Panda3D
Public Types | Public Member Functions | Static Public Member Functions

ShaderAttrib Class Reference

Inheritance diagram for ShaderAttrib:
RenderAttrib TypedWritableReferenceCount TypedWritable ReferenceCount TypedObject MemoryBase MemoryBase

List of all members.

Public Types

enum  PandaCompareFunc {
  MNone = 0, MNever = 1, MLess = 2, MEqual = 3,
  MLessEqual = 4, MGreater = 5, MNotEqual = 6, MGreaterEqual = 7,
  MAlways = 8
}
enum  TexGenMode {
  MOff = 0, MEyeSphereMap = 1, MWorldCubeMap = 2, MEyeCubeMap = 3,
  MWorldNormal = 4, MEyeNormal = 5, MWorldPosition = 6, MUnused = 7,
  MEyePosition = 8, MPointSprite = 9, MLightVector = 10, MConstant = 11
}

Public Member Functions

bool autoShader ()
 If true, then this ShaderAttrib does not contain an explicit shader - instead, it requests the automatic generation of a shader.
RenderAttrib const clearAllShaderInputs ()
 Clears all the shader inputs on the attrib.
RenderAttrib const clearFlag (int flag)
RenderAttrib const clearShader ()
RenderAttrib const clearShaderInput (InternalName id)
RenderAttrib const clearShaderInput (string id)
int compareTo (RenderAttrib const other)
 Provides an arbitrary ordering among all unique RenderAttribs, so we can store the essentially different ones in a big set and throw away the rest.
RenderAttrib const compose (RenderAttrib const other)
 Returns a new RenderAttrib object that represents the composition of this attrib with the other attrib.
bool encodeToBamStream (basic_stringchar data)
 Converts the TypedWritable object into a single stream of data using a BamWriter, and stores that data in the indicated string.
string encodeToBamStream ()
 Converts the TypedWritable object into a single stream of data using a BamWriter, and returns that data as a string string.
bool encodeToBamStream (basic_stringchar data, BamWriter writer)
 Converts the TypedWritable object into a single stream of data using a BamWriter, and stores that data in the indicated string.
UpdateSeq getBamModified ()
 Returns the current bam_modified counter.
bool getFlag (int flag)
int getInstanceCount ()
 Returns the number of geometry instances.
int getRefCount ()
 Returns the current reference count.
Shader const getShader ()
 Returns the shader object associated with the node.
ShaderInput const getShaderInput (InternalName id)
 Returns the ShaderInput of the given name.
ShaderInput const getShaderInput (string id)
 Returns the ShaderInput of the given name.
NodePath const getShaderInputNodepath (InternalName id)
 Returns the ShaderInput as a nodepath.
Texture getShaderInputTexture (InternalName id)
 Returns the ShaderInput as a texture.
Vec4 const getShaderInputVector (InternalName id)
 Returns the ShaderInput as a vector.
int getShaderPriority ()
int getSlot ()
TypeHandle getType ()
int getTypeIndex ()
 Returns the internal index number associated with this object's TypeHandle, a unique number for each different type.
RenderAttrib const getUnique ()
 Returns the pointer to the unique RenderAttrib in the cache that is equivalent to this one.
bool hasShader ()
 If true, the shader field of this attribute overrides the shader field of the parent attribute.
RenderAttrib const invertCompose (RenderAttrib const other)
 Returns a new RenderAttrib object that represents the composition of the inverse of this attrib with the other attrib.
bool isExactType (TypeHandle handle)
 Returns true if the current object is the indicated type exactly.
bool isOfType (TypeHandle handle)
 Returns true if the current object is or derives from the indicated type.
bool lowerAttribCanOverride ()
 Intended to be overridden by derived RenderAttrib types to specify how two consecutive RenderAttrib objects of the same type interact.
 markBamModified ()
 Increments the bam_modified counter, so that this object will be invalidated and retransmitted on any open bam streams.
 output (ostream out)
PyObject reduce (PyObject self)
 This special Python method is implement to provide support for the pickle module.
PyObject reducePersist (PyObject self, PyObject pickler)
 This special Python method is implement to provide support for the pickle module.
 ref ()
 Explicitly increments the reference count.
RenderAttrib const setFlag (int flag, bool value)
RenderAttrib const setInstanceCount (int instance_count)
 Sets the geometry instance count.
RenderAttrib const setShader (Shader const s, int priority)
RenderAttrib const setShader (Shader const s)
RenderAttrib const setShaderAuto (int priority)
RenderAttrib const setShaderAuto ()
RenderAttrib const setShaderInput (InternalName id)
RenderAttrib const setShaderInput (InternalName id, Texture tex, int priority)
RenderAttrib const setShaderInput (InternalName id, NodePath const np)
RenderAttrib const setShaderInput (string id, Texture tex, int priority)
RenderAttrib const setShaderInput (string id, NodePath const np)
RenderAttrib const setShaderInput (InternalName id, Vec4 const v, int priority)
RenderAttrib const setShaderInput (string id, NodePath const np, int priority)
RenderAttrib const setShaderInput (ShaderInput const inp)
RenderAttrib const setShaderInput (InternalName id, Texture tex)
RenderAttrib const setShaderInput (InternalName id, NodePath const np, int priority)
RenderAttrib const setShaderInput (string id, double n1, double n2, double n3, double n4, int priority)
RenderAttrib const setShaderInput (InternalName id, double n1, double n2)
RenderAttrib const setShaderInput (string id, double n1, double n2, double n3)
RenderAttrib const setShaderInput (string id)
RenderAttrib const setShaderInput (InternalName id, double n1, double n2, double n3, double n4)
RenderAttrib const setShaderInput (string id, double n1, double n2)
RenderAttrib const setShaderInput (InternalName id, double n1, double n2, double n3, double n4, int priority)
RenderAttrib const setShaderInput (string id, double n1, double n2, double n3, double n4)
RenderAttrib const setShaderInput (InternalName id, Vec4 const v)
RenderAttrib const setShaderInput (string id, Texture tex)
RenderAttrib const setShaderInput (string id, Vec4 const v, int priority)
RenderAttrib const setShaderInput (InternalName id, double n1)
RenderAttrib const setShaderInput (InternalName id, double n1, double n2, double n3)
RenderAttrib const setShaderInput (string id, Vec4 const v)
RenderAttrib const setShaderInput (string id, double n1)
RenderAttrib const setShaderOff (int priority)
RenderAttrib const setShaderOff ()
bool testRefCountIntegrity ()
 Does some easy checks to make sure that the reference count isn't completely bogus.
bool testRefCountNonzero ()
 Does some easy checks to make sure that the reference count isn't zero, or completely bogus.
bool unref ()
 Explicitly decrements the reference count.
 write (ostream out, int indent_level)

Static Public Member Functions

static TypedWritableReferenceCount decodeFromBamStream (string data, BamReader reader)
 Reads the string created by a previous call to encode_to_bam_stream(), and extracts and returns the single object on that string.
static TypedWritableReferenceCount decodeFromBamStream (string data)
 Reads the string created by a previous call to encode_to_bam_stream(), and extracts and returns the single object on that string.
static int getClassSlot ()
static TypeHandle getClassType ()
static int getNumAttribs ()
 Returns the total number of unique RenderAttrib objects allocated in the world.
static listAttribs (ostream out)
 Lists all of the RenderAttribs in the cache to the output stream, one per line.
static RenderAttrib const make ()
 Constructs a new ShaderAttrib object with nothing set.
static RenderAttrib const makeDefault ()
 Returns a RenderAttrib that corresponds to whatever the standard default properties for render attributes of this type ought to be.
static RenderAttrib const makeOff ()
 Constructs a new ShaderAttrib object that disables the use of shaders (it does not clear out all shader data, however.)
static registerWithReadFactory ()
 Factory method to generate a Shader object.
static bool validateAttribs ()
 Ensures that the cache is still stored in sorted order.

Member Enumeration Documentation

enum PandaCompareFunc [inherited]
Enumerator:
MNone 
MNever 
MLess 
MEqual 
MLessEqual 
MGreater 
MNotEqual 
MGreaterEqual 
MAlways 
enum TexGenMode [inherited]
Enumerator:
MOff 
MEyeSphereMap 
MWorldCubeMap 
MEyeCubeMap 
MWorldNormal 
MEyeNormal 
MWorldPosition 
MUnused 
MEyePosition 
MPointSprite 
MLightVector 
MConstant 

Member Function Documentation

bool autoShader ( )

If true, then this ShaderAttrib does not contain an explicit shader - instead, it requests the automatic generation of a shader.

RenderAttrib const clearAllShaderInputs ( )

Clears all the shader inputs on the attrib.

RenderAttrib const clearFlag ( int  flag)
RenderAttrib const clearShader ( )
RenderAttrib const clearShaderInput ( InternalName  id)
RenderAttrib const clearShaderInput ( string  id)
int compareTo ( RenderAttrib const  other) [inherited]

Provides an arbitrary ordering among all unique RenderAttribs, so we can store the essentially different ones in a big set and throw away the rest.

This method is not needed outside of the RenderAttrib class because all equivalent RenderAttrib objects are guaranteed to share the same pointer; thus, a pointer comparison is always sufficient.

RenderAttrib const compose ( RenderAttrib const  other) [inherited]

Returns a new RenderAttrib object that represents the composition of this attrib with the other attrib.

In most cases, this is the same as the other attrib; a compose b produces b. Some kinds of attributes, like a TextureTransform, for instance, might produce a new result: a compose b produces c.

static TypedWritableReferenceCount decodeFromBamStream ( string  data,
BamReader  reader 
) [static, inherited]

Reads the string created by a previous call to encode_to_bam_stream(), and extracts and returns the single object on that string.

Returns NULL on error.

This method is intended to replace decode_raw_from_bam_stream() when you know the stream in question returns an object of type TypedWritableReferenceCount, allowing for easier reference count management. Note that the caller is still responsible for maintaining the reference count on the return value.

static TypedWritableReferenceCount decodeFromBamStream ( string  data) [static, inherited]

Reads the string created by a previous call to encode_to_bam_stream(), and extracts and returns the single object on that string.

Returns NULL on error.

This method is intended to replace decode_raw_from_bam_stream() when you know the stream in question returns an object of type TypedWritableReferenceCount, allowing for easier reference count management. Note that the caller is still responsible for maintaining the reference count on the return value.

string encodeToBamStream ( ) [inherited]

Converts the TypedWritable object into a single stream of data using a BamWriter, and returns that data as a string string.

Returns empty string on failure.

This is a convenience method particularly useful for cases when you are only serializing a single object. If you have many objects to process, it is more efficient to use the same BamWriter to serialize all of them together.

bool encodeToBamStream ( basic_stringchar  data,
BamWriter  writer 
) [inherited]

Converts the TypedWritable object into a single stream of data using a BamWriter, and stores that data in the indicated string.

Returns true on success, false on failure.

This is a convenience method particularly useful for cases when you are only serializing a single object. If you have many objects to process, it is more efficient to use the same BamWriter to serialize all of them together.

bool encodeToBamStream ( basic_stringchar  data) [inherited]

Converts the TypedWritable object into a single stream of data using a BamWriter, and stores that data in the indicated string.

Returns true on success, false on failure.

This is a convenience method particularly useful for cases when you are only serializing a single object. If you have many objects to process, it is more efficient to use the same BamWriter to serialize all of them together.

UpdateSeq getBamModified ( ) [inherited]

Returns the current bam_modified counter.

This counter is normally incremented automatically whenever the object is modified.

static int getClassSlot ( ) [static]
static TypeHandle getClassType ( ) [static]

Reimplemented from RenderAttrib.

bool getFlag ( int  flag)
int getInstanceCount ( )

Returns the number of geometry instances.

A value of 0 means not to use instancing at all.

static int getNumAttribs ( ) [static, inherited]

Returns the total number of unique RenderAttrib objects allocated in the world.

This will go up and down during normal operations.

int getRefCount ( ) [inherited]

Returns the current reference count.

Shader const getShader ( )

Returns the shader object associated with the node.

If get_override returns true, but get_shader returns NULL, that means that this attribute should disable the shader.

ShaderInput const getShaderInput ( string  id)

Returns the ShaderInput of the given name.

If no such name is found, this function does not return NULL --- it returns the "blank" ShaderInput.

ShaderInput const getShaderInput ( InternalName  id)

Returns the ShaderInput of the given name.

If no such name is found, this function does not return NULL --- it returns the "blank" ShaderInput.

NodePath const getShaderInputNodepath ( InternalName  id)

Returns the ShaderInput as a nodepath.

Assertion fails if there is none, or if it is not a nodepath.

Texture getShaderInputTexture ( InternalName  id)

Returns the ShaderInput as a texture.

Assertion fails if there is none, or if it is not a texture.

Vec4 const getShaderInputVector ( InternalName  id)

Returns the ShaderInput as a vector.

Assertion fails if there is none, or if it is not a vector.

int getShaderPriority ( )
int getSlot ( ) [inherited]
TypeHandle getType ( ) [inherited]

Reimplemented in AnimChannelBase.

int getTypeIndex ( ) [inherited]

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().

RenderAttrib const getUnique ( ) [inherited]

Returns the pointer to the unique RenderAttrib in the cache that is equivalent to this one.

This may be the same pointer as this object, or it may be a different pointer; but it will be an equivalent object, and it will be a shared pointer. This may be called from time to time to improve cache benefits.

bool hasShader ( )

If true, the shader field of this attribute overrides the shader field of the parent attribute.

RenderAttrib const invertCompose ( RenderAttrib const  other) [inherited]

Returns a new RenderAttrib object that represents the composition of the inverse of this attrib with the other attrib.

In most cases, this is the same as the other attrib; !a compose b produces b. Some kinds of attributes, like a TextureTransform, for instance, might produce a new result: !a compose b produces c.

This is similar to compose() except that the source attrib is inverted first. This is used to compute the relative attribute for one node as viewed from some other node, which is especially useful for transform-type attributes.

bool isExactType ( TypeHandle  handle) [inherited]

Returns true if the current object is the indicated type exactly.

bool isOfType ( TypeHandle  handle) [inherited]

Returns true if the current object is or derives from the indicated type.

static listAttribs ( ostream  out) [static, inherited]

Lists all of the RenderAttribs in the cache to the output stream, one per line.

This can be quite a lot of output if the cache is large, so be prepared.

bool lowerAttribCanOverride ( ) [inherited]

Intended to be overridden by derived RenderAttrib types to specify how two consecutive RenderAttrib objects of the same type interact.

This should return false if a RenderAttrib on a higher node will compose into a RenderAttrib on a lower node that has a higher override value, or true if the lower RenderAttrib will completely replace the state.

The default behavior is false: normally, a RenderAttrib in the graph cannot completely override a RenderAttrib above it, regardless of its override value--instead, the two attribs are composed. But for some kinds of RenderAttribs, it is useful to allow this kind of override.

This method only handles the one special case of a lower RenderAttrib with a higher override value. If the higher RenderAttrib has a higher override value, it always completely overrides. And if both RenderAttribs have the same override value, they are always composed.

static RenderAttrib const make ( ) [static]

Constructs a new ShaderAttrib object with nothing set.

static RenderAttrib const makeDefault ( ) [static]

Returns a RenderAttrib that corresponds to whatever the standard default properties for render attributes of this type ought to be.

static RenderAttrib const makeOff ( ) [static]

Constructs a new ShaderAttrib object that disables the use of shaders (it does not clear out all shader data, however.)

markBamModified ( ) [inherited]

Increments the bam_modified counter, so that this object will be invalidated and retransmitted on any open bam streams.

This should normally not need to be called by user code; it should be called internally when the object has been changed in a way that legitimately requires its retransmission to any connected clients.

output ( ostream  out) [inherited]
PyObject reduce ( PyObject  self) [inherited]

This special Python method is implement to provide support for the pickle module.

This hooks into the native pickle and cPickle modules, but it cannot properly handle self-referential BAM objects.

PyObject reducePersist ( PyObject  self,
PyObject  pickler 
) [inherited]

This special Python method is implement to provide support for the pickle module.

This is similar to __reduce__, but it provides additional support for the missing persistent-state object needed to properly support self-referential BAM objects written to the pickle stream. This hooks into the pickle and cPickle modules implemented in direct/src/stdpy.

ref ( ) [inherited]

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.

static registerWithReadFactory ( ) [static]

Factory method to generate a Shader object.

RenderAttrib const setFlag ( int  flag,
bool  value 
)
RenderAttrib const setInstanceCount ( int  instance_count)

Sets the geometry instance count.

Do not confuse this with instanceTo, which is used for animation instancing, and has nothing to do with this. A value of 0 means not to use instancing at all.

RenderAttrib const setShader ( Shader const  s,
int  priority 
)
RenderAttrib const setShader ( Shader const  s)
RenderAttrib const setShaderAuto ( int  priority)
RenderAttrib const setShaderAuto ( )
RenderAttrib const setShaderInput ( ShaderInput const  inp)
RenderAttrib const setShaderInput ( string  id,
double  n1 
)
RenderAttrib const setShaderInput ( string  id,
double  n1,
double  n2,
double  n3,
double  n4 
)
RenderAttrib const setShaderInput ( string  id,
Texture  tex 
)
RenderAttrib const setShaderInput ( string  id)
RenderAttrib const setShaderInput ( InternalName  id,
double  n1,
double  n2,
double  n3 
)
RenderAttrib const setShaderInput ( InternalName  id,
Vec4 const  v 
)
RenderAttrib const setShaderInput ( InternalName  id,
double  n1,
double  n2 
)
RenderAttrib const setShaderInput ( string  id,
Texture  tex,
int  priority 
)
RenderAttrib const setShaderInput ( InternalName  id,
Texture  tex,
int  priority 
)
RenderAttrib const setShaderInput ( InternalName  id,
NodePath const  np,
int  priority 
)
RenderAttrib const setShaderInput ( InternalName  id,
double  n1,
double  n2,
double  n3,
double  n4 
)
RenderAttrib const setShaderInput ( InternalName  id,
double  n1 
)
RenderAttrib const setShaderInput ( string  id,
double  n1,
double  n2,
double  n3,
double  n4,
int  priority 
)
RenderAttrib const setShaderInput ( string  id,
Vec4 const  v 
)
RenderAttrib const setShaderInput ( InternalName  id,
double  n1,
double  n2,
double  n3,
double  n4,
int  priority 
)
RenderAttrib const setShaderInput ( string  id,
double  n1,
double  n2,
double  n3 
)
RenderAttrib const setShaderInput ( InternalName  id,
Texture  tex 
)
RenderAttrib const setShaderInput ( string  id,
NodePath const  np,
int  priority 
)
RenderAttrib const setShaderInput ( string  id,
Vec4 const  v,
int  priority 
)
RenderAttrib const setShaderInput ( InternalName  id,
NodePath const  np 
)
RenderAttrib const setShaderInput ( InternalName  id,
Vec4 const  v,
int  priority 
)
RenderAttrib const setShaderInput ( string  id,
double  n1,
double  n2 
)
RenderAttrib const setShaderInput ( InternalName  id)
RenderAttrib const setShaderInput ( string  id,
NodePath const  np 
)
RenderAttrib const setShaderOff ( int  priority)
RenderAttrib const setShaderOff ( )
bool testRefCountIntegrity ( ) [inherited]

Does some easy checks to make sure that the reference count isn't completely bogus.

Returns true if ok, false otherwise.

Reimplemented in NodeReferenceCount, CachedTypedWritableReferenceCount, and NodeCachedReferenceCount.

bool testRefCountNonzero ( ) [inherited]

Does some easy checks to make sure that the reference count isn't zero, or completely bogus.

Returns true if ok, false otherwise.

bool unref ( ) [inherited]

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.) 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.

Reimplemented in GeomVertexArrayFormat, and GeomVertexFormat.

static bool validateAttribs ( ) [static, inherited]

Ensures that the cache is still stored in sorted order.

Returns true if so, false if there is a problem (which implies someone has modified one of the supposedly-const RenderAttrib objects).

write ( ostream  out,
int  indent_level 
) [inherited]
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