CompositeDiffuseMethod provides a base class for diffuse methods that wrap a diffuse method to alter the strength
of its calculated strength.
alphaThreshold:Number
[override]
Implementation public function get alphaThreshold():Number
public function set alphaThreshold(value:Number):void
diffuseAlpha:Number
[override]
The alpha component of the diffuse reflection.
Implementation public function get diffuseAlpha():Number
public function set diffuseAlpha(value:Number):void
diffuseColor:uint
[override]
The color of the diffuse reflection when not using a texture.
Implementation public function get diffuseColor():uint
public function set diffuseColor(value:uint):void
globalPosReg:ShaderRegisterElement
[override]
Implementation arcane function get globalPosReg():ShaderRegisterElement
arcane function set globalPosReg(value:ShaderRegisterElement):void
normalFragmentReg:ShaderRegisterElement
[override]
Implementation arcane function get normalFragmentReg():ShaderRegisterElement
arcane function set normalFragmentReg(value:ShaderRegisterElement):void
projectionReg:ShaderRegisterElement
[override]
Implementation arcane function get projectionReg():ShaderRegisterElement
arcane function set projectionReg(value:ShaderRegisterElement):void
secondaryUVFragmentReg:ShaderRegisterElement
[override]
Implementation arcane function get secondaryUVFragmentReg():ShaderRegisterElement
arcane function set secondaryUVFragmentReg(value:ShaderRegisterElement):void
shadowRegister:ShaderRegisterElement
[write-only] [override]
Implementation arcane function set shadowRegister(value:ShaderRegisterElement):void
tangentVaryingReg:ShaderRegisterElement
[override]
Implementation arcane function get tangentVaryingReg():ShaderRegisterElement
arcane function set tangentVaryingReg(value:ShaderRegisterElement):void
texture:Texture2DBase
[override]
The bitmapData to use to define the diffuse reflection color per texel.
Implementation public function get texture():Texture2DBase
public function set texture(value:Texture2DBase):void
UVFragmentReg:ShaderRegisterElement
[override]
Implementation arcane function get UVFragmentReg():ShaderRegisterElement
arcane function set UVFragmentReg(value:ShaderRegisterElement):void
viewDirFragmentReg:ShaderRegisterElement
[override]
Implementation arcane function get viewDirFragmentReg():ShaderRegisterElement
arcane function set viewDirFragmentReg(value:ShaderRegisterElement):void
viewDirVaryingReg:ShaderRegisterElement
[override]
Implementation public function get viewDirVaryingReg():ShaderRegisterElement
public function set viewDirVaryingReg(value:ShaderRegisterElement):void
public function CompositeDiffuseMethod(modulateMethod:Function = null, baseDiffuseMethod:BasicDiffuseMethod = null)
Creates a new WrapDiffuseMethod object.
Parameters | modulateMethod:Function (default = null ) — The method which will add the code to alter the base method's strength. It needs to have the signature clampDiffuse(t : ShaderRegisterElement, regCache : ShaderRegisterCache) : String, in which t.w will contain the diffuse strength.
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| baseDiffuseMethod:BasicDiffuseMethod (default = null ) — The base diffuse method on which this method's shading is based.
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override arcane function activate(vo:MethodVO, stage3DProxy:Stage3DProxy):void
Parameters
override arcane function cleanCompilationData():void
override arcane function deactivate(vo:MethodVO, stage3DProxy:Stage3DProxy):void
Parameters
override public function dispose():void
Cleans up any resources used by the current object.
override arcane function getFragmentCodePerLight(vo:MethodVO, lightIndex:int, lightDirReg:ShaderRegisterElement, lightColReg:ShaderRegisterElement, regCache:ShaderRegisterCache):String
Get the fragment shader code that will generate the code relevant to a single light.
Parameters
Returnsoverride arcane function getFragmentCodePerProbe(vo:MethodVO, lightIndex:int, cubeMapReg:ShaderRegisterElement, weightRegister:String, regCache:ShaderRegisterCache):String
Get the fragment shader code that will generate the code relevant to a single light probe object.
Parameters
| vo:MethodVO — The index of the light currently processed. This is a continuation of the lightIndex parameter of the getFragmentCodePerLight method.
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| lightIndex:int — The register containing the cube map for the current probe
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| cubeMapReg:ShaderRegisterElement — A string representation of the register + component containing the current weight
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| weightRegister:String — The register cache providing any necessary registers to the shader
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| regCache:ShaderRegisterCache |
Returnsoverride arcane function getFragmentPostLightingCode(vo:MethodVO, regCache:ShaderRegisterCache, targetReg:ShaderRegisterElement):String
Parameters
Returnsoverride arcane function getFragmentPreLightingCode(vo:MethodVO, regCache:ShaderRegisterCache):String
Parameters
Returnsoverride arcane function getVertexCode(vo:MethodVO, regCache:ShaderRegisterCache):String
Parameters
Returnsoverride arcane function initConstants(vo:MethodVO):void
Parameters
override arcane function initVO(vo:MethodVO):void
Parameters
override arcane function reset():void
Tue Jul 17 2012, 10:37 AM +01:00