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Interface NodeBuilder

Node builder

Hierarchy

  • NodeBuilder

Index

Constructors

constructor

Properties

analyzing

analyzing: boolean

attributes

attributes: object

caches

caches: string[]

code

code: { fragment: string; vertex: string }

Type declaration

  • fragment: string
  • vertex: string

contexts

contexts: object[]

defines

defines: object

extensions

extensions: object

finalCode

finalCode: { fragment: string; vertex: string }

Type declaration

  • fragment: string
  • vertex: string

includes

includes: { consts: object[]; functions: object[]; structs: object[] }

Type declaration

  • consts: object[]
  • functions: object[]
  • structs: object[]

inputs

inputs: { uniforms: { fragment: object[]; list: object[]; vertex: object[] }; vars: { fragment: object[]; varying: object[]; vertex: object[] } }

Type declaration

  • uniforms: { fragment: object[]; list: object[]; vertex: object[] }
    • fragment: object[]
    • list: object[]
    • vertex: object[]
  • vars: { fragment: object[]; varying: object[]; vertex: object[] }
    • fragment: object[]
    • varying: object[]
    • vertex: object[]

keywords

keywords: object

nodeCode

nodeCode: { fragment: string; vertex: string }

Type declaration

  • fragment: string
  • vertex: string

nodeData

nodeData: object

nodes

nodes: object[]

parsCode

parsCode: { fragment: string; vertex: string }

Type declaration

  • fragment: string
  • vertex: string

prefixCode

prefixCode: string

requires

requires: { color: boolean[]; fog: boolean; irradiance: boolean; lights: boolean; transparent: boolean; uv: boolean[] }

Type declaration

  • color: boolean[]
  • fog: boolean
  • irradiance: boolean
  • lights: boolean
  • transparent: boolean
  • uv: boolean[]

resultCode

resultCode: { fragment: string; vertex: string }

Type declaration

  • fragment: string
  • vertex: string

slots

slots: string[]

uniforms

uniforms: object

updaters

updaters: object[]

Methods

addCache

addCode

  • addCode(code: string, shader?: string): void

addContext

addFinalCode

  • addFinalCode(code: string, shader?: string): void

addFlow

addFragmentCode

  • addFragmentCode(code: string): void

addFragmentFinalCode

  • addFragmentFinalCode(code: string): void

addFragmentNodeCode

  • addFragmentNodeCode(code: string): void

addFragmentParsCode

  • addFragmentParsCode(code: string): void

addNodeCode

  • addNodeCode(code: string, shader?: string): void

addParsCode

  • addParsCode(code: string, shader?: string): void

addSlot

addVaryCode

  • addVaryCode(code: string): void

addVertexCode

  • addVertexCode(code: string): void

addVertexFinalCode

  • addVertexFinalCode(code: string): void

addVertexNodeCode

  • addVertexNodeCode(code: string): void

addVertexParsCode

  • addVertexParsCode(code: string): void

build

buildShader

clearFragmentNodeCode

  • clearFragmentNodeCode(): string

clearNodeCode

  • clearNodeCode(shader: string): string

clearVertexNodeCode

  • clearVertexNodeCode(): string

colorToVector

  • colorToVector(color: string): string

colorToVectorProperties

  • colorToVectorProperties(color: string): string

createFragmentUniform

createUniform

createVertexUniform

define

  • define(name: string, value: any): void

findNode

format

  • format(code: string, from: string, to: string): string

getAttribute

  • getAttribute(name: string, type: string): any

getCode

  • getCode(shader: string): string

getConstructorFromLength

  • getConstructorFromLength(len: number): string

getElementByIndex

  • getElementByIndex(index: number): string

getFormatByType

  • getFormatByType(type: string): string

getIncludes

  • getIncludes(type: string, shader: string): object[]

getIncludesCode

  • getIncludesCode(type: string, shader: string): string

getIndexByElement

  • getIndexByElement(elm: string): number

getNodeData

getTextureEncodingFromMap

getTypeByFormat

  • getTypeByFormat(format: string): string

getTypeFromLength

  • getTypeFromLength(len: number): string

getTypeLength

  • getTypeLength(type: string): number

getUuid

  • getUuid(uuid: string, useCache?: boolean): string

getVar

  • getVar(uuid: string, type: string, ns: string, labelOrShader?: string, prefix?: string, label?: string): object

getVarListCode

  • getVarListCode(vars: object[], prefix?: string): string

getVars

  • getVars(shader: string): object[]

include

  • include(node: I3JS.NodeNode, parent?: boolean, source?: string): void

isCache

  • isCache(name: string): boolean

isDefined

  • isDefined(name: string): boolean

isShader

  • isShader(shader: string): boolean

isSlot

  • isSlot(name: string): boolean

isTypeMatrix

  • isTypeMatrix(format: string): boolean

mergeDefines

  • mergeDefines(defines: object): object

mergeUniform

  • mergeUniform(uniforms: object): object

removeCache

removeContext

removeFlow

removeSlot

resolve

  • resolve(): void

setMaterial

setShader

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