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Class GL_DistanceMaterial

DistanceRender is a pass that writes distance values to a depth map as a 32-bit value exploded over the 4 texture channels. This is used to render omnidirectional shadow maps.

Hierarchy

  • GL_MaterialPassBase

Implements

  • IPass

Index

Constructors

constructor

  • new GL_DistanceMaterial(material: IMaterial, materialPool: MaterialPool): GL_DistanceMaterial
  • Creates a new DistanceRender object.

    Parameters

    • material: IMaterial

      The material to which this pass belongs.

    • materialPool: MaterialPool

    Returns GL_DistanceMaterial

Properties

_asset

_asset: IAsset

_elementsClass

_elementsClass: IElementsClassGL

_forceSeparateMVP

_forceSeparateMVP: boolean

_invalid

_invalid: boolean

_material

_material: IMaterial

_pRequiresBlending

_pRequiresBlending: boolean

_pool

_pool: IAbstractionPool

_shader

_shader: ShaderBase

_stage

_stage: Stage

animationSet

animationSet: AnimationSetBase

images

images: Array<GL_ImageBase>

material

material: IMaterial

materialID

materialID: number

numImages

numImages: number

passes

passes: Array<IPass>

renderOrderId

renderOrderId: number

requiresBlending

requiresBlending: boolean

Indicates whether or not the renderable requires alpha blending during rendering.

samplers

samplers: Array<GL_SamplerBase>

shader

shader: ShaderBase

style

style: Style

usages

usages: number

Methods

_activate

  • _activate(projection: ProjectionBase): void
  • inheritdoc

    Parameters

    • projection: ProjectionBase

    Returns void

Private _deactivate

  • _deactivate(): void
  • Clears the render state for the pass. This needs to be called before activating another pass.

    Returns void

_getFragmentCode

  • _getFragmentCode(registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string
  • inheritdoc

    Parameters

    • registerCache: ShaderRegisterCache
    • sharedRegisters: ShaderRegisterData

    Returns string

_getNormalFragmentCode

  • _getNormalFragmentCode(registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string
  • Parameters

    • registerCache: ShaderRegisterCache
    • sharedRegisters: ShaderRegisterData

    Returns string

_getNormalVertexCode

  • _getNormalVertexCode(registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string
  • Parameters

    • registerCache: ShaderRegisterCache
    • sharedRegisters: ShaderRegisterData

    Returns string

_getPostAnimationFragmentCode

  • _getPostAnimationFragmentCode(registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string
  • Parameters

    • registerCache: ShaderRegisterCache
    • sharedRegisters: ShaderRegisterData

    Returns string

_getVertexCode

  • _getVertexCode(registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string
  • Parameters

    • registerCache: ShaderRegisterCache
    • sharedRegisters: ShaderRegisterData

    Returns string

_includeDependencies

  • _includeDependencies(shader: ShaderBase): void
  • Parameters

    • shader: ShaderBase

    Returns void

_initConstantData

  • _initConstantData(shader: ShaderBase): void
  • Initializes the unchanging constant data for this material.

    Parameters

    • shader: ShaderBase

    Returns void

_pAddPass

  • _pAddPass(pass: IPass): void
  • Adds a pass to the surface

    Parameters

    • pass: IPass

    Returns void

_pClearPasses

  • _pClearPasses(): void
  • Removes all passes from the surface

    Returns void

_pRemovePass

  • _pRemovePass(pass: IPass): void
  • Removes a pass from the surface.

    Parameters

    • pass: IPass

      The pass to be removed.

    Returns void

Private _pUpdateRender

  • _pUpdateRender(): void
  • Performs any processing that needs to occur before any of its passes are used.

    Returns void

_setRenderState

  • _setRenderState(renderable: GL_RenderableBase, projection: ProjectionBase): void
  • Renders the current pass. Before calling pass, activatePass needs to be called with the same index.

    internal

    Parameters

    • renderable: GL_RenderableBase

      The IRenderable object to draw.

    • projection: ProjectionBase

    Returns void

addEventListener

  • addEventListener(type: string, listener: function): void
  • Add an event listener

    method

    addEventListener

    Parameters

    • type: string
    • listener: function
        • (event: EventBase): void
        • Parameters

          • event: EventBase

          Returns void

    Returns void

dispatchEvent

  • dispatchEvent(event: EventBase): void
  • Dispatch an event

    method

    dispatchEvent

    Parameters

    • event: EventBase

    Returns void

dispose

  • dispose(): void
  • Returns void

getImageIndex

  • getImageIndex(texture: TextureBase, index?: number): number
  • Parameters

    • texture: TextureBase
    • Optional index: number

    Returns number

hasEventListener

  • hasEventListener(type: string, listener?: function): boolean
  • check if an object has an event listener assigned to it

    method

    hasListener

    Parameters

    • type: string
    • Optional listener: function
        • (event: EventBase): void
        • Parameters

          • event: EventBase

          Returns void

    Returns boolean

invalidate

  • invalidate(): void
  • Returns void

onClear

  • onClear(event: AssetEvent): void
  • Parameters

    • event: AssetEvent

    Returns void

onInvalidate

  • onInvalidate(event: AssetEvent): void
  • Parameters

    • event: AssetEvent

    Returns void

onInvalidateAnimation

  • onInvalidateAnimation(event: MaterialEvent): void
  • Parameters

    • event: MaterialEvent

    Returns void

onInvalidatePasses

  • onInvalidatePasses(event: MaterialEvent): void
  • Parameters

    • event: MaterialEvent

    Returns void

removeEventListener

  • removeEventListener(type: string, listener: function): void
  • Remove an event listener

    method

    removeEventListener

    Parameters

    • type: string
    • listener: function
        • (event: EventBase): void
        • Parameters

          • event: EventBase

          Returns void

    Returns void

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