Package | flash.display |
Class | public final dynamic class ShaderData |
Inheritance | ShaderData Object |
Language version: | ActionScript 3.0 |
Runtime version: | AIR 1.5 |
These properties are added to the ShaderData object when it is created. The properties' names match the names specified in the shader's source code. The data type of each property varies according to what aspect of the shader the property represents. The properties that represent shader parameters are ShaderParameter instances, the properties that represent input images are ShaderInput instances, and the properties that represent shader metadata are instances of the ActionScript class corresponding to their data type (for example, a String instance for textual metadata and a uint for uint metadata).
For example, consider this shader, which is defined with one input image (src
),
two parameters (size
and radius
), and three metadata values
(nameSpace
, version
, and description
):
<languageVersion : 1.0;> kernel DoNothing < namespace: "Adobe::Example"; vendor: "Adobe examples"; version: 1; description: "A shader that does nothing, but does it well."; > { input image4 src; output pixel4 dst; parameter float2 size < description: "The size of the image to which the kernel is applied"; minValue: float2(0.0, 0.0); maxValue: float2(100.0, 100.0); defaultValue: float2(50.0, 50.0); >; parameter float radius < description: "The radius of the effect"; minValue: 0.0; maxValue: 50.0; defaultValue: 25.0; >; void evaluatePixel() { float2 one = (radius / radius) ∗ (size / size); dst = sampleNearest(src, outCoord()); } }
If you create a Shader instance by loading the byte code for this shader, the ShaderData
instance in its data
property contains these properties:
Property | Data type | Value |
---|---|---|
name | String | "DoNothing" |
nameSpace | String | "Adobe::Example" |
version | String | "1" |
description | String | "A shader that does nothing, but does it well." |
src | ShaderInput | [A ShaderInput instance] |
size | ShaderParameter | [A ShaderParameter instance, with properties for the parameter metadata] |
radius | ShaderParameter | [A ShaderParameter instance, with properties for the parameter metadata] |
Note that any input image or parameter that is defined in the shader source code
but not used in the shader's evaluatePixel()
function is removed when the
shader is compiled to byte code. In that case, there is no corresponding ShaderInput
or ShaderParameter instance added as a property of the ShaderData instance.
Generally, developer code does not create a ShaderData instance.
A ShaderData instance containing data, parameters, and inputs
for a shader is available as the Shader instance's data
property.
See also
Method | Defined by | ||
---|---|---|---|
ShaderData(byteCode:ByteArray)
Creates a ShaderData instance.
| ShaderData | ||
Indicates whether an object has a specified property defined.
| Object | ||
Indicates whether an instance of the Object class is in the prototype chain of the object specified
as the parameter.
| Object | ||
Indicates whether the specified property exists and is enumerable.
| Object | ||
Sets the availability of a dynamic property for loop operations.
| Object | ||
Returns the string representation of this object, formatted according to locale-specific conventions.
| Object | ||
Returns the string representation of the specified object.
| Object | ||
Returns the primitive value of the specified object.
| Object |
ShaderData | () | constructor |
public function ShaderData(byteCode:ByteArray)
Language version: | ActionScript 3.0 |
Runtime version: | AIR 1.5 |
Creates a ShaderData instance. Generally, developer code does not call
the ShaderData constructor directly. A ShaderData instance containing
data, parameters, and inputs for a Shader instance is accessed using
its data
property.
byteCode:ByteArray — The shader's byte code.
|
See also
data
property to display the input, parameters, and metadata properties of
the shader.
Note that this example assumes there's a shader bytecode file named "donothing.pbj" in the same directory as the output directory for the application.
// // Source code for the shader: // <languageVersion : 1.0;> kernel DoNothing < namespace: "Adobe::Example"; vendor: "Adobe examples"; version: 1; description: "A shader that does nothing, but does it well."; > { input image4 src; output pixel4 dst; parameter float2 size < description: "The size of the image to which the shader is applied"; minValue: float2(0.0, 0.0); maxValue: float2(100.0, 100.0); defaultValue: float2(50.0, 50.0); >; parameter float radius < description: "The radius of the effect"; minValue: float(0.0); maxValue: float(50.0); defaultValue: float(25.0); >; void evaluatePixel() { float2 one = (radius / radius) * (size / size); dst = sampleNearest(src, outCoord()); } } // // ActionScript source code: // package { import flash.display.Shader; import flash.display.Sprite; import flash.events.Event; import flash.net.URLLoader; import flash.net.URLLoaderDataFormat; import flash.net.URLRequest; public class ShaderDataExample extends Sprite { private var loader:URLLoader; public function ShaderDataExample() { loader = new URLLoader(); loader.dataFormat = URLLoaderDataFormat.BINARY; loader.addEventListener(Event.COMPLETE, loadCompleteHandler); loader.load(new URLRequest("donothing.pbj")); } private function loadCompleteHandler(event:Event):void { var shader:Shader = new Shader(); shader.byteCode = loader.data; for (var p:String in shader.data) { trace(p, ":", shader.data[p]); for (var d:String in shader.data[p]) { trace("\t", d, ":", shader.data[p][d]); } } } } }