Class PBRAnisotropicConfiguration
Hierarchy
- PBRAnisotropicConfiguration
Index
Constructors
constructor
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Instantiate a new istance of anisotropy configuration.
Parameters
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markAllSubMeshesAsTexturesDirty: () => void
Callback to flag the material to dirty
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Returns void
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Returns PBRAnisotropicConfiguration
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Properties
directionSearch playground for direction
Defines if the effect is along the tangents, bitangents or in between. By default, the effect is "strectching" the highlights along the tangents.
intensitySearch playground for intensity
Defines the anisotropy strength (between 0 and 1) it defaults to 1.
is EnabledSearch playground for isEnabled
Defines if the anisotropy is enabled in the material.
textureSearch playground for texture
Stores the anisotropy values in a texture. rg is direction (like normal from -1 to 1) b is a intensity
Methods
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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isFrozen: boolean
defines wether the material is frozen or not.
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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anisotropicConfiguration: PBRAnisotropicConfiguration
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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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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Get the current class name of the texture useful for serialization or dynamic coding.
Returns string
"PBRAnisotropicConfiguration"
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: IMaterialAnisotropicDefines
the list of "defines" to update.
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scene: Scene
defines the scene the material belongs to.
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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Checks to see if a texture is used in the material.
Parameters
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defines: IMaterialAnisotropicDefines
the list of "defines" to update.
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mesh: AbstractMesh
the mesh we are preparing the defines for.
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scene: Scene
defines the scene the material belongs to.
Returns void
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serializeSearch playground for serialize
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Serializes this anisotropy configuration.
Returns any
- An object with the serialized config.
Static Add FallbacksSearch playground for AddFallbacks
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Add fallbacks to the effect fallbacks list.
Parameters
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defines: IMaterialAnisotropicDefines
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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Static Add SamplersSearch playground for AddSamplers
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Add the required samplers to the current list.
Parameters
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samplers: string[]
defines the current sampler list.
Returns void
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Static Add UniformsSearch playground for AddUniforms
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Add the required uniforms to the current list.
Parameters
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uniforms: string[]
defines the current uniform list.
Returns void
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Static Prepare Uniform BufferSearch playground for PrepareUniformBuffer
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Add the required uniforms to the current buffer.
Parameters
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uniformBuffer: UniformBuffer
defines the current uniform buffer.
Returns void
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Define the code related to the anisotropic parameters of the pbr material.