Package | away3d.materials.passes |
Class | public class DefaultScreenPass |
Inheritance | DefaultScreenPass MaterialPassBase |
See also
Property | Defined by | ||
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ambientMethod : BasicAmbientMethod | DefaultScreenPass | ||
animation : AnimationBase
The animation used to add vertex code to the shader code.
| MaterialPassBase | ||
bothSides : Boolean
Defines whether or not the material should perform backface culling.
| MaterialPassBase | ||
colorTransform : ColorTransform
The ColorTransform object to transform the colour of the material with.
| DefaultScreenPass | ||
diffuseMethod : BasicDiffuseMethod
The method to perform diffuse shading.
| DefaultScreenPass | ||
lights : Vector [write-only]
| DefaultScreenPass | ||
material : MaterialBase
The material to which this pass belongs.
| MaterialPassBase | ||
mipmap : Boolean [write-only]
| DefaultScreenPass | ||
normalMap : Texture3DProxy
The tangent space normal map to influence the direction of the surface for each texel.
| DefaultScreenPass | ||
numUsedStreams : uint
The amount of used vertex streams in the vertex code.
| MaterialPassBase | ||
numUsedVertexConstants : uint
The amount of used vertex constants in the vertex code.
| MaterialPassBase | ||
repeat : Boolean
Defines whether textures should be tiled.
| MaterialPassBase | ||
shadowMethod : ShadingMethodBase | DefaultScreenPass | ||
smooth : Boolean
Defines whether smoothing should be applied to any used textures.
| MaterialPassBase | ||
specularMethod : BasicSpecularMethod
The method to perform specular shading.
| DefaultScreenPass |
Property | Defined by | ||
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_animatableAttributes : Array | MaterialPassBase | ||
_cameraPositionIndex : int | DefaultScreenPass | ||
_lights : Vector | MaterialPassBase | ||
_lightsColorIndex : int | DefaultScreenPass | ||
_mipmap : Boolean = false | MaterialPassBase | ||
_normalBufferIndex : int | DefaultScreenPass | ||
_normalMapIndex : int | DefaultScreenPass | ||
_numLights : uint | MaterialPassBase | ||
_numUsedStreams : uint | MaterialPassBase | ||
_numUsedVertexConstants : uint | MaterialPassBase | ||
_projectedTargetRegister : String | MaterialPassBase | ||
_repeat : Boolean = false | MaterialPassBase | ||
_sceneMatrixIndex : int | DefaultScreenPass | ||
_sceneNormalMatrixIndex : int | DefaultScreenPass | ||
_smooth : Boolean = true | MaterialPassBase | ||
_tangentBufferIndex : int | DefaultScreenPass | ||
_targetRegisters : Array | MaterialPassBase | ||
_uvBufferIndex : int | DefaultScreenPass |
Method | Defined by | ||
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Creates a new DefaultScreenPass objects.
| DefaultScreenPass | ||
Adds a method to change the material after all lighting is performed.
| DefaultScreenPass | ||
Inserts a method to change the material after all lighting is performed at the given index.
| DefaultScreenPass | ||
dispose(deep:Boolean):void
Cleans up any resources used by the current object.
| DefaultScreenPass | ||
Removes a method from the pass.
| DefaultScreenPass |
Method | Defined by | ||
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A helper method that generates standard code for sampling from a texture using the normal uv coordinates.
| DefaultScreenPass | ||
initPass(context:Context3D, contextIndex:uint):void
Initializes the shader program object.
| MaterialPassBase | ||
updateProgram(context:Context3D, contextIndex:uint, polyOffsetReg:String = null):void
Compiles the shader program.
| DefaultScreenPass |
ambientMethod | property |
ambientMethod:BasicAmbientMethod
[read-write]Implementation
public function get ambientMethod():BasicAmbientMethod
public function set ambientMethod(value:BasicAmbientMethod):void
_cameraPositionIndex | property |
protected var _cameraPositionIndex:int
colorTransform | property |
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 | property |
colorTransformMethod:ColorTransformMethod
[read-write]Implementation
arcane function get colorTransformMethod():ColorTransformMethod
arcane function set colorTransformMethod(value:ColorTransformMethod):void
diffuseMethod | property |
diffuseMethod:BasicDiffuseMethod
[read-write]The method to perform diffuse shading.
Implementation public function get diffuseMethod():BasicDiffuseMethod
public function set diffuseMethod(value:BasicDiffuseMethod):void
generateTangents | property |
generateTangents:Boolean
[read-write]Implementation
arcane function get generateTangents():Boolean
arcane function set generateTangents(value:Boolean):void
lights | property |
lights:Vector
[write-only]Implementation
public function set lights(value:Vector):void
_lightsColorIndex | property |
protected var _lightsColorIndex:int
mipmap | property |
mipmap:Boolean
[write-only]Implementation
public function set mipmap(value:Boolean):void
_normalBufferIndex | property |
protected var _normalBufferIndex:int
normalMap | property |
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
_normalMapIndex | property |
protected var _normalMapIndex:int
_passes | property |
arcane var _passes:Vector
_passesDirty | property |
arcane var _passesDirty:Boolean
_sceneMatrixIndex | property |
protected var _sceneMatrixIndex:int
_sceneNormalMatrixIndex | property |
protected var _sceneNormalMatrixIndex:int
shadowMethod | property |
shadowMethod:ShadingMethodBase
[read-write]Implementation
public function get shadowMethod():ShadingMethodBase
public function set shadowMethod(value:ShadingMethodBase):void
specularMethod | property |
specularMethod:BasicSpecularMethod
[read-write]The method to perform specular shading.
Implementation public function get specularMethod():BasicSpecularMethod
public function set specularMethod(value:BasicSpecularMethod):void
_tangentBufferIndex | property |
protected var _tangentBufferIndex:int
_uvBufferIndex | property |
protected var _uvBufferIndex:int
DefaultScreenPass | () | constructor |
public function DefaultScreenPass()
Init Parameters
activate | () | method |
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 |
addMethod | () | method |
public function addMethod(method:ShadingMethodBase):void
Adds a method to change the material after all lighting is performed.
Parametersmethod:ShadingMethodBase — The method to be added.
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addMethodAt | () | method |
public function addMethodAt(method:ShadingMethodBase, index:int):void
Inserts a method to change the material after all lighting is performed at the given index.
Parametersmethod:ShadingMethodBase — The method to be added.
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index:int — The index of the method's occurrence
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deactivate | () | method |
arcane override function deactivate(context:Context3D):void
Turns off streams starting from a certain offset
Parameterscontext:Context3D |
dispose | () | method |
public override function dispose(deep:Boolean):void
Cleans up any resources used by the current object.
Parametersdeep:Boolean — Indicates whether other resources should be cleaned up, that could potentially be shared across different instances.
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getFragmentCode | () | method |
arcane override function getFragmentCode():String
Returns
String |
getTexSampleCode | () | method |
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.
ParameterstargetReg:ShaderRegisterElement — The register in which to store the sampled colour.
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inputReg:ShaderRegisterElement — The texture stream register.
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String — The fragment code that performs the sampling.
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getVertexCode | () | method |
arcane override function getVertexCode():String
Returns
String |
invalidateShaderProgram | () | method |
arcane override function invalidateShaderProgram():void
Marks the shader program as invalid, so it will be recompiled before the next render.
removeMethod | () | method |
public function removeMethod(method:ShadingMethodBase):void
Removes a method from the pass.
Parametersmethod:ShadingMethodBase — The method to be removed.
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render | () | method |
arcane override function render(renderable:IRenderable, context:Context3D, contextIndex:uint, camera:Camera3D):void
Renders an object to the current render target.
Parametersrenderable: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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updateProgram | () | method |
protected override function updateProgram(context:Context3D, contextIndex:uint, polyOffsetReg:String = null):void
Compiles the shader program.
Parameterscontext: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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