# Shader

from pandac.PandaModules import Shader

Class : Shader
Summary:

## Inheritance:

Shader: TypedReferenceCount
TypedReferenceCount: TypedObject ReferenceCount
TypedObject: MemoryBase
MemoryBase:
ReferenceCount: MemoryBase

## Methods of Shader:

getClassType
getErrorFlag
getFilename
getHeader
getShaderUtilization
getText
haveShaderUtilization
isPrepared
load
make
prepare
prepareNow
release
releaseAll
setShaderUtilization

## Methods of TypedReferenceCount:

getClassType

## Methods of TypedObject:

getClassType
getType
getTypeIndex
isExactType
isOfType

## Methods of ReferenceCount:

getClassType
getRefCount
ref
testRefCountIntegrity
testRefCountNonzero
unref

getClassType static TypeHandle Shader::get_class_type(void); Undocumented function.

getErrorFlag bool Shader::get_error_flag(void) const; Description: Returns true if the shader contains a compile-time error. This doesn't tell you whether or not the shader is supported on the current video card.

getFilename Filename const &Shader::get_filename(void) const; Filename: shader.I Heavily Modified: jyelon (Sep05) PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University. All rights reserved. All use of this software is subject to the terms of the revised BSD license. You should have received a copy of this license along with this source code in a file named "LICENSE." Description: Return the Shader's filename.

getHeader string const &Shader::get_header(void) const; Description: Return the Shader's header line.

getShaderUtilization static ShaderUtilization Shader::get_shader_utilization(void); Description: This flag returns SUT_none, SUT_basic, or SUT_advanced and controls the automatic generation of shaders. It is initialized from the config variable of the same name, but it can be subsequently adjusted.

getText string const &Shader::get_text(void) const; Description: Return the Shader's text.

haveShaderUtilization static bool Shader::have_shader_utilization(void); Description: If true, then get_shader_utilization has been set using set_shader_utilization. If false, then get_shader_utilization simply returns the config variable of the same name.

isPrepared bool Shader::is_prepared(PreparedGraphicsObjects *prepared_objects) const; Description: Returns true if the shader has already been prepared or enqueued for preparation on the indicated GSG, false otherwise.

load static PointerTo< Shader > Shader::load(Filename const &file, string const &vprofile = (""), string const &fprofile = ("")); Description: Loads the shader with the given filename. If the optional vshader or fshader parameters are set and non-empty, it will be used to override all other profile settings (it even overrides the basic-shaders-only flag) and forces the shader to use the given profile.

make static PointerTo< Shader > Shader::make(string const &body, string const &vprofile = (""), string const &fprofile = ("")); Description: Loads the shader, using the string as shader body. If the optional vshader or fshader parameters are set and non-empty, it will be used to override all other profile settings (it even overrides the basic-shaders-only flag) and forces the shader to use the given profile.

prepare void Shader::prepare(PreparedGraphicsObjects *prepared_objects); Description: Indicates that the shader should be enqueued to be prepared in the indicated prepared_objects at the beginning of the next frame. This will ensure the texture is already loaded into texture memory if it is expected to be rendered soon. Use this function instead of prepare_now() to preload textures from a user interface standpoint.

prepareNow ShaderContext *Shader::prepare_now(PreparedGraphicsObjects *prepared_objects, GraphicsStateGuardianBase *gsg); Description: Creates a context for the texture on the particular GSG, if it does not already exist. Returns the new (or old) ShaderContext. This assumes that the GraphicsStateGuardian is the currently active rendering context and that it is ready to accept new textures. If this is not necessarily the case, you should use prepare() instead. Normally, this is not called directly except by the GraphicsStateGuardian; a texture does not need to be explicitly prepared by the user before it may be rendered.

release bool Shader::release(PreparedGraphicsObjects *prepared_objects); Description: Frees the texture context only on the indicated object, if it exists there. Returns true if it was released, false if it had not been prepared.

releaseAll int Shader::release_all(void); Description: Frees the context allocated on all objects for which the texture has been declared. Returns the number of contexts which have been freed.

setShaderUtilization static void Shader::set_shader_utilization(ShaderUtilization utl); Description: Set this flag to SUT_none, SUT_basic, or SUT_advanced to limit panda's automatic shader generation facilities.

getClassType static TypeHandle TypedReferenceCount::get_class_type(void); Undocumented function.

getClassType static TypeHandle TypedObject::get_class_type(void); Undocumented function.

getType virtual TypeHandle TypedObject::get_type(void) const = 0; Derived classes should override this function to return get_class_type().

getTypeIndex int TypedObject::get_type_index(void) const; Description: Returns the internal index number associated with this object's TypeHandle, a unique number for each different type. This is equivalent to get_type().get_index().

isExactType bool TypedObject::is_exact_type(TypeHandle handle) const; Description: Returns true if the current object is the indicated type exactly.

isOfType bool TypedObject::is_of_type(TypeHandle handle) const; Description: Returns true if the current object is or derives from the indicated type.

getClassType static TypeHandle ReferenceCount::get_class_type(void); Undocumented function.

getRefCount int ReferenceCount::get_ref_count(void) const; Description: Returns the current reference count.

ref void ReferenceCount::ref(void) const; Description: Explicitly increments the reference count. User code should avoid using ref() and unref() directly, which can result in missed reference counts. Instead, let a PointerTo object manage the reference counting automatically. This function is const, even though it changes the object, because generally fiddling with an object's reference count isn't considered part of fiddling with the object. An object might be const in other ways, but we still need to accurately count the number of references to it.

testRefCountIntegrity bool ReferenceCount::test_ref_count_integrity(void) const; Description: Does some easy checks to make sure that the reference count isn't completely bogus. Returns true if ok, false otherwise.

testRefCountNonzero bool ReferenceCount::test_ref_count_nonzero(void) const; Description: Does some easy checks to make sure that the reference count isn't zero, or completely bogus. Returns true if ok, false otherwise.

unref bool ReferenceCount::unref(void) const; Description: Explicitly decrements the reference count. Note that the object will not be implicitly deleted by unref() simply because the reference count drops to zero. (Having a member function delete itself is problematic; plus, we don't have a virtual destructor anyway.) However, see the helper function unref_delete(). User code should avoid using ref() and unref() directly, which can result in missed reference counts. Instead, let a PointerTo object manage the reference counting automatically. This function is const, even though it changes the object, because generally fiddling with an object's reference count isn't considered part of fiddling with the object. An object might be const in other ways, but we still need to accurately count the number of references to it. The return value is true if the new reference count is nonzero, false if it is zero.