套件 | spark.filters |
類別 | public dynamic class ShaderFilter |
繼承 | ShaderFilter Proxy |
實作 | IBitmapFilter, IEventDispatcher |
語言版本: | ActionScript 3.0 |
產品版本: | Flex 4 |
執行階段版本: | Flash Player 10, AIR 1.5 |
The ShaderFilter class must be initialized with either an instance of a Shader object or Class representative of a Shader (such as from an Embed). The ShaderFilter class then serves as a proxy to the underlying Shader, providing a convenience mechanism for accessing both scalar and multi-dimensional shader input parameters directly as simple named properties.
To set a simple scalar shader input parameter, such as of type FLOAT or INT, you can
refer to the property directly, for example, myFilter.radius
.
To set or animate an individual component of a multidimensional shader input parameter, such as
FLOAT2, you can use a property suffix convention to access the individual value directly.
The following code shows two ways to set the first and second components of the FLOAT2
property center
:
// 'center' is an input parameter of type FLOAT2.
shader.center = [10,20];
// Use property suffix convention to access the first and second component of 'center'.
shader.center_x = 10;
shader.center_y = 20;
The full set of supported property suffixes that you can use are as follows:
- For shader input parameters of type BOOL2, BOOL3, BOOL4, FLOAT2, FLOAT3, FLOAT4, INT2, INT3, or INT4, you can use "r g b a", "x y z w", or "s t p q" to access the 1st, 2nd, 3rd and 4th component, respectively.
- For shader input parameters of type MATRIX2x2, MATRIX3x3, or MATRIX4x4, you can use "a b c d e f g h i j k l m n o p" to access the 1st - 16th component of a given matrix, respectively.
As properties on the ShaderFilter change (such as during animation), the ShaderFilter automatically reapplies itself to the filters array of the visual component it is applied to.
MXML 語法隱藏 MXML 語法The <s:ShaderFilter>
tag inherits all of the tag
attributes of its superclass and adds the following tag attributes:
<s:ShaderFilter Properties bottomExtension="0" leftExtension="0" precisionHint="full" rightExtension="0" shader="[]" topExtension="0" />
相關 API 元素
屬性 | 定義自 | ||
---|---|---|---|
bottomExtension : int
目標物件下緣的像素成長。 | ShaderFilter | ||
leftExtension : int
目標物件左側的像素成長。 | ShaderFilter | ||
precisionHint : String
The precision of math operations performed by the underlying shader. | ShaderFilter | ||
rightExtension : int
目標物件右側的像素成長。 | ShaderFilter | ||
shader : Shader
A flash.display.Shader instance. | ShaderFilter | ||
topExtension : int
目標物件上緣的像素成長。 | ShaderFilter |
方法 | 定義自 | ||
---|---|---|---|
ShaderFilter(shader:Object = null)
Constructor. | ShaderFilter |
bottomExtension | 屬性 |
bottomExtension:int
語言版本: | ActionScript 3.0 |
產品版本: | Flex 4 |
執行階段版本: | Flash Player 10, AIR 1.5 |
目標物件下緣的像素成長。
成長項目指的是超出目標物件範圍,且在執行期間傳遞至著色器的區域。在執行階段,Flash Player 或 AIR 會計算影片片段的正常範圍,並依據 leftExtension
、rightExtension
、topExtension
和 bottomExtension
值來延伸其範圍。
預設值為 0。
實作
public function get bottomExtension():int
public function set bottomExtension(value:int):void
leftExtension | 屬性 |
leftExtension:int
語言版本: | ActionScript 3.0 |
產品版本: | Flex 4 |
執行階段版本: | Flash Player 10, AIR 1.5 |
目標物件左側的像素成長。
成長項目指的是超出目標物件範圍,且在執行期間傳遞至著色器的區域。在執行階段,Flash Player 或 AIR 會計算影片片段的正常範圍,並依據 leftExtension
、rightExtension
、topExtension
和 bottomExtension
值來延伸其範圍。
預設值為 0。
實作
public function get leftExtension():int
public function set leftExtension(value:int):void
precisionHint | 屬性 |
precisionHint:String
語言版本: | ActionScript 3.0 |
產品版本: | Flex 4 |
執行階段版本: | Flash Player 10, AIR 1.5 |
The precision of math operations performed by the underlying shader. The set of possible values for the precisionHint property is defined by the constants in the ShaderPrecision class.
預設值為 ShaderPrecision.FULL。
實作
public function get precisionHint():String
public function set precisionHint(value:String):void
相關 API 元素
rightExtension | 屬性 |
rightExtension:int
語言版本: | ActionScript 3.0 |
產品版本: | Flex 4 |
執行階段版本: | Flash Player 10, AIR 1.5 |
目標物件右側的像素成長。
成長項目指的是超出目標物件範圍,且在執行期間傳遞至著色器的區域。在執行階段,Flash Player 或 AIR 會計算影片片段的正常範圍,並依據 leftExtension
、rightExtension
、topExtension
和 bottomExtension
值來延伸其範圍。
預設值為 0。
實作
public function get rightExtension():int
public function set rightExtension(value:int):void
shader | 屬性 |
topExtension | 屬性 |
topExtension:int
語言版本: | ActionScript 3.0 |
產品版本: | Flex 4 |
執行階段版本: | Flash Player 10, AIR 1.5 |
目標物件上緣的像素成長。
成長項目指的是超出目標物件範圍,且在執行期間傳遞至著色器的區域。在執行階段,Flash Player 或 AIR 會計算影片片段的正常範圍,並依據 leftExtension
、rightExtension
、topExtension
和 bottomExtension
值來延伸其範圍。
預設值為 0。
實作
public function get topExtension():int
public function set topExtension(value:int):void
ShaderFilter | () | 建構函式 |
<?xml version="1.0"?> <s:Application xmlns:s="library://ns.adobe.com/flex/spark" xmlns:fx="http://ns.adobe.com/mxml/2009"> <!-- The hypothetical 'spherize' shader applied below has two input parameters, 'center' and 'radius' with the following attributes: parameter 'center' ==< type: float2 minValue: float2(-200,-200) maxValue: float2(800,500) defaultValue: float2(400,250) description: "displacement center" parameter 'radius' ==< type: float minValue: float(.1) maxValue: float(400) defaultValue: float(200) description: "radius" --> <s:Label text="ABCDEF"> <s:filters> <s:ShaderFilter shader="@Embed(source='shaders/spherize.pbj')" radius="25" center_x="50" center_y="15" /> </s:filters> </s:Label> </s:Application>
Tue Jun 12 2018, 03:47 PM Z