DefaultScreenPass is a shader pass that uses shader methods to compile a complete program.
ambientMethod:BasicAmbientMethod
[read-write]
Implementation
public function get ambientMethod():BasicAmbientMethod
public function set ambientMethod(value:BasicAmbientMethod):void
protected var _cameraPositionIndex:int
colorTransform:ColorTransform
[read-write]
The ColorTransform object to transform the colour of the material with.
Implementation
public function get colorTransform():ColorTransform
public function set colorTransform(value:ColorTransform):void
colorTransformMethod:ColorTransformMethod
[read-write]
Implementation
arcane function get colorTransformMethod():ColorTransformMethod
arcane function set colorTransformMethod(value:ColorTransformMethod):void
diffuseMethod:BasicDiffuseMethod
[read-write]
The method to perform diffuse shading.
Implementation
public function get diffuseMethod():BasicDiffuseMethod
public function set diffuseMethod(value:BasicDiffuseMethod):void
generateTangents:Boolean
[read-write]Implementation
arcane function get generateTangents():Boolean
arcane function set generateTangents(value:Boolean):void
lights:Vector
[write-only]
Implementation
public function set lights(value:Vector):void
protected var _lightsColorIndex:int
mipmap:Boolean
[write-only]
Implementation
public function set mipmap(value:Boolean):void
protected var _normalBufferIndex:int
normalMap:Texture3DProxy
[read-write]
The tangent space normal map to influence the direction of the surface for each texel.
Implementation
public function get normalMap():Texture3DProxy
public function set normalMap(value:Texture3DProxy):void
protected var _normalMapIndex:int
arcane var _passes:Vector
arcane var _passesDirty:Boolean
protected var _sceneMatrixIndex:int
protected var _sceneNormalMatrixIndex:int
shadowMethod:ShadingMethodBase
[read-write]
Implementation
public function get shadowMethod():ShadingMethodBase
public function set shadowMethod(value:ShadingMethodBase):void
specularMethod:BasicSpecularMethod
[read-write]
The method to perform specular shading.
Implementation
public function get specularMethod():BasicSpecularMethod
public function set specularMethod(value:BasicSpecularMethod):void
protected var _tangentBufferIndex:int
protected var _uvBufferIndex:int
public function DefaultScreenPass()
Init Parameters
arcane override function activate(context:Context3D, contextIndex:uint, camera:Camera3D):void
Parameters
| context:Context3D |
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| contextIndex:uint |
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| camera:Camera3D |
public function addMethod(method:ShadingMethodBase):void
Adds a method to change the material after all lighting is performed.
Parameters
public function addMethodAt(method:ShadingMethodBase, index:int):void
Inserts a method to change the material after all lighting is performed at the given index.
Parameters
| method:ShadingMethodBase — The method to be added.
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| index:int — The index of the method's occurrence
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arcane override function deactivate(context:Context3D):void
Turns off streams starting from a certain offset
Parameters
public override 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.
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arcane override function getFragmentCode():String
Returns
protected function getTexSampleCode(targetReg:ShaderRegisterElement, inputReg:ShaderRegisterElement):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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arcane override function getVertexCode():String
Returns
arcane override function invalidateShaderProgram():void
Marks the shader program as invalid, so it will be recompiled before the next render.
public function removeMethod(method:ShadingMethodBase):void
Removes a method from the pass.
Parameters
arcane override function render(renderable:IRenderable, context:Context3D, contextIndex:uint, camera:Camera3D):void
Renders an object to the current render target.
Parameters
| renderable:IRenderable — The IRenderable object to render.
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| context:Context3D — The context which is performing the rendering.
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| contextIndex:uint — The camera from which the scene is viewed.
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| camera:Camera3D — The lights which influence the rendered scene.
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protected override function updateProgram(context:Context3D, contextIndex:uint, polyOffsetReg:String = null):void
Compiles the shader program.
Parameters
| context:Context3D — The context for which to compile the shader program.
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| contextIndex:uint — An optional register that contains an amount by which to inflate the model (used in single object depth map rendering).
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| polyOffsetReg:String (default = null )
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