Packageaway3d.materials.methods
Classpublic class SoftShadowMapMethod
InheritanceSoftShadowMapMethod Inheritance ShadingMethodBase

Public Properties
 PropertyDefined by
  epsilon : Number
SoftShadowMapMethod
 Inheritedpasses : Vector
Any passes required that render to a texture used by this method.
ShadingMethodBase
  stepSize : Number
SoftShadowMapMethod
 InheritedviewDirVaryingReg : ShaderRegisterElement
ShadingMethodBase
Protected Properties
 PropertyDefined by
 Inherited_globalPosVertexReg : ShaderRegisterElement
ShadingMethodBase
 Inherited_mipmap : Boolean = true
ShadingMethodBase
 Inherited_needsGlobalPos : Boolean
ShadingMethodBase
 Inherited_needsNormals : Boolean
ShadingMethodBase
 Inherited_needsProjection : Boolean
ShadingMethodBase
 Inherited_needsUV : Boolean
ShadingMethodBase
 Inherited_needsView : Boolean
ShadingMethodBase
 Inherited_normalFragmentReg : ShaderRegisterElement
ShadingMethodBase
 Inherited_numLights : int
ShadingMethodBase
 Inherited_passes : Vector
ShadingMethodBase
 Inherited_projectionReg : ShaderRegisterElement
ShadingMethodBase
 Inherited_repeat : Boolean
ShadingMethodBase
 Inherited_smooth : Boolean = true
ShadingMethodBase
 Inherited_uvFragmentReg : ShaderRegisterElement
ShadingMethodBase
 Inherited_viewDirFragmentReg : ShaderRegisterElement
ShadingMethodBase
 Inherited_viewDirVaryingReg : ShaderRegisterElement
ShadingMethodBase
Public Methods
 MethodDefined by
  
SoftShadowMapMethod
(castingLight:LightBase, stepSize:Number = .00025)
Creates a new BasicDiffuseMethod object.
SoftShadowMapMethod
 Inherited
Copies the state from a ShadingMethodBase object into the current object.
ShadingMethodBase
 Inherited
dispose(deep:Boolean):void
Cleans up any resources used by the current object.
ShadingMethodBase
Protected Methods
 MethodDefined by
 Inherited
A helper method that generates standard code for sampling from a texture using the normal uv coordinates.
ShadingMethodBase
 Inherited
Marks the shader program as invalid, so it will be recompiled before the next render.
ShadingMethodBase
Property detail
epsilonproperty
epsilon:Number  [read-write]Implementation
    public function get epsilon():Number
    public function set epsilon(value:Number):void
numLightsproperty 
numLights:int  [read-write]

Implementation
    arcane function get numLights():int
    arcane function set numLights(value:int):void
stepSizeproperty 
stepSize:Number  [read-write]Implementation
    public function get stepSize():Number
    public function set stepSize(value:Number):void
Constructor detail
SoftShadowMapMethod()constructor
public function SoftShadowMapMethod(castingLight:LightBase, stepSize:Number = .00025)Parameters
castingLight:LightBase
 
stepSize:Number (default = .00025)
Init Parameters
Method detail
activate()method
arcane override function activate(context:Context3D, contextIndex:uint):void

Sets the render state for this method.

Parameters
context:Context3D — The Context3D currently used for rendering.
 
contextIndex:uint
deactivate()method 
arcane override function deactivate(context:Context3D):void Parameters
context:Context3D
getFragmentPostLightingCode()method 
arcane override function getFragmentPostLightingCode(regCache:ShaderRegisterCache, targetReg:ShaderRegisterElement):String

Get the fragment shader code that should be added after all per-light code. Usually composits everything to the target register.

Parameters
regCache:ShaderRegisterCache — The register cache used during the compilation.
 
targetReg:ShaderRegisterElement

Returns
String
getVertexCode()method 
arcane override function getVertexCode(regCache:ShaderRegisterCache):String Parameters
regCache:ShaderRegisterCache

Returns
String
setRenderState()method 
arcane override function setRenderState(renderable:IRenderable, context:Context3D, contextIndex:uint, camera:Camera3D, lights:Vector):void Parameters
renderable:IRenderable
 
context:Context3D
 
contextIndex:uint
 
camera:Camera3D
 
lights:Vector
Wiki link
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