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class: Material3D

Package: flare.materials

Class: public class Material3D

Inheritance: Material3Dàflash.events.EventDispatcher

Subclasses: Shader3D

The Material3D class represents a base for all materials.

Property Detail

cullFace property

public var cullFace:String

The culling mode. One of Context3DTriangleFace values.

depthCompare property  

public var depthCompare:String = lessEqual

The test comparasion to be used when depthWrite is 'true'. Should be one of the values of Context3DCompareMode.

depthWrite property  

public var depthWrite:Boolean = true

Gets or sets whatever the material writes into the z-buffer.

destFactor property  

public var destFactor:String

The factor with which to multiply the destination color. should be one of Context3DBlendFactor values.

name property  

public var name:String

The name of the material.

scene property  

scene:Scene3D  [read-only]

Gets a reference to the scene that the material is associated.

Implementation

    public function get scene():Scene3D

sourceFactor property  

public var sourceFactor:String

The factor with which to multiply the source color. should be one of Context3DBlendFactor values.

transparent property  

transparent:Boolean

Sets or gets if the material should use alpha blending. This property changes the source and dest factor propertys.

Implementation

    public function get transparent():Boolean

    public function set transparent(value:Boolean):void

twoSided property  

twoSided:Boolean

Sets or gets if the material should be drawn using both sides of the surfaces. This proeprty affects the cullFace property of the material.

Implementation

    public function get twoSided():Boolean

    public function set twoSided(value:Boolean):void

Constructor Detail

Material3D () Constructor

public function Material3D(name:String)

Creates a new Material3D.

Parameters  name:String — Name of the material. 

Method Detail

clone () method

public function clone():Material3D

Clones the material.

Returns Material3D — The new cloned material. 

dispose () method  

public function dispose():void

Eliminates all the resources associated to the material.

download () method  

public function download():void

Downloads all the data uploaded to the graphics card.

draw () method  

public function draw(pivot:Pivot3D, surf:Surface3D, firstIndex:int = 0, count:int = -1):void

Draw a mesh surface using the current material.

Parameters

pivot:Pivot3D — Pivot3D to be drawn. 

surf:Surface3D — Surface3D to be drawn. 

firstIndex:int (default = 0) — First triangle index to be drawn. 

count:int (default = -1) — Number of triangles to be drawn. 

upload () method  

public function upload(scene:Scene3D):void

Uploads the necesary data to the graphics card.

Parameters

 scene:Scene3D

class: ParticleMaterial3D

Package: flare.materials

Class: public class ParticleMaterial3D

Inheritance: ParticleMaterial3DàShader3DàMaterial3Dàflash.events.EventDispatcher

This is a helper material configured to use with particle emiters.

Constructor Detail

ParticleMaterial3D () Constructor

public function ParticleMaterial3D(name:String, filters:Array = null, enableLights:Boolean = false, technique:FLSLFilter = null)

Parameters

         name:String    

         filters:Array (default = null)    

         enableLights:Boolean (default = false)

         technique:FLSLFilter (default = null)

class:Shader3D

Package: flare.materials

Class: public class Shader3D

Inheritance: Shader3DàMaterial3Dàflash.events.EventDispatcher

Subclasses ParticleMaterial3D

The Shader3D class is a dynamic material to be used with filters.

Property Detail

enableLights property

enableLights:Boolean

Sets or gets if the material is affected by scene lights.

Implementation

    public function get enableLights():Boolean

    public function set enableLights(value:Boolean):void

filters property  

filters:Array

Gets or sets an indexed Array of filters to use in the material.

Implementation

    public function get filters():Array

    public function set filters(value:Array):void

globalFilters property  

public static var globalFilters:Array

Defines an array of filters to be included on the materials that will be created after setting the global filters property. If the globalFilters array changes after the materials were compiled, you will need to call to build() mehotd again to recompile the shader. You can use this propery to apply a fog or color filter to all scene materials for example, but this property should be defined before the creation of the materials. You can change this property at any time, but it will only affect to those materials that are created after.

program property  

program:FLSLProgram3D  [read-only]

Returns a shader program reference.

Implementation

    public function get program():FLSLProgram3D

technique property  

technique:FLSLFilter

Sets ot get the current method used for the vertex transform. Should be one of the constants defined VERTEX_NORMAL or VERTEX_SKIN.

Implementation

    public function get technique():FLSLFilter

    public function set technique(value:FLSLFilter):void

updateAllInstances property  

public var updateAllInstances:Boolean = false

Sets or returns whatever the shader should force to update the material parameters for each shader instance separately. If the value is false, all instaces will be updated to the same values.

Constructor Detail

Shader3D () Constructor

public function Shader3D(name:String, filters:Array = null, enableLights:Boolean = true, technique:FLSLFilter = null)

Creates a new dynamic filter Material.

Parameters

name:String — The name of the material. 

filters:Array (default = null) — Filters to use in the material. 

enableLights:Boolean (default = true) — Sets if the material is affected by scene lights. 

technique:FLSLFilter (default = null) — The current method used for the vertex transform. Should be one of the constants defined VERTEX_NORMAL or VERTEX_SKIN. 

Method Detail

build () method

public function build():void

Force to recompile the material. If don't need to call this method if you set the filters in the constructor or if you pass directly an array of filters to the filters property.

Event Detail

changed Event 

Event Object Type: flash.events.Event

Event.type property = flash.events.Event

This event is dispatched when material filters has been changed or the material is re compiled.

Constant Detail

VERTEX_HORIZONTAL_PARTICLE Constant

public static const VERTEX_HORIZONTAL_PARTICLE:FLSLFilter

VERTEX_NORMAL Constant  

public static const VERTEX_NORMAL:FLSLFilter

VERTEX_PARTICLE Constant  

public static const VERTEX_PARTICLE:FLSLFilter

VERTEX_SKIN Constant  

public static const VERTEX_SKIN:FLSLFilter

VERTEX_VERTICAL_PARTICLE Constant  

public static const VERTEX_VERTICAL_PARTICLE:FLSLFilter

 

 

posted on 2012-05-16 16:01  尔冬橙  阅读(328)  评论(0编辑  收藏  举报