Class DecalMapConfigurationSince
Hierarchy (View Summary)
- MaterialPluginBase
- DecalMapConfiguration
Index
Constructors
Properties
Accessors
Methods
Constructors
constructor
-
new DecalMapConfiguration(
material: StandardMaterial | PBRBaseMaterial,
addToPluginList?: boolean,
): DecalMapConfigurationCreates a new DecalMapConfiguration
Parameters
- material: StandardMaterial | PBRBaseMaterial
The material to attach the decal map plugin to
- addToPluginList: boolean = true
If the plugin should be added to the material plugin list
Returns DecalMapConfiguration
- material: StandardMaterial | PBRBaseMaterial
Properties
do Not Serialize
Specifies if the material plugin should be serialized, true to skip serialization
Readonlymark All Defines As Dirty
Helper function to mark defines as being dirty.
name
Defines the name of the plugin
priority
Defines the priority of the plugin. Lower numbers run first.
register For Extra Events
Indicates that this plugin should be notified for the extra events (HasRenderTargetTextures / FillRenderTargetTextures / HardBindForSubMesh)
resolve Includes
Indicates that any #include directive in the plugin code must be replaced by the corresponding code.
Accessors
is Enabled
Enables or disables the decal map on this material
smooth Alpha
Enables or disables the smooth alpha mode on this material. Default: false. When enabled, the alpha value used to blend the decal map will be the squared value and will produce a smoother result.
Methods
add Fallbacks
-
Add fallbacks to the effect fallbacks list.
Parameters
- defines: MaterialDefines
defines the Base texture to use.
- fallbacks: EffectFallbacks
defines the current fallback list.
- currentRank: number
defines the current fallback rank.
Returns number
the new fallback rank.
- defines: MaterialDefines
bind For Sub Mesh
-
bindForSubMesh(
_uniformBuffer: UniformBuffer,
_scene: Scene,
_engine: AbstractEngine,
_subMesh: SubMesh,
): voidBinds the material data.
Parameters
- _uniformBuffer: UniformBuffer
defines the Uniform buffer to fill in.
- _scene: Scene
defines the scene the material belongs to.
- _engine: AbstractEngine
the engine this scene belongs to.
- _subMesh: SubMesh
the submesh to bind data for
Returns void
- _uniformBuffer: UniformBuffer
collect Defines
-
Collects all defines.
Parameters
- defines: { [name: string]: { default: any; type: string } }
The object to append to.
Returns void
- defines: { [name: string]: { default: any; type: string } }
copy To
-
Makes a duplicate of the current configuration into another one.
Parameters
- plugin: MaterialPluginBase
define the config where to copy the info
Returns void
- plugin: MaterialPluginBase
dispose
-
Disposes the resources of the material.
Parameters
Optional_forceDisposeTextures: booleanForces the disposal of all textures.
Returns void
fill Render Target Textures
-
Fills the list of render target textures.
Parameters
- _renderTargets: SmartArray<RenderTargetTexture>
the list of render targets to update
Returns void
- _renderTargets: SmartArray<RenderTargetTexture>
get Active Textures
-
Returns an array of the actively used textures.
Parameters
- _activeTextures: BaseTexture[]
Array of BaseTextures
Returns void
- _activeTextures: BaseTexture[]
get Animatables
-
Returns the animatable textures.
Parameters
- _animatables: IAnimatable[]
Array of animatable textures.
Returns void
- _animatables: IAnimatable[]
get Attributes
-
Gets the attributes used by the plugin.
Parameters
- _attributes: string[]
list that the attribute names should be added to.
- _scene: Scene
the scene that the material belongs to.
- _mesh: AbstractMesh
the mesh being rendered.
Returns void
- _attributes: string[]
get Class Name
-
Gets the class name of this plugin
Returns string
the class name
get Custom Code
-
getCustomCode(
_shaderType: string,
_shaderLanguage?: ShaderLanguage,
): Nullable<{ [pointName: string]: string }>Returns a list of custom shader code fragments to customize the shader.
Parameters
- _shaderType: string
"vertex" or "fragment"
- _shaderLanguage: ShaderLanguage = ShaderLanguage.GLSL
The shader language to use.
Returns Nullable<{ [pointName: string]: string }>
null if no code to be added, or a list of pointName => code. Note that
pointNamecan also be a regular expression if it starts with a!. In that case, the string found by the regular expression (if any) will be replaced by the code provided. - _shaderType: string
get Samplers
-
Gets the samplers used by the plugin
Parameters
- samplers: string[]
the list of samplers to update
Returns void
- samplers: string[]
get Uniform Buffers Names
-
Gets the uniform buffers names added by the plugin.
Parameters
- _ubos: string[]
list that the ubo names should be added to.
Returns void
- _ubos: string[]
get Uniforms
-
getUniforms(): {
fragment?: string;
ubo?: { name: string; size: number; type: string }[];
vertex?: string;
}Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)
Returns {
fragment?: string;
ubo?: { name: string; size: number; type: string }[];
vertex?: string;
}the description of the uniforms
hard Bind For Sub Mesh
-
hardBindForSubMesh(
uniformBuffer: UniformBuffer,
scene: Scene,
_engine: Engine,
subMesh: SubMesh,
): voidBinds the material data for a sub mesh
Parameters
- uniformBuffer: UniformBuffer
the uniform buffer to update
- scene: Scene
the current scene
- _engine: Engine
the current engine
- subMesh: SubMesh
the sub mesh to bind
Returns void
- uniformBuffer: UniformBuffer
has Render Target Textures
-
Gets a boolean indicating that current material needs to register RTT
Returns boolean
true if this uses a render target otherwise false.
has Texture
-
Checks to see if a texture is used in the material.
Parameters
- _texture: BaseTexture
Base texture to use.
Returns boolean
- Boolean specifying if a texture is used in the material.
- _texture: BaseTexture
is Compatible
-
Gets a boolean indicating that the plugin is compatible with a given shader language.
Returns boolean
true if the plugin is compatible with the shader language
is Ready For Sub Mesh
-
isReadyForSubMesh(
defines: DecalMapDefines,
scene: Scene,
engine: Engine,
subMesh: SubMesh,
): booleanChecks if the sub mesh is ready to be used
Parameters
- defines: DecalMapDefines
the list of defines
- scene: Scene
the current scene
- engine: Engine
the current engine
- subMesh: SubMesh
the sub mesh to check
Returns boolean
true if the sub mesh is ready
- defines: DecalMapDefines
parse
-
Parses a plugin configuration from a serialized object.
Parameters
- source: any
Serialized object.
- scene: Scene
Defines the scene we are parsing for
- rootUrl: string
Defines the rootUrl to load from
Returns void
- source: any
prepare Defines
-
Sets the defines for the next rendering
Parameters
- _defines: MaterialDefines
the list of "defines" to update.
- _scene: Scene
defines the scene to the material belongs to.
- _mesh: AbstractMesh
the mesh being rendered
Returns void
- _defines: MaterialDefines
prepare Defines Before Attributes
-
Prepares the defines before attributes are set
Parameters
- defines: DecalMapDefines
the list of defines
- scene: Scene
the current scene
- mesh: AbstractMesh
the current mesh
Returns void
- defines: DecalMapDefines
serialize
-
Serializes this plugin configuration.
Returns any
- An object with the serialized config.
Plugin that implements the decal map component of a material 5.49.1