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Interface ILightingPass

class

away.pool.Passes

Hierarchy

  • IPass

Index

Properties

animationSet

animationSet: AnimationSetBase

diffuseLightSources

diffuseLightSources: number

directionalLightsOffset

directionalLightsOffset: number

enableLightFallOff

enableLightFallOff: boolean

images

images: Array<GL_ImageBase>

lightPicker

lightPicker: LightPickerBase

lightProbesOffset

lightProbesOffset: number

numDirectionalLights

numDirectionalLights: number

numLightProbes

numLightProbes: number

numPointLights

numPointLights: number

pointLightsOffset

pointLightsOffset: number

samplers

samplers: Array<GL_SamplerBase>

shader

shader: ShaderBase

specularLightSources

specularLightSources: number

style

style: Style

Methods

Private _activate

  • _activate(projection: ProjectionBase): any
  • Sets the material state for the pass that is independent of the rendered object. This needs to be called before calling pass. Before activating a pass, the previously used pass needs to be deactivated.

    Parameters

    • projection: ProjectionBase

    Returns any

Private _deactivate

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

    Returns any

_getFragmentCode

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

_getPerLightDiffuseFragmentCode

  • _getPerLightDiffuseFragmentCode(lightDirReg: ShaderRegisterElement, diffuseColorReg: ShaderRegisterElement, registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string
  • Parameters

    • lightDirReg: ShaderRegisterElement
    • diffuseColorReg: ShaderRegisterElement
    • registerCache: ShaderRegisterCache
    • sharedRegisters: ShaderRegisterData

    Returns string

_getPerLightSpecularFragmentCode

  • _getPerLightSpecularFragmentCode(lightDirReg: ShaderRegisterElement, specularColorReg: ShaderRegisterElement, registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string
  • Parameters

    • lightDirReg: ShaderRegisterElement
    • specularColorReg: ShaderRegisterElement
    • registerCache: ShaderRegisterCache
    • sharedRegisters: ShaderRegisterData

    Returns string

_getPerProbeDiffuseFragmentCode

  • _getPerProbeDiffuseFragmentCode(texReg: ShaderRegisterElement, weightReg: string, registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string
  • Parameters

    • texReg: ShaderRegisterElement
    • weightReg: string
    • registerCache: ShaderRegisterCache
    • sharedRegisters: ShaderRegisterData

    Returns string

_getPerProbeSpecularFragmentCode

  • _getPerProbeSpecularFragmentCode(texReg: ShaderRegisterElement, weightReg: string, registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string
  • Parameters

    • texReg: ShaderRegisterElement
    • weightReg: string
    • registerCache: ShaderRegisterCache
    • sharedRegisters: ShaderRegisterData

    Returns string

_getPostAnimationFragmentCode

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

    • registerCache: ShaderRegisterCache
    • sharedRegisters: ShaderRegisterData

    Returns string

_getPreLightingFragmentCode

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

    • registerCache: ShaderRegisterCache
    • sharedRegisters: ShaderRegisterData

    Returns string

_getPreLightingVertexCode

  • _getPreLightingVertexCode(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

_iUsesDiffuse

  • Indicates whether the shader uses any diffuse component.

    Parameters

    Returns boolean

_iUsesShadows

  • Indicates whether the shader uses any shadows.

    Parameters

    Returns boolean

_iUsesSpecular

  • Indicates whether the shader uses any specular component.

    Parameters

    Returns boolean

_includeDependencies

  • _includeDependencies(shader: ShaderBase): any
  • Parameters

    • shader: ShaderBase

    Returns any

_initConstantData

  • _initConstantData(shader: ShaderBase): any
  • Parameters

    • shader: ShaderBase

    Returns any

_setRenderState

  • _setRenderState(renderable: GL_RenderableBase, projection: ProjectionBase): any
  • Parameters

    • renderable: GL_RenderableBase
    • projection: ProjectionBase

    Returns any

addEventListener

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

    method

    addEventListener

    Parameters

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

          • event: EventBase

          Returns void

    Returns any

dispatchEvent

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

    method

    dispatchEvent

    Parameters

    • event: EventBase

    Returns any

dispose

  • dispose(): any
  • Returns any

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(): any
  • Returns any

removeEventListener

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

    method

    removeEventListener

    Parameters

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

          • event: EventBase

          Returns void

    Returns any

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