Class MaterialPluginBase
Hierarchy
Index
Constructors
Properties
Methods
Constructors
constructor
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Creates a new material plugin
Parameters
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material: Material
parent material of the plugin
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name: string
name of the plugin
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priority: number
priority of the plugin
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Optional defines: {}
list of defines used by the plugin. The value of the property is the default value for this property
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[key: string]: any
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Optional addToPluginList: boolean
true to add the plugin to the list of plugins managed by the material plugin manager of the material (default: true)
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Optional enable: boolean
true to enable the plugin (it is handy if the plugin does not handle properties to switch its current activation)
Returns MaterialPluginBase
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Properties
nameSearch playground for name
Defines the name of the plugin
prioritySearch playground for priority
Defines the priority of the plugin. Lower numbers run first.
register For Extra EventsSearch playground for registerForExtraEvents
Indicates that this plugin should be notified for the extra events (HasRenderTargetTextures / FillRenderTargetTextures / HardBindForSubMesh)
Methods
add FallbacksSearch playground for addFallbacks
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Add fallbacks to the effect fallbacks list.
Parameters
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defines: MaterialDefines
defines the Base texture to use.
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fallbacks: EffectFallbacks
defines the current fallback list.
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currentRank: number
defines the current fallback rank.
Returns number
the new fallback rank.
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bind For Sub MeshSearch playground for bindForSubMesh
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Binds the material data.
Parameters
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uniformBuffer: UniformBuffer
defines the Uniform buffer to fill in.
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scene: Scene
defines the scene the material belongs to.
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engine: Engine
the engine this scene belongs to.
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subMesh: SubMesh
the submesh to bind data for
Returns void
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collect DefinesSearch playground for collectDefines
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Collects all defines.
Parameters
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defines: {}
The object to append to.
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[name: string]: { default: any; type: string }
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default: any
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type: string
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Returns void
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copy ToSearch playground for copyTo
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Makes a duplicate of the current configuration into another one.
Parameters
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plugin: MaterialPluginBase
define the config where to copy the info
Returns void
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disposeSearch playground for dispose
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Disposes the resources of the material.
Parameters
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Optional forceDisposeTextures: boolean
Forces the disposal of all textures.
Returns void
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fill Render Target TexturesSearch playground for fillRenderTargetTextures
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Fills the list of render target textures.
Parameters
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renderTargets: SmartArray<RenderTargetTexture>
the list of render targets to update
Returns void
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get Active TexturesSearch playground for getActiveTextures
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Returns an array of the actively used textures.
Parameters
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activeTextures: BaseTexture[]
Array of BaseTextures
Returns void
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get AnimatablesSearch playground for getAnimatables
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Returns the animatable textures.
Parameters
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animatables: IAnimatable[]
Array of animatable textures.
Returns void
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get Class NameSearch playground for getClassName
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Gets the current class name useful for serialization or dynamic coding.
Returns string
The class name.
get Custom CodeSearch playground for getCustomCode
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Returns a list of custom shader code fragments to customize the shader.
Parameters
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shaderType: string
"vertex" or "fragment"
Returns Nullable<{}>
null if no code to be added, or a list of pointName => code. Note that
pointName
can 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. -
get SamplersSearch playground for getSamplers
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Gets the samplers used by the plugin.
Parameters
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samplers: string[]
list that the sampler names should be added to.
Returns void
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get UniformsSearch playground for getUniforms
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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?: Array<{ name: string; size: number; type: string }>; vertex?: string }
the description of the uniforms
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Optional fragment?: string
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Optional ubo?: Array<{ name: string; size: number; type: string }>
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Optional vertex?: string
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hard Bind For Sub MeshSearch playground for hardBindForSubMesh
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Binds the material data (this function is called even if mustRebind() returns false)
Parameters
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uniformBuffer: UniformBuffer
defines the Uniform buffer to fill in.
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scene: Scene
defines the scene the material belongs to.
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engine: Engine
defines the engine the material belongs to.
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subMesh: SubMesh
the submesh to bind data for
Returns void
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has Render Target TexturesSearch playground for hasRenderTargetTextures
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Gets a boolean indicating that current material needs to register RTT
Returns boolean
true if this uses a render target otherwise false.
has TextureSearch playground for hasTexture
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Checks to see if a texture is used in the material.
Parameters
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texture: BaseTexture
Base texture to use.
Returns boolean
- Boolean specifying if a texture is used in the material.
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is Ready For Sub MeshSearch playground for isReadyForSubMesh
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Specifies that the submesh is ready to be used.
Parameters
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defines: MaterialDefines
the list of "defines" to update.
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scene: Scene
defines the scene the material belongs to.
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engine: Engine
the engine this scene belongs to.
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subMesh: SubMesh
the submesh to check for readiness
Returns boolean
- boolean indicating that the submesh is ready or not.
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parseSearch playground for parse
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Parses a anisotropy Configuration from a serialized object.
Parameters
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source: any
Serialized object.
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scene: Scene
Defines the scene we are parsing for
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rootUrl: string
Defines the rootUrl to load from
Returns void
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prepare DefinesSearch playground for prepareDefines
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Sets the defines for the next rendering
Parameters
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defines: MaterialDefines
the list of "defines" to update.
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scene: Scene
defines the scene to the material belongs to.
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mesh: AbstractMesh
the mesh being rendered
Returns void
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serializeSearch playground for serialize
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Serializes this clear coat configuration.
Returns any
- An object with the serialized config.
Base class for material plugins.
5.0