPosVertexReg():ShaderRegisterElement
arcane function set globalPosVertexReg(value:ShaderRegisterElement):void
protected var _mipmap:Boolean = true
mipmap:Boolean
[read-write]Implementation
arcane function get mipmap():Boolean
arcane function set mipmap(value:Boolean):void
protected var _needsGlobalPos:Boolean
needsGlobalPos:Boolean
[read-only]Implementation
arcane function get needsGlobalPos():Boolean
protected var _needsNormals:Boolean
protected var _needsProjection:Boolean
needsProjection:Boolean
[read-only]Implementation
arcane function get needsProjection():Boolean
protected var _needsUV:Boolean
protected var _needsView:Boolean
protected var _normalFragmentReg:ShaderRegisterElement
normalFragmentReg:ShaderRegisterElement
[read-write]
Implementation
arcane function get normalFragmentReg():ShaderRegisterElement
arcane function set normalFragmentReg(value:ShaderRegisterElement):void
protected var _numLights:int
numLights:int
[read-write]Implementation
arcane function get numLights():int
arcane function set numLights(value:int):void
parentPass:MaterialPassBase
[read-write]
Implementation
arcane function get parentPass():MaterialPassBase
arcane function set parentPass(value:MaterialPassBase):void
protected var _passes:Vector
passes:Vector
[read-only]
Any passes required that render to a texture used by this method.
Implementation
public function get passes():Vector
protected var _projectionReg:ShaderRegisterElement
projectionReg:ShaderRegisterElement
[read-write]
Implementation
arcane function get projectionReg():ShaderRegisterElement
arcane function set projectionReg(value:ShaderRegisterElement):void
protected var _repeat:Boolean
repeat:Boolean
[read-write]Implementation
arcane function get repeat():Boolean
arcane function set repeat(value:Boolean):void
protected var _smooth:Boolean = true
smooth:Boolean
[read-write]Implementation
arcane function get smooth():Boolean
arcane function set smooth(value:Boolean):void
protected var _uvFragmentReg:ShaderRegisterElement
UVFragmentReg:ShaderRegisterElement
[read-write]
Implementation
arcane function get UVFragmentReg():ShaderRegisterElement
arcane function set UVFragmentReg(value:ShaderRegisterElement):void
protected var _viewDirFragmentReg:ShaderRegisterElement
viewDirFragmentReg:ShaderRegisterElement
[read-write]
Implementation
arcane function get viewDirFragmentReg():ShaderRegisterElement
arcane function set viewDirFragmentReg(value:ShaderRegisterElement):void
protected var _viewDirVaryingReg:ShaderRegisterElement
viewDirVaryingReg:ShaderRegisterElement
[read-write]
Implementation
public function get viewDirVaryingReg():ShaderRegisterElement
public function set viewDirVaryingReg(value:ShaderRegisterElement):void
public function ShadingMethodBase(needsNormals:Boolean, needsView:Boolean, needsGlobalPos:Boolean)
Parameters
| needsNormals:Boolean — Defines whether or not the method requires normals.
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| needsView:Boolean — Defines whether or not the method requires the view direction.
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| needsGlobalPos:Boolean |
Init Parameters
public function copyFrom(method:ShadingMethodBase):void
Copies the state from a ShadingMethodBase object into the current object.
Parameters
public function dispose(deep:Boolean):void
Cleans up any resources used by the current object.
Parameters
| deep:Boolean — Indicates whether other resources should be cleaned up, that could potentially be shared across different instances.
|
protected function getTexSampleCode(targetReg:ShaderRegisterElement, inputReg:ShaderRegisterElement, uvReg:ShaderRegisterElement = null):String
A helper method that generates standard code for sampling from a texture using the normal uv coordinates.
Parameters
Returns
| String — The fragment code that performs the sampling.
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protected function invalidateShaderProgram():void
Marks the shader program as invalid, so it will be recompiled before the next render.
arcane function setRenderState(renderable:IRenderable, context:Context3D, contextIndex:uint, camera:Camera3D, lights:Vector):void
Sets the render state for a single renderable.
Parameters