MaterialPassBase provides an abstract base class for material shader passes.
Vertex stream index 0 is reserved for vertex positions.
Vertex shader constants index 0-3 are reserved for projections, constant 4 for viewport positioning
Vertex shader constant index 4 is reserved for render-to-texture scaling
protected var _alphaPremultiplied:Booleanprotected var _animatableAttributes:Vector.<String>protected var _animationSet:IAnimationSetprotected var _animationTargetRegisters:Vector.<String>protected var _blendFactorDest:String = zeroprotected var _blendFactorSource:String = oneprotected var _defaultCulling:String = backprotected var _depthCompareMode:String = lessEqualprotected var _enableBlending:Booleanprotected var _lightPicker:LightPickerBaseprotected var _material:MaterialBaseprotected var _mipmap:Boolean = trueprotected var _needFragmentAnimation:Booleanprotected var _needUVAnimation:Booleanprotected var _numUsedFragmentConstants:uintprotected var _numUsedStreams:uintprotected var _numUsedTextures:uintprotected var _numUsedVaryings:uintprotected var _numUsedVertexConstants:uintarcane var _program3Dids:Vector.<int>arcane var _program3Ds:Vector.<Program3D>protected var _repeat:Boolean = falseprotected var _shadedTarget:String = ft0protected var _smooth:Boolean = trueprotected var _UVSource:Stringprotected var _UVTarget:Stringprotected var _writeDepth:Boolean = truealphaPremultiplied:Boolean Implementation public function get alphaPremultiplied():Boolean public function set alphaPremultiplied(value:Boolean):voidpublic var animationRegisterCache:AnimationRegisterCacheanimationSet:IAnimationSet
The animation used to add vertex code to the shader code.
Implementation public function get animationSet():IAnimationSet public function set animationSet(value:IAnimationSet):voidbothSides:Boolean
Defines whether or not the material should perform backface culling.
Implementation public function get bothSides():Boolean public function set bothSides(value:Boolean):voiddepthCompareMode:String Implementation public function get depthCompareMode():String public function set depthCompareMode(value:String):voidlightPicker:LightPickerBase Implementation arcane function get lightPicker():LightPickerBase arcane function set lightPicker(value:LightPickerBase):voidmaterial:MaterialBase
The material to which this pass belongs.
Implementation public function get material():MaterialBase public function set material(value:MaterialBase):voidmipmap:Boolean
Defines whether any used textures should use mipmapping.
Implementation public function get mipmap():Boolean public function set mipmap(value:Boolean):voidneedFragmentAnimation:Boolean [read-only]
Implementation public function get needFragmentAnimation():BooleanneedUVAnimation:Boolean [read-only]
Implementation public function get needUVAnimation():BooleannumUsedFragmentConstants:uint [read-only]
Implementation public function get numUsedFragmentConstants():uintnumUsedStreams:uint [read-only]
The amount of used vertex streams in the vertex code. Used by the animation code generation to know from which index on streams are available.
Implementation public function get numUsedStreams():uintnumUsedVaryings:uint [read-only]
Implementation public function get numUsedVaryings():uintnumUsedVertexConstants:uint [read-only]
The amount of used vertex constants in the vertex code. Used by the animation code generation to know from which index on registers are available.
Implementation public function get numUsedVertexConstants():uintrenderToTexture:Boolean [read-only]
Specifies whether this pass renders to texture
Implementation public function get renderToTexture():Booleanrepeat:Boolean
Defines whether textures should be tiled.
Implementation public function get repeat():Boolean public function set repeat(value:Boolean):voidsmooth:Boolean
Defines whether smoothing should be applied to any used textures.
Implementation public function get smooth():Boolean public function set smooth(value:Boolean):voidwriteDepth:Boolean
Indicate whether this pass should write to the depth buffer or not. Ignored when blending is enabled.
Implementation public function get writeDepth():Boolean public function set writeDepth(value:Boolean):voidpublic function MaterialPassBase(renderToTexture:Boolean = false)
Creates a new MaterialPassBase object.
Parameters | renderToTexture:Boolean (default = false) |
arcane function activate(stage3DProxy:Stage3DProxy, camera:Camera3D):void Parameters
public function dispose():void
Cleans up any resources used by the current object.
arcane function getFragmentCode(fragmentAnimatorCode:String):String Parameters
| fragmentAnimatorCode:String |
Returns arcane function getVertexCode():StringReturns 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) — Indicates whether the invalidation should be performed on the entire material. Should always pass "true" unless it's called from the material itself.
|
public function setBlendMode(value:String):void Parameters
protected function updateLights():void 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).
|
Tue May 7 2013, 10:42 PM +01:00