| Property | Defined By | ||
|---|---|---|---|
| _conchShader : * | ShaderCompile3D | ||
| debugMode : Boolean = false [static] 是否开启调试模式。 | ShaderCompile3D | ||
| _materialInt2name : Array | ShaderCompile3D | ||
| _materialName2Int : Object | ShaderCompile3D | ||
| _preCompileShader : Object [static] | ShaderCompile3D | ||
| SAHDERDEFINE_DEPTHFOG : int = 0x20000 [static] | ShaderCompile3D | ||
| SHADERDEFINE_COLOR : int = 0x80 [static] | ShaderCompile3D | ||
| SHADERDEFINE_DIRECTIONLIGHT : int = 0x8 [static] | ShaderCompile3D | ||
| SHADERDEFINE_FOG : int = 0x4 [static] | ShaderCompile3D | ||
| SHADERDEFINE_HIGHPRECISION : int = 0x1 [static] | ShaderCompile3D | ||
| SHADERDEFINE_POINTLIGHT : int = 0x10 [static] | ShaderCompile3D | ||
| SHADERDEFINE_SPOTLIGHT : int = 0x20 [static] | ShaderCompile3D | ||
| SHADERDEFINE_UV0 : int = 0x40 [static] | ShaderCompile3D | ||
| SHADERDEFINE_UV1 : int = 0x100 [static] | ShaderCompile3D | ||
| sharders : Array | ShaderCompile3D | ||
| _spriteInt2name : Array | ShaderCompile3D | ||
| Method | Defined By | ||
|---|---|---|---|
ShaderCompile3D(name:Number, vs:String, ps:String, attributeMap:Object, uniformMap:Object, includeFiles:*) | ShaderCompile3D | ||
add(nameID:int, vs:String, ps:String, attributeMap:Object, uniformMap:Object):ShaderCompile3D [static]
添加预编译shader文件,主要是处理宏定义
| ShaderCompile3D | ||
createShader(publicDefine:Object, spriteDefine:Object, materialDefine:Object):Shader3D | ShaderCompile3D | ||
get(name:String):ShaderCompile3D [static]
获取ShaderCompile3D。
| ShaderCompile3D | ||
getMaterialDefineByName(name:String):int
通过名称获取宏定义值。
| ShaderCompile3D | ||
precompileShaderWithShaderDefine(publicDefine:int, spriteDefine:int, materialDefine:int):void
通过宏定义预编译shader。
| ShaderCompile3D | ||
registerMaterialDefine(name:String):int
注册材质宏定义。
| ShaderCompile3D | ||
registerSpriteDefine(name:String):int
注册精灵宏定义。
| ShaderCompile3D | ||
withCompile(publicDefine:int, spriteDefine:int, materialDefine:int):Shader3D
根据宏动态生成shader文件,支持#include?COLOR_FILTER "parts/ColorFilter_ps_logic.glsl";条件嵌入文件
| ShaderCompile3D | ||
| Constant | Defined By | ||
|---|---|---|---|
| IFDEF_ELSE : int = 2 [static] | ShaderCompile3D | ||
| IFDEF_NO : int = 0 [static] | ShaderCompile3D | ||
| IFDEF_YES : int = 1 [static] | ShaderCompile3D | ||
| _conchShader | property |
public var _conchShader:*| _materialInt2name | property |
public var _materialInt2name:Array| _materialName2Int | property |
public var _materialName2Int:Object| _preCompileShader | property |
public static var _preCompileShader:Object| _spriteInt2name | property |
public var _spriteInt2name:Array| debugMode | property |
public static var debugMode:Boolean = false是否开启调试模式。
| SAHDERDEFINE_DEPTHFOG | property |
public static var SAHDERDEFINE_DEPTHFOG:int = 0x20000| SHADERDEFINE_COLOR | property |
public static var SHADERDEFINE_COLOR:int = 0x80| SHADERDEFINE_DIRECTIONLIGHT | property |
public static var SHADERDEFINE_DIRECTIONLIGHT:int = 0x8| SHADERDEFINE_FOG | property |
public static var SHADERDEFINE_FOG:int = 0x4| SHADERDEFINE_HIGHPRECISION | property |
public static var SHADERDEFINE_HIGHPRECISION:int = 0x1| SHADERDEFINE_POINTLIGHT | property |
public static var SHADERDEFINE_POINTLIGHT:int = 0x10| SHADERDEFINE_SPOTLIGHT | property |
public static var SHADERDEFINE_SPOTLIGHT:int = 0x20| SHADERDEFINE_UV0 | property |
public static var SHADERDEFINE_UV0:int = 0x40| SHADERDEFINE_UV1 | property |
public static var SHADERDEFINE_UV1:int = 0x100| sharders | property |
public var sharders:Array| ShaderCompile3D | () | Constructor |
public function ShaderCompile3D(name:Number, vs:String, ps:String, attributeMap:Object, uniformMap:Object, includeFiles:*)name:Number | |
vs:String | |
ps:String | |
attributeMap:Object | |
uniformMap:Object | |
includeFiles:* |
| add | () | method |
public static function add(nameID:int, vs:String, ps:String, attributeMap:Object, uniformMap:Object):ShaderCompile3D添加预编译shader文件,主要是处理宏定义
Parameters
nameID:int | |
vs:String | |
ps:String | |
attributeMap:Object | |
uniformMap:Object |
ShaderCompile3D |
| createShader | () | method |
public function createShader(publicDefine:Object, spriteDefine:Object, materialDefine:Object):Shader3DParameters
publicDefine:Object | |
spriteDefine:Object | |
materialDefine:Object |
Shader3D |
| get | () | method |
public static function get(name:String):ShaderCompile3D获取ShaderCompile3D。
Parameters
name:String |
ShaderCompile3D — ShaderCompile3D。
|
| getMaterialDefineByName | () | method |
public function getMaterialDefineByName(name:String):int通过名称获取宏定义值。
Parameters
name:String — 名称。
|
int — 宏定义值。
|
| precompileShaderWithShaderDefine | () | method |
public function precompileShaderWithShaderDefine(publicDefine:int, spriteDefine:int, materialDefine:int):void通过宏定义预编译shader。
Parameters
publicDefine:int — 精灵宏定义数组。
| |
spriteDefine:int — 公共宏定义值。
| |
materialDefine:int — 精灵宏定义值。
|
| registerMaterialDefine | () | method |
public function registerMaterialDefine(name:String):int注册材质宏定义。
Parameters
name:String — 宏定义名称。
|
int —
|
| registerSpriteDefine | () | method |
public function registerSpriteDefine(name:String):int注册精灵宏定义。
Parameters
name:String — 宏定义名称。
|
int —
|
| withCompile | () | method |
public function withCompile(publicDefine:int, spriteDefine:int, materialDefine:int):Shader3D根据宏动态生成shader文件,支持#include?COLOR_FILTER "parts/ColorFilter_ps_logic.glsl";条件嵌入文件
Parameters
publicDefine:int | |
spriteDefine:int | |
materialDefine:int |
Shader3D —
|
| IFDEF_ELSE | Constant |
public static const IFDEF_ELSE:int = 2| IFDEF_NO | Constant |
public static const IFDEF_NO:int = 0| IFDEF_YES | Constant |
public static const IFDEF_YES:int = 1