Shader
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Constructor Summary
Public Constructor | ||
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Member Summary
Public Members | ||
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bindingCounter: number |
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bindingsComp: undefined[] |
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bindingsFrag: undefined[] |
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bindingsVert: undefined[] |
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compute: * |
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isValid: * |
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needsPipelineUpdate: string |
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uniforms: * |
Private Members | ||
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_cgp: * |
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_compileReason: string |
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_isValid: boolean |
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_log: * |
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_name: * |
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_needsRecompile: boolean |
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_src: string |
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_uniforms: *[] |
Method Summary
Public Methods | ||
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addUniform(type: String, name: String, valueOrPort: any, p2: *, p3: *, p4: *): Uniform add a uniform to all shader programs |
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addUniformFrag(type: String, name: String, valueOrPort: any, p2: *, p3: *, p4: *): Uniform add a uniform to the fragment shader |
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addUniformVert(type: String, name: String, valueOrPort: any, p2: *, p3: *, p4: *): Uniform add a uniform to the vertex shader |
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bind() |
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compile() |
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error(e: *) |
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getName(): * |
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getUniform(name: *): * |
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reInit() |
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setSource(src: *) |
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setWhyCompile(why: *) |
Private Methods | ||
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_addUniform(uni: *) |
Inherited Summary
From class CgShader | ||
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id: * |
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_defines: *[] |
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_isValid: boolean |
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_needsRecompile: boolean |
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define(name: String, value: Any) add a define to a shader, e.g. |
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getDefine(name: *): * |
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getDefines(): * |
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hasDefine(name: String): Boolean return true if shader has define |
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removeDefine(name: name) remove a define from a shader |
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toggleDefine(name: name, enabled: any) easily enable/disable a define without a value |
Public Constructors
Public Members
public bindCountlastFrame: * source
public bindingCounter: number source
public bindingsComp: undefined[] source
public bindingsFrag: undefined[] source
public bindingsVert: undefined[] source
public compute: * source
public defaultBindingComp: * source
public defaultBindingFrag: * source
public defaultBindingVert: * source
public gpuShaderModule: * source
public get isValid: * source
public needsPipelineUpdate: string source
public uniModelMatrix: * source
public uniModelViewMatrix: * source
public uniNormalMatrix: * source
public uniProjMatrix: * source
public uniViewMatrix: * source
public get uniforms: * source
Private Members
private _cgp: * source
private _compileReason: string source
private _log: * source
private _name: * source
private _src: string source
private _tempModelViewMatrix: * source
private _tempNormalMatrix: * source
private _uniforms: *[] source
Public Methods
public addUniform(type: String, name: String, valueOrPort: any, p2: *, p3: *, p4: *): Uniform source
add a uniform to all shader programs
Params:
Name | Type | Attribute | Description |
type | String | ['f','t', etc] |
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name | String | ||
valueOrPort | any | value or port |
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p2 | * | ||
p3 | * | ||
p4 | * |
public addUniformFrag(type: String, name: String, valueOrPort: any, p2: *, p3: *, p4: *): Uniform source
add a uniform to the fragment shader
Params:
Name | Type | Attribute | Description |
type | String | ['f','t', etc] |
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name | String | ||
valueOrPort | any | value or port |
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p2 | * | ||
p3 | * | ||
p4 | * |
public addUniformVert(type: String, name: String, valueOrPort: any, p2: *, p3: *, p4: *): Uniform source
add a uniform to the vertex shader
Params:
Name | Type | Attribute | Description |
type | String | ['f','t', etc] |
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name | String | ||
valueOrPort | any | value or port |
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p2 | * | ||
p3 | * | ||
p4 | * |
public bind() source
public compile() source
public error(e: *) source
Params:
Name | Type | Attribute | Description |
e | * |
public incBindingCounter() source
public reInit() source
public setSource(src: *) source
Params:
Name | Type | Attribute | Description |
src | * |
public setWhyCompile(why: *) source
Params:
Name | Type | Attribute | Description |
why | * |
Private Methods
private _addUniform(uni: *) source
Params:
Name | Type | Attribute | Description |
uni | * |