Package | flare.materials.filters |
Class | public class LightFilter |
Inheritance | LightFilter FLSLFilter FLSLScope FLSL Object |
Property | Defined By | ||
---|---|---|---|
agalVersion : int = 1 [static] | FLSL | ||
ambientColor : Vector3D | LightFilter | ||
blendMode : String
The blend mode used to blend between the fragment shaders. | FLSLFilter | ||
byteCode : ByteArray
Sets or gets the flsl byteCode associated with the filter. | FLSLFilter | ||
cubeMap : Texture3D | LightFilter | ||
defaultLight : Light3D
Sets and returns the default light. | LightFilter | ||
enabled : 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 | ||
name : String
The name of the flsl object. | FLSL | ||
params : Object
Contains a collection of flsl public declarations. | FLSLScope | ||
passes : int [read-only]
Returns the number of passes required by the filter. | FLSLFilter | ||
projectors : Vector.<ShadowProjector3D> | LightFilter | ||
scene : Scene3D | LightFilter | ||
semantic : String
The semantic which the object is associated. | FLSL | ||
shadowMapSize : Point [static] | LightFilter | ||
shadowMapTexture : Texture3D | LightFilter | ||
shadowsFiltering : Number = 10 | LightFilter | ||
source : String | FLSLFilter | ||
techniqueName : String
The name of the thecnique to use. | FLSLFilter | ||
texture : Texture3D [read-only] | LightFilter |
Method | Defined By | ||
---|---|---|---|
LightFilter(techniqueName:String, maxPointLights:int = 0, maxDirectionalLights:int = 1, useDefaultLights:Boolean = false) | LightFilter | ||
bind(byteCode:ByteArray):void
Bind the compiled flsl code to be executed by the scope. | FLSLScope | ||
build():void
This forces to all materials containing this filter to be recompiled. | FLSLFilter | ||
call(ns:String, params:Array = null):uint
Call to a function stored in the scope. | FLSLScope | ||
FLSLFilter | |||
dispose():void | LightFilter | ||
getTechniqueNames():Array
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 |
Constant | Defined 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 |
ambientColor | property |
public var ambientColor:Vector3D
cubeMap | property |
cubeMap:Texture3D
public function get cubeMap():Texture3D
public function set cubeMap(value:Texture3D):void
defaultLight | property |
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.
enableRenderShadows | property |
public var enableRenderShadows:Boolean = true
enableShadowsFiltering | property |
public var enableShadowsFiltering:Boolean = true
filterMapTexture | property |
filterMapTexture:Texture3D
public function get filterMapTexture():Texture3D
public function set filterMapTexture(value:Texture3D):void
lightSamples | property |
public static var lightSamples:int = 128
lightSamplesRate | property |
public static var lightSamplesRate:int = 4
list | property |
public var list:Vector.<Light3D>
maxDirectionalLights | property |
maxDirectionalLights:int
public function get maxDirectionalLights():int
public function set maxDirectionalLights(value:int):void
maxPointLights | property |
maxPointLights:int
public function get maxPointLights():int
public function set maxPointLights(value:int):void
projectors | property |
public var projectors:Vector.<ShadowProjector3D>
scene | property |
public var scene:Scene3D
shadowMapSize | property |
public static var shadowMapSize:Point
shadowMapTexture | property |
shadowMapTexture:Texture3D
public function get shadowMapTexture():Texture3D
public function set shadowMapTexture(value:Texture3D):void
shadowsFiltering | property |
public var shadowsFiltering:Number = 10
texture | property |
LightFilter | () | Constructor |
public function LightFilter(techniqueName:String, maxPointLights:int = 0, maxDirectionalLights:int = 1, useDefaultLights:Boolean = false)
techniqueName:String (default = NaN )
| |
maxPointLights:int (default = 0 )
| |
maxDirectionalLights:int (default = 1 )
| |
useDefaultLights:Boolean (default = false )
|
dispose | () | method |
public function dispose():void
process | () | method |
renderShadows | () | method |
public function renderShadows():Boolean
ReturnsBoolean |
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
LINEAR | Constant |
public static const LINEAR:String = linear
NO_LIGHTS | Constant |
public static const NO_LIGHTS:String = noLights
PER_VERTEX | Constant |
public static const PER_VERTEX:String = perVertex
PHONG | Constant |
public static const PHONG:String = phong
SAMPLED | Constant |
public static const SAMPLED:String = sampled