Packageflare.materials.filters
Classpublic class LightFilter
InheritanceLightFilter Inheritance FLSLFilter Inheritance FLSLScope Inheritance FLSL Inheritance Object



Public Properties
 PropertyDefined By
 InheritedagalVersion : int = 1
[static]
FLSL
  ambientColor : Vector3D
LightFilter
 InheritedblendMode : String
The blend mode used to blend between the fragment shaders.
FLSLFilter
 InheritedbyteCode : ByteArray
Sets or gets the flsl byteCode associated with the filter.
FLSLFilter
  cubeMap : Texture3D
LightFilter
  defaultLight : Light3D
Sets and returns the default light.
LightFilter
 Inheritedenabled : Boolean = true
FLSLFilter
  enableRenderShadows : Boolean = true
LightFilter
  enableShadowsFiltering : Boolean = true
LightFilter
  filterMapTexture : Texture3D
LightFilter
  lightSamples : int = 128
[static]
LightFilter
  lightSamplesRate : int = 4
[static]
LightFilter
  list : Vector.<Light3D>
LightFilter
  maxDirectionalLights : int
LightFilter
  maxPointLights : int
LightFilter
 Inheritedname : String
The name of the flsl object.
FLSL
 Inheritedparams : Object
Contains a collection of flsl public declarations.
FLSLScope
 Inheritedpasses : int
[read-only] Returns the number of passes required by the filter.
FLSLFilter
  projectors : Vector.<ShadowProjector3D>
LightFilter
  scene : Scene3D
LightFilter
 Inheritedsemantic : String
The semantic which the object is associated.
FLSL
  shadowMapSize : Point
[static]
LightFilter
  shadowMapTexture : Texture3D
LightFilter
  shadowsFiltering : Number = 10
LightFilter
 Inheritedsource : String
FLSLFilter
 InheritedtechniqueName : String
The name of the thecnique to use.
FLSLFilter
  texture : Texture3D
[read-only]
LightFilter
Public Methods
 MethodDefined By
  
LightFilter(techniqueName:String, maxPointLights:int = 0, maxDirectionalLights:int = 1, useDefaultLights:Boolean = false)
LightFilter
 Inherited
bind(byteCode:ByteArray):void
Bind the compiled flsl code to be executed by the scope.
FLSLScope
 Inherited
build():void
This forces to all materials containing this filter to be recompiled.
FLSLFilter
 Inherited
call(ns:String, params:Array = null):uint
Call to a function stored in the scope.
FLSLScope
 Inherited
FLSLFilter
  
dispose():void
LightFilter
 Inherited
Retirms all technique names available in the scope.
FLSLScope
  
process(scope:FLSLShader):void
[override]
LightFilter
  
renderShadows():Boolean
LightFilter
  
setFogProperties(enabled:Boolean = true, near:Number = 0, far:Number = 1000, r:Number = 0.1, g:Number = 0.2, b:Number = 0.3, a:Number = 1):void
LightFilter
  
setGamma(r:Number = 2.2, g:Number = 2.2, b:Number = 2.2):void
LightFilter
  
update():void
LightFilter
Public Constants
 ConstantDefined By
  LINEAR : String = linear
[static]
LightFilter
  NO_LIGHTS : String = noLights
[static]
LightFilter
  PER_VERTEX : String = perVertex
[static]
LightFilter
  PHONG : String = phong
[static]
LightFilter
  SAMPLED : String = sampled
[static]
LightFilter
Property Detail
ambientColorproperty
public var ambientColor:Vector3D

cubeMapproperty 
cubeMap:Texture3D


Implementation
    public function get cubeMap():Texture3D
    public function set cubeMap(value:Texture3D):void
defaultLightproperty 
public var defaultLight:Light3D

Sets and returns the default light. This light will always be at the same position and orientation as the current camera. You can set to any light type and properties. If you do not want to use the default light, set it to null.

enableRenderShadowsproperty 
public var enableRenderShadows:Boolean = true

enableShadowsFilteringproperty 
public var enableShadowsFiltering:Boolean = true

filterMapTextureproperty 
filterMapTexture:Texture3D


Implementation
    public function get filterMapTexture():Texture3D
    public function set filterMapTexture(value:Texture3D):void
lightSamplesproperty 
public static var lightSamples:int = 128

lightSamplesRateproperty 
public static var lightSamplesRate:int = 4

listproperty 
public var list:Vector.<Light3D>

maxDirectionalLightsproperty 
maxDirectionalLights:int


Implementation
    public function get maxDirectionalLights():int
    public function set maxDirectionalLights(value:int):void
maxPointLightsproperty 
maxPointLights:int


Implementation
    public function get maxPointLights():int
    public function set maxPointLights(value:int):void
projectorsproperty 
public var projectors:Vector.<ShadowProjector3D>

sceneproperty 
public var scene:Scene3D

shadowMapSizeproperty 
public static var shadowMapSize:Point

shadowMapTextureproperty 
shadowMapTexture:Texture3D


Implementation
    public function get shadowMapTexture():Texture3D
    public function set shadowMapTexture(value:Texture3D):void
shadowsFilteringproperty 
public var shadowsFiltering:Number = 10

textureproperty 
texture:Texture3D  [read-only]


Implementation
    public function get texture():Texture3D
Constructor Detail
LightFilter()Constructor
public function LightFilter(techniqueName:String, maxPointLights:int = 0, maxDirectionalLights:int = 1, useDefaultLights:Boolean = false)



Parameters
techniqueName:String (default = NaN)
 
maxPointLights:int (default = 0)
 
maxDirectionalLights:int (default = 1)
 
useDefaultLights:Boolean (default = false)
Method Detail
dispose()method
public function dispose():void

process()method 
override public function process(scope:FLSLShader):void

Parameters

scope:FLSLShader

renderShadows()method 
public function renderShadows():Boolean

Returns
Boolean
setFogProperties()method 
public function setFogProperties(enabled:Boolean = true, near:Number = 0, far:Number = 1000, r:Number = 0.1, g:Number = 0.2, b:Number = 0.3, a:Number = 1):void

Parameters

enabled:Boolean (default = true)
 
near:Number (default = 0)
 
far:Number (default = 1000)
 
r:Number (default = 0.1)
 
g:Number (default = 0.2)
 
b:Number (default = 0.3)
 
a:Number (default = 1)

setGamma()method 
public function setGamma(r:Number = 2.2, g:Number = 2.2, b:Number = 2.2):void

Parameters

r:Number (default = 2.2)
 
g:Number (default = 2.2)
 
b:Number (default = 2.2)

update()method 
public function update():void

Constant Detail
LINEARConstant
public static const LINEAR:String = linear

NO_LIGHTSConstant 
public static const NO_LIGHTS:String = noLights

PER_VERTEXConstant 
public static const PER_VERTEX:String = perVertex

PHONGConstant 
public static const PHONG:String = phong

SAMPLEDConstant 
public static const SAMPLED:String = sampled