/bin-release/srcview/source/away3d/materials/FresnelPBMaterial.as.html

https://github.com/davidcoleman007/AS3MazeSolver · HTML · 173 lines · 144 code · 28 blank · 1 comment · 0 complexity · 0739a3d6fba3dfa433b605eec3057a39 MD5 · raw file

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  6. <title>FresnelPBMaterial.as</title>
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  9. <body><pre><span class="ActionScriptpackage">package</span> <span class="ActionScriptDefault_Text">away3d</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">materials</span>
  10. <span class="ActionScriptBracket/Brace">{</span>
  11. <span class="ActionScriptReserved">import</span> <span class="ActionScriptDefault_Text">away3d</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">cameras</span><span class="ActionScriptOperator">.</span><span class="ActionScriptOperator">*</span>;
  12. <span class="ActionScriptReserved">import</span> <span class="ActionScriptDefault_Text">away3d</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">containers</span><span class="ActionScriptOperator">.</span><span class="ActionScriptOperator">*</span>;
  13. <span class="ActionScriptReserved">import</span> <span class="ActionScriptDefault_Text">away3d</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">core</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">base</span><span class="ActionScriptOperator">.</span><span class="ActionScriptOperator">*</span>;
  14. <span class="ActionScriptReserved">import</span> <span class="ActionScriptDefault_Text">flash</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">display</span><span class="ActionScriptOperator">.</span><span class="ActionScriptOperator">*</span>;
  15. <span class="ActionScriptASDoc">/**
  16. * BitmapData material which creates reflections based on a cube map.
  17. * The reflection strength changes based on the refraction of the material and its environment,
  18. * as well as the angle of view. This can be used to create water-like reflections.
  19. */</span>
  20. <span class="ActionScriptReserved">public</span> <span class="ActionScriptclass">class</span> <span class="ActionScriptDefault_Text">FresnelPBMaterial</span> <span class="ActionScriptReserved">extends</span> <span class="ActionScriptDefault_Text">SinglePassShaderMaterial</span>
  21. <span class="ActionScriptBracket/Brace">{</span>
  22. <span class="ActionScriptBracket/Brace">[</span><span class="ActionScriptMetadata">Embed</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptString">"../pbks/FresnelShader.pbj"</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">mimeType</span><span class="ActionScriptOperator">=</span><span class="ActionScriptString">"application/octet-stream"</span><span class="ActionScriptBracket/Brace">)</span><span class="ActionScriptBracket/Brace">]</span>
  23. <span class="ActionScriptReserved">private</span> <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">Kernel</span> : <span class="ActionScriptDefault_Text">Class</span>;
  24. <span class="ActionScriptReserved">private</span> <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">_envMapAlpha</span> : <span class="ActionScriptDefault_Text">Number</span> <span class="ActionScriptOperator">=</span> 1;
  25. <span class="ActionScriptReserved">private</span> <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">_outerRefraction</span> : <span class="ActionScriptDefault_Text">Number</span> <span class="ActionScriptOperator">=</span> 1.0002926;
  26. <span class="ActionScriptReserved">private</span> <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">_innerRefraction</span> : <span class="ActionScriptDefault_Text">Number</span> <span class="ActionScriptOperator">=</span> 1.330;
  27. <span class="ActionScriptReserved">private</span> <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">_fresnelMap</span> : <span class="ActionScriptDefault_Text">BitmapData</span>;
  28. <span class="ActionScriptReserved">private</span> <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">_fresnelMapDirty</span> : <span class="ActionScriptDefault_Text">Boolean</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptReserved">true</span>;
  29. <span class="ActionScriptReserved">private</span> <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">_exponent</span> : <span class="ActionScriptDefault_Text">Number</span> <span class="ActionScriptOperator">=</span> 5;
  30. <span class="ActionScriptReserved">private</span> <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">_refractionStrength</span> : <span class="ActionScriptDefault_Text">Number</span> <span class="ActionScriptOperator">=</span> 0;
  31. <span class="ActionScriptASDoc">/**
  32. * Creates a new FresnelPBMaterial object.
  33. *
  34. * @param bitmap The texture to be used for the diffuse shading
  35. * @param normalMap An object-space normal map
  36. * @param envMap The spherical environment map used for reflections
  37. * @param targetModel The target mesh for which this shader is applied
  38. * @param init An initialisation object
  39. */</span>
  40. <span class="ActionScriptReserved">public</span> <span class="ActionScriptfunction">function</span> <span class="ActionScriptDefault_Text">FresnelPBMaterial</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">bitmap</span>:<span class="ActionScriptDefault_Text">BitmapData</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">normalMap</span>:<span class="ActionScriptDefault_Text">BitmapData</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">envMap</span> : <span class="ActionScriptDefault_Text">BitmapData</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">targetModel</span>:<span class="ActionScriptDefault_Text">Mesh</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">init</span>:<span class="ActionScriptDefault_Text">Object</span><span class="ActionScriptOperator">=</span><span class="ActionScriptReserved">null</span><span class="ActionScriptBracket/Brace">)</span>
  41. <span class="ActionScriptBracket/Brace">{</span>
  42. <span class="ActionScriptReserved">super</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">bitmap</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">normalMap</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptReserved">new</span> <span class="ActionScriptDefault_Text">Shader</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptReserved">new</span> <span class="ActionScriptDefault_Text">Kernel</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptBracket/Brace">)</span><span class="ActionScriptBracket/Brace">)</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">targetModel</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">init</span><span class="ActionScriptBracket/Brace">)</span>;
  43. <span class="ActionScriptDefault_Text">_useWorldCoords</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptReserved">true</span>;
  44. <span class="ActionScriptDefault_Text">_envMapAlpha</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">ini</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">getNumber</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptString">"envMapAlpha"</span><span class="ActionScriptOperator">,</span> 1<span class="ActionScriptBracket/Brace">)</span>;
  45. <span class="ActionScriptDefault_Text">_outerRefraction</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">ini</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">getNumber</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptString">"outerRefraction"</span><span class="ActionScriptOperator">,</span> 1.0008<span class="ActionScriptBracket/Brace">)</span>;
  46. <span class="ActionScriptDefault_Text">_innerRefraction</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">ini</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">getNumber</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptString">"innerRefraction"</span><span class="ActionScriptOperator">,</span> 1.330<span class="ActionScriptBracket/Brace">)</span>;
  47. <span class="ActionScriptDefault_Text">_refractionStrength</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">ini</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">getNumber</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptString">"refractionStrength"</span><span class="ActionScriptOperator">,</span> 1<span class="ActionScriptBracket/Brace">)</span>;
  48. <span class="ActionScriptDefault_Text">_exponent</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">ini</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">getNumber</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptString">"exponent"</span><span class="ActionScriptOperator">,</span> 5<span class="ActionScriptBracket/Brace">)</span>;
  49. <span class="ActionScriptDefault_Text">_pointLightShader</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">data</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">alpha</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">value</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptBracket/Brace">[</span> <span class="ActionScriptDefault_Text">_envMapAlpha</span> <span class="ActionScriptBracket/Brace">]</span>;
  50. <span class="ActionScriptDefault_Text">_pointLightShader</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">data</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">envMap</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">input</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">envMap</span>;
  51. <span class="ActionScriptDefault_Text">_pointLightShader</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">data</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">envMapDim</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">value</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptBracket/Brace">[</span> <span class="ActionScriptDefault_Text">envMap</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">width</span><span class="ActionScriptOperator">*</span>.5 <span class="ActionScriptBracket/Brace">]</span>;
  52. <span class="ActionScriptDefault_Text">_pointLightShader</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">data</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">refractionStrength</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">value</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptBracket/Brace">[</span> <span class="ActionScriptDefault_Text">_refractionStrength</span> <span class="ActionScriptBracket/Brace">]</span>;
  53. <span class="ActionScriptBracket/Brace">}</span>
  54. <span class="ActionScriptASDoc">/**
  55. * The maximum amount of refraction to be performed on the diffuse texture, used to simulate water
  56. */</span>
  57. <span class="ActionScriptReserved">public</span> <span class="ActionScriptfunction">function</span> <span class="ActionScriptReserved">get</span> <span class="ActionScriptDefault_Text">refractionStrength</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptBracket/Brace">)</span> : <span class="ActionScriptDefault_Text">Number</span>
  58. <span class="ActionScriptBracket/Brace">{</span>
  59. <span class="ActionScriptReserved">return</span> <span class="ActionScriptDefault_Text">_refractionStrength</span>;
  60. <span class="ActionScriptBracket/Brace">}</span>
  61. <span class="ActionScriptReserved">public</span> <span class="ActionScriptfunction">function</span> <span class="ActionScriptReserved">set</span> <span class="ActionScriptDefault_Text">refractionStrength</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">value</span> : <span class="ActionScriptDefault_Text">Number</span><span class="ActionScriptBracket/Brace">)</span> : <span class="ActionScriptReserved">void</span>
  62. <span class="ActionScriptBracket/Brace">{</span>
  63. <span class="ActionScriptDefault_Text">_refractionStrength</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">value</span>;
  64. <span class="ActionScriptDefault_Text">_pointLightShader</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">data</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">refractionStrength</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">value</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptBracket/Brace">[</span> <span class="ActionScriptDefault_Text">_refractionStrength</span> <span class="ActionScriptBracket/Brace">]</span>;
  65. <span class="ActionScriptBracket/Brace">}</span>
  66. <span class="ActionScriptASDoc">/**
  67. * The refractive index of the outer medium (where the view ray starts)
  68. */</span>
  69. <span class="ActionScriptReserved">public</span> <span class="ActionScriptfunction">function</span> <span class="ActionScriptReserved">get</span> <span class="ActionScriptDefault_Text">outerRefraction</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptBracket/Brace">)</span> : <span class="ActionScriptDefault_Text">Number</span>
  70. <span class="ActionScriptBracket/Brace">{</span>
  71. <span class="ActionScriptReserved">return</span> <span class="ActionScriptDefault_Text">_outerRefraction</span>;
  72. <span class="ActionScriptBracket/Brace">}</span>
  73. <span class="ActionScriptReserved">public</span> <span class="ActionScriptfunction">function</span> <span class="ActionScriptReserved">set</span> <span class="ActionScriptDefault_Text">outerRefraction</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">value</span> : <span class="ActionScriptDefault_Text">Number</span><span class="ActionScriptBracket/Brace">)</span> : <span class="ActionScriptReserved">void</span>
  74. <span class="ActionScriptBracket/Brace">{</span>
  75. <span class="ActionScriptDefault_Text">_outerRefraction</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">value</span>;
  76. <span class="ActionScriptDefault_Text">_fresnelMapDirty</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptReserved">true</span>;
  77. <span class="ActionScriptBracket/Brace">}</span>
  78. <span class="ActionScriptASDoc">/**
  79. * The refractive index of the inner medium (ie the material itself)
  80. */</span>
  81. <span class="ActionScriptReserved">public</span> <span class="ActionScriptfunction">function</span> <span class="ActionScriptReserved">get</span> <span class="ActionScriptDefault_Text">innerRefraction</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptBracket/Brace">)</span> : <span class="ActionScriptDefault_Text">Number</span>
  82. <span class="ActionScriptBracket/Brace">{</span>
  83. <span class="ActionScriptReserved">return</span> <span class="ActionScriptDefault_Text">_innerRefraction</span>;
  84. <span class="ActionScriptBracket/Brace">}</span>
  85. <span class="ActionScriptReserved">public</span> <span class="ActionScriptfunction">function</span> <span class="ActionScriptReserved">set</span> <span class="ActionScriptDefault_Text">innerRefraction</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">value</span> : <span class="ActionScriptDefault_Text">Number</span><span class="ActionScriptBracket/Brace">)</span> : <span class="ActionScriptReserved">void</span>
  86. <span class="ActionScriptBracket/Brace">{</span>
  87. <span class="ActionScriptDefault_Text">_innerRefraction</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">value</span>;
  88. <span class="ActionScriptDefault_Text">_fresnelMapDirty</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptReserved">true</span>;
  89. <span class="ActionScriptBracket/Brace">}</span>
  90. <span class="ActionScriptASDoc">/**
  91. * The exponent of the calculated fresnel term. Lower values will only show reflections at steeper view angles.
  92. */</span>
  93. <span class="ActionScriptReserved">public</span> <span class="ActionScriptfunction">function</span> <span class="ActionScriptReserved">get</span> <span class="ActionScriptDefault_Text">exponent</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptBracket/Brace">)</span> : <span class="ActionScriptDefault_Text">Number</span>
  94. <span class="ActionScriptBracket/Brace">{</span>
  95. <span class="ActionScriptReserved">return</span> <span class="ActionScriptDefault_Text">_exponent</span>;
  96. <span class="ActionScriptBracket/Brace">}</span>
  97. <span class="ActionScriptReserved">public</span> <span class="ActionScriptfunction">function</span> <span class="ActionScriptReserved">set</span> <span class="ActionScriptDefault_Text">exponent</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">value</span> : <span class="ActionScriptDefault_Text">Number</span><span class="ActionScriptBracket/Brace">)</span> : <span class="ActionScriptReserved">void</span>
  98. <span class="ActionScriptBracket/Brace">{</span>
  99. <span class="ActionScriptDefault_Text">_exponent</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">value</span>;
  100. <span class="ActionScriptDefault_Text">_fresnelMapDirty</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptReserved">true</span>;
  101. <span class="ActionScriptBracket/Brace">}</span>
  102. <span class="ActionScriptReserved">private</span> <span class="ActionScriptfunction">function</span> <span class="ActionScriptDefault_Text">initFresnelMap</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptBracket/Brace">)</span> : <span class="ActionScriptReserved">void</span>
  103. <span class="ActionScriptBracket/Brace">{</span>
  104. <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">i</span> : <span class="ActionScriptDefault_Text">int</span> <span class="ActionScriptOperator">=</span> 256;
  105. <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">fres</span> : <span class="ActionScriptDefault_Text">Number</span>;
  106. <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">vec</span> : <span class="ActionScriptDefault_Text">Vector</span><span class="ActionScriptBracket/Brace">.&lt;</span><span class="ActionScriptDefault_Text">uint</span><span class="ActionScriptBracket/Brace">&gt;</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptReserved">new</span> <span class="ActionScriptDefault_Text">Vector</span><span class="ActionScriptBracket/Brace">.&lt;</span><span class="ActionScriptDefault_Text">uint</span><span class="ActionScriptBracket/Brace">&gt;</span><span class="ActionScriptBracket/Brace">(</span>256<span class="ActionScriptBracket/Brace">)</span>;
  107. <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">dot</span> : <span class="ActionScriptDefault_Text">Number</span>;
  108. <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">r0</span> : <span class="ActionScriptDefault_Text">Number</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">_outerRefraction</span><span class="ActionScriptOperator">-</span><span class="ActionScriptDefault_Text">_innerRefraction</span><span class="ActionScriptBracket/Brace">)</span><span class="ActionScriptOperator">*</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">_outerRefraction</span><span class="ActionScriptOperator">-</span><span class="ActionScriptDefault_Text">_innerRefraction</span><span class="ActionScriptBracket/Brace">)</span><span class="ActionScriptOperator">/</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">_outerRefraction</span><span class="ActionScriptOperator">+</span><span class="ActionScriptDefault_Text">_innerRefraction</span><span class="ActionScriptBracket/Brace">)</span><span class="ActionScriptOperator">*</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">_outerRefraction</span><span class="ActionScriptOperator">+</span><span class="ActionScriptDefault_Text">_innerRefraction</span><span class="ActionScriptBracket/Brace">)</span><span class="ActionScriptBracket/Brace">)</span>;
  109. <span class="ActionScriptReserved">if</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptOperator">!</span><span class="ActionScriptDefault_Text">_fresnelMap</span><span class="ActionScriptBracket/Brace">)</span> <span class="ActionScriptDefault_Text">_fresnelMap</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptReserved">new</span> <span class="ActionScriptDefault_Text">BitmapData</span><span class="ActionScriptBracket/Brace">(</span>256<span class="ActionScriptOperator">,</span> 1<span class="ActionScriptOperator">,</span> <span class="ActionScriptReserved">false</span><span class="ActionScriptOperator">,</span> 1<span class="ActionScriptBracket/Brace">)</span>;
  110. <span class="ActionScriptReserved">while</span> <span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">i</span><span class="ActionScriptOperator">--</span><span class="ActionScriptBracket/Brace">)</span> <span class="ActionScriptBracket/Brace">{</span>
  111. <span class="ActionScriptComment">// view vector is inverted in pixel shader (and so is dot product), hence no 1-i/256 as is usual
  112. </span> <span class="ActionScriptDefault_Text">dot</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">i</span><span class="ActionScriptOperator">/</span>256;
  113. <span class="ActionScriptDefault_Text">fres</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">r0</span><span class="ActionScriptOperator">+</span><span class="ActionScriptBracket/Brace">(</span>1<span class="ActionScriptOperator">-</span><span class="ActionScriptDefault_Text">r0</span><span class="ActionScriptBracket/Brace">)</span><span class="ActionScriptOperator">*</span><span class="ActionScriptDefault_Text">Math</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">pow</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">dot</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">_exponent</span><span class="ActionScriptBracket/Brace">)</span>;
  114. <span class="ActionScriptReserved">if</span> <span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">fres</span> <span class="ActionScriptOperator">&gt;</span> 1.0<span class="ActionScriptBracket/Brace">)</span> <span class="ActionScriptDefault_Text">fres</span> <span class="ActionScriptOperator">=</span> 1.0;
  115. <span class="ActionScriptReserved">else</span> <span class="ActionScriptReserved">if</span> <span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">fres</span> <span class="ActionScriptOperator">&lt;</span> 0.0<span class="ActionScriptBracket/Brace">)</span> <span class="ActionScriptDefault_Text">fres</span> <span class="ActionScriptOperator">=</span> 0.0;
  116. <span class="ActionScriptDefault_Text">vec</span><span class="ActionScriptBracket/Brace">[</span><span class="ActionScriptDefault_Text">i</span><span class="ActionScriptBracket/Brace">]</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">int</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">fres</span><span class="ActionScriptOperator">*</span>0xff<span class="ActionScriptBracket/Brace">)</span> <span class="ActionScriptOperator">&lt;&lt;</span> 16;
  117. <span class="ActionScriptBracket/Brace">}</span>
  118. <span class="ActionScriptDefault_Text">_fresnelMap</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">setVector</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">_fresnelMap</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">rect</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">vec</span><span class="ActionScriptBracket/Brace">)</span>;
  119. <span class="ActionScriptDefault_Text">_pointLightShader</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">data</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">fresnelMap</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">input</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">_fresnelMap</span>;
  120. <span class="ActionScriptBracket/Brace">}</span>
  121. <span class="ActionScriptASDoc">/**
  122. * The opacity of the environment map, ie: how reflective the surface is. 1 is a perfect mirror.
  123. */</span>
  124. <span class="ActionScriptReserved">public</span> <span class="ActionScriptfunction">function</span> <span class="ActionScriptReserved">get</span> <span class="ActionScriptDefault_Text">envMapAlpha</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptBracket/Brace">)</span> : <span class="ActionScriptDefault_Text">Number</span>
  125. <span class="ActionScriptBracket/Brace">{</span>
  126. <span class="ActionScriptReserved">return</span> <span class="ActionScriptDefault_Text">_envMapAlpha</span>;
  127. <span class="ActionScriptBracket/Brace">}</span>
  128. <span class="ActionScriptReserved">public</span> <span class="ActionScriptfunction">function</span> <span class="ActionScriptReserved">set</span> <span class="ActionScriptDefault_Text">envMapAlpha</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">value</span> : <span class="ActionScriptDefault_Text">Number</span><span class="ActionScriptBracket/Brace">)</span> : <span class="ActionScriptReserved">void</span>
  129. <span class="ActionScriptBracket/Brace">{</span>
  130. <span class="ActionScriptDefault_Text">_envMapAlpha</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">value</span>;
  131. <span class="ActionScriptDefault_Text">_pointLightShader</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">data</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">alpha</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">value</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptBracket/Brace">[</span> <span class="ActionScriptDefault_Text">value</span> <span class="ActionScriptBracket/Brace">]</span>;
  132. <span class="ActionScriptBracket/Brace">}</span>
  133. <span class="ActionScriptReserved">override</span> <span class="ActionScriptReserved">protected</span> <span class="ActionScriptfunction">function</span> <span class="ActionScriptDefault_Text">updatePixelShader</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">source</span>:<span class="ActionScriptDefault_Text">Object3D</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">view</span>:<span class="ActionScriptDefault_Text">View3D</span><span class="ActionScriptBracket/Brace">)</span>:<span class="ActionScriptReserved">void</span>
  134. <span class="ActionScriptBracket/Brace">{</span>
  135. <span class="ActionScriptReserved">if</span> <span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">_fresnelMapDirty</span><span class="ActionScriptBracket/Brace">)</span> <span class="ActionScriptBracket/Brace">{</span>
  136. <span class="ActionScriptDefault_Text">initFresnelMap</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptBracket/Brace">)</span>;
  137. <span class="ActionScriptDefault_Text">_fresnelMapDirty</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptReserved">false</span>;
  138. <span class="ActionScriptBracket/Brace">}</span>
  139. <span class="ActionScriptvar">var</span> <span class="ActionScriptDefault_Text">camera</span> : <span class="ActionScriptDefault_Text">Camera3D</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptDefault_Text">view</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">camera</span>;
  140. <span class="ActionScriptDefault_Text">_pointLightShader</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">data</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">viewPos</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">value</span> <span class="ActionScriptOperator">=</span> <span class="ActionScriptBracket/Brace">[</span> <span class="ActionScriptDefault_Text">camera</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">x</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">camera</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">y</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">camera</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">z</span> <span class="ActionScriptBracket/Brace">]</span>;
  141. <span class="ActionScriptReserved">super</span><span class="ActionScriptOperator">.</span><span class="ActionScriptDefault_Text">updatePixelShader</span><span class="ActionScriptBracket/Brace">(</span><span class="ActionScriptDefault_Text">source</span><span class="ActionScriptOperator">,</span> <span class="ActionScriptDefault_Text">view</span><span class="ActionScriptBracket/Brace">)</span>;
  142. <span class="ActionScriptBracket/Brace">}</span>
  143. <span class="ActionScriptBracket/Brace">}</span>
  144. <span class="ActionScriptBracket/Brace">}</span></pre></body>
  145. </html>