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public class | source

EnvironmentMapShader

Extends:

GLBoostObjectShader → EnvironmentMapShader

Constructor Summary

Public Constructor
public

constructor(glBoostContext: *)

Method Summary

Public Methods
public

setUniforms(gl: *, glslProgram: *, scene: *, material: *, camera: *, mesh: *, lights: *)

public

setUniformsAsTearDown(gl: *, glslProgram: *, scene: *, material: *, camera: *, mesh: *, lights: *)

Inherited Summary

From class GLBoostObject
public static
private static
private static
public get
public get
public get

Return the simple class-specific number.

public get
public get
public get
public get
public get
public get
public set
private
private
private
private
private
private
private
private
private
private
public
public
public
public

Return instance name.

public
private

_copy(instance: *)

private
From class Shader
public static
public static

isMixin(source: *): boolean

public static

isThisGLVersion_2(gl: *): *

public static

mixin(source: *)

public static

removeMixin(source: *)

public static

swapMixin(current: *, newone: *)

public static

trySettingMatrix33ToUniform(gl: *, hashIdOfGLSLProgram: *, material: *, semanticsDir: *, semantics: *, matrixArray: *)

public static

trySettingMatrix44ToUniform(gl: *, hashIdOfGLSLProgram: *, material: *, semanticsDir: *, semantics: *, matrixArray: *)

public static

trySettingVec2ArrayToUniform(gl: *, hashIdOfGLSLProgram: *, material: *, semanticsDir: *, semantics: *, vecArray: *)

public static

trySettingVec3ArrayToUniform(gl: *, hashIdOfGLSLProgram: *, material: *, semanticsDir: *, semantics: *, vecArray: *)

public static

trySettingVec4ArrayToUniform(gl: *, hashIdOfGLSLProgram: *, material: *, semanticsDir: *, semantics: *, vecArray: *)

private static

_exist(functions: *, glboostConstantForAttributeType: *): *

private static
private static

_generateShadowingStr(gl: *, i: *, isShadowEnabledAsTexture: *): *

private static

_getNormalStr(gl: *, material: *, f: *): *

private static
private static
private static
private static

_glslVer(gl: *): *

private static

_in_onFrag(gl: *): *

private static

_in_onVert(gl: *): *

private static

_out_onVert(gl: *): *

private static
private static

_set_glFragData_inGLVer1(gl: *, i: *): *

private static

_set_outColor_onFrag(gl: *, i: *): *

private static

_textureProj_func(gl: *): *

private static

_texture_func(gl: *): *

public get

dirty: *

public set

dirty: *

public get
private
private
public
public

getShaderParameter(material: *, parameterName: *, defaultValue: *): *

public

getShaderProgram(expression: *, vertexAttribs: *, existCamera_f: *, lights_: *, material: *, extraData: *): *

public
public

setUniforms(gl: *, glslProgram: *, scene: *, material: *, camera: *, mesh: *, lights: *)

public

setUniformsAsTearDown(gl: *, glslProgram: *, scene: *, material: *, camera: *, mesh: *, lights: *)

private

_addLineNumber(shaderString: *): *

private

_getFragmentShaderString(gl: *, functions: *, lights: *, material: *, extraData: *): *

private
private

_getShader(gl: *, theSource: *, type: *): *

private

_getVertexShaderString(gl: *, functions: *, existCamera_f: *, lights: *, material: *, extraData: *): *

private

_initShaders(gl: *, vertexShaderStr: *, fragmentShaderStr: *): *

private
private

_prepareAssetsForShaders(gl: *, shaderProgram: *, expression: *, vertexAttribs: *, existCamera_f: *, lights: *, material: *, extraData: *, canvas: *): *

private

_removeDuplicatedLine(shaderString: *): *

private

Public Constructors

public constructor(glBoostContext: *) source

Override:

Shader#constructor

Params:

NameTypeAttributeDescription
glBoostContext *

Public Methods

public setUniforms(gl: *, glslProgram: *, scene: *, material: *, camera: *, mesh: *, lights: *) source

Override:

Shader#setUniforms

Params:

NameTypeAttributeDescription
gl *
glslProgram *
scene *
material *
camera *
mesh *
lights *

public setUniformsAsTearDown(gl: *, glslProgram: *, scene: *, material: *, camera: *, mesh: *, lights: *) source

Override:

Shader#setUniformsAsTearDown

Params:

NameTypeAttributeDescription
gl *
glslProgram *
scene *
material *
camera *
mesh *
lights *