| Package | starling.rendering |
| Class | public class FilterEffect |
| Inheritance | FilterEffect Effect Object |
| Subclasses | MeshEffect |
For more information about the usage and creation of effects, please have a look at the documentation of the parent class, "Effect".
See also
| Property | Defined By | ||
|---|---|---|---|
![]() | mvpMatrix3D : Matrix3D The MVP (modelview-projection) matrix transforms vertices into clipspace. | Effect | |
![]() | onRestore : Function The function that you provide here will be called after a context loss. | Effect | |
| texture : Texture The texture to be mapped onto the vertices. | FilterEffect | ||
| textureRepeat : Boolean Indicates if pixels at the edges will be repeated or clamped. | FilterEffect | ||
| textureSmoothing : String The smoothing filter that is used for the texture. | FilterEffect | ||
| vertexFormat : VertexDataFormat [override] [read-only] The data format that this effect requires from the VertexData that it renders:
"position:float2, texCoords:float2" | FilterEffect | ||
| Property | Defined By | ||
|---|---|---|---|
![]() | indexBuffer : IndexBuffer3D [read-only] The internally used index buffer used on rendering. | Effect | |
![]() | indexBufferSize : int [read-only] The current size of the index buffer (in number of indices). | Effect | |
![]() | program : Program [read-only] Returns the current program, either by creating a new one (via
createProgram) or by getting it from the Painter. | Effect | |
![]() | programBaseName : String Returns the base name for the program. | Effect | |
![]() | programName : String [read-only] Returns the full name of the program, which is used to register it at the current
Painter. | Effect | |
| programVariantName : uint [override] [read-only] Override this method if the effect requires a different program depending on the
current settings. | FilterEffect | ||
![]() | vertexBuffer : VertexBuffer3D [read-only] The internally used vertex buffer used on rendering. | Effect | |
![]() | vertexBufferSize : int [read-only] The current size of the vertex buffer (in blocks of 32 bits). | Effect | |
| Method | Defined By | ||
|---|---|---|---|
Creates a new FilterEffect instance. | FilterEffect | ||
![]() | dispose():void Purges the index- and vertex-buffers. | Effect | |
![]() | purgeBuffers(vertexBuffer:Boolean = true, indexBuffer:Boolean = true):void Purges one or both of the vertex- and index-buffers. | Effect | |
![]() | render(firstIndex:int = 0, numTriangles:int = -1):void Draws the triangles described by the index- and vertex-buffers, or a range of them. | Effect | |
![]() | uploadIndexData(indexData:IndexData, bufferUsage:String = staticDraw):void Uploads the given index data to the internal index buffer. | Effect | |
![]() | uploadVertexData(vertexData:VertexData, bufferUsage:String = staticDraw):void Uploads the given vertex data to the internal vertex buffer. | Effect | |
| Method | Defined By | ||
|---|---|---|---|
afterDraw(context:Context3D):void [override] This method is called by render, directly after
context.drawTriangles. | FilterEffect | ||
beforeDraw(context:Context3D):void [override] This method is called by render, directly before
context.drawTriangles. | FilterEffect | ||
![]() | Creates the program (a combination of vertex- and fragment-shader) used to render
the effect with the current settings. | Effect | |
tex(resultReg:String, uvReg:String, sampler:int, texture:Texture, convertToPmaIfRequired:Boolean = true):String [static] Creates an AGAL source string with a tex operation, including an options
list with the appropriate format flag. | FilterEffect | ||
| Constant | Defined By | ||
|---|---|---|---|
| STD_VERTEX_SHADER : String [static] The AGAL code for the standard vertex shader that most filters will use. | FilterEffect | ||
| VERTEX_FORMAT : VertexDataFormat [static] The vertex format expected by uploadVertexData:
"position:float2, texCoords:float2" | FilterEffect | ||
| programVariantName | property |
programVariantName:uint [read-only] [override] Override this method if the effect requires a different program depending on the current settings. Ideally, you do this by creating a bit mask encoding all the options. This method is called often, so do not allocate any temporary objects when overriding.
Reserve 4 bits for the variant name of the base class.
protected function get programVariantName():uint| texture | property |
texture:TextureThe texture to be mapped onto the vertices.
public function get texture():Texture public function set texture(value:Texture):void| textureRepeat | property |
textureRepeat:BooleanIndicates if pixels at the edges will be repeated or clamped. Only works for power-of-two textures.
The default value is false.
public function get textureRepeat():Boolean public function set textureRepeat(value:Boolean):void| textureSmoothing | property |
textureSmoothing:StringThe smoothing filter that is used for the texture.
The default value is bilinear.
public function get textureSmoothing():String public function set textureSmoothing(value:String):void| vertexFormat | property |
vertexFormat:VertexDataFormat [read-only] [override] The data format that this effect requires from the VertexData that it renders:
"position:float2, texCoords:float2"
public function get vertexFormat():VertexDataFormat| FilterEffect | () | Constructor |
public function FilterEffect()Creates a new FilterEffect instance.
| afterDraw | () | method |
override protected function afterDraw(context:Context3D):void This method is called by render, directly after
context.drawTriangles. Resets texture and vertex buffer attributes.
Parameters
context:Context3D |
| beforeDraw | () | method |
override protected function beforeDraw(context:Context3D):void This method is called by render, directly before
context.drawTriangles. It activates the program and sets up
the context with the following constants and attributes:
vc0-vc3 — MVP matrixva0 — vertex position (xy)va1 — texture coordinates (uv)fs0 — textureParameters
context:Context3D |
| tex | () | method |
protected static function tex(resultReg:String, uvReg:String, sampler:int, texture:Texture, convertToPmaIfRequired:Boolean = true):String Creates an AGAL source string with a tex operation, including an options
list with the appropriate format flag. This is just a convenience method forwarding
to the respective RenderUtil method.
Parameters
resultReg:String | |
uvReg:String | |
sampler:int | |
texture:Texture | |
convertToPmaIfRequired:Boolean (default = true) |
String |
See also
| STD_VERTEX_SHADER | Constant |
public static const STD_VERTEX_SHADER:StringThe AGAL code for the standard vertex shader that most filters will use. It simply transforms the vertex coordinates to clip-space and passes the texture coordinates to the fragment program (as 'v0').
| VERTEX_FORMAT | Constant |
public static const VERTEX_FORMAT:VertexDataFormat The vertex format expected by uploadVertexData:
"position:float2, texCoords:float2"