Panda3D
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This is a small container class that can hold any one of the value types that can be passed as input to a shader. More...
#include "shaderInput.h"
Public Types | |
enum | ShaderInputType { M_invalid = 0, M_texture, M_nodepath, M_numeric } |
Public Member Functions | |
ShaderInput (const InternalName *id, int priority=0) | |
ShaderInput (const InternalName *id, const NodePath &np, int priority=0) | |
ShaderInput (const InternalName *id, Texture *tex, int priority=0) | |
ShaderInput (const InternalName *id, const PTA_float &ptr, int priority=0) | |
ShaderInput (const InternalName *id, const PTA_LVecBase4f &ptr, int priority=0) | |
ShaderInput (const InternalName *id, const PTA_LVecBase3f &ptr, int priority=0) | |
ShaderInput (const InternalName *id, const PTA_LVecBase2f &ptr, int priority=0) | |
ShaderInput (const InternalName *id, const PTA_LMatrix4f &ptr, int priority=0) | |
ShaderInput (const InternalName *id, const PTA_LMatrix3f &ptr, int priority=0) | |
ShaderInput (const InternalName *id, const LVecBase4f &vec, int priority=0) | |
ShaderInput (const InternalName *id, const LVecBase3f &vec, int priority=0) | |
ShaderInput (const InternalName *id, const LVecBase2f &vec, int priority=0) | |
ShaderInput (const InternalName *id, const LMatrix4f &mat, int priority=0) | |
ShaderInput (const InternalName *id, const LMatrix3f &mat, int priority=0) | |
ShaderInput (const InternalName *id, const PTA_double &ptr, int priority=0) | |
ShaderInput (const InternalName *id, const PTA_LVecBase4d &ptr, int priority=0) | |
ShaderInput (const InternalName *id, const PTA_LVecBase3d &ptr, int priority=0) | |
ShaderInput (const InternalName *id, const PTA_LVecBase2d &ptr, int priority=0) | |
ShaderInput (const InternalName *id, const PTA_LMatrix4d &ptr, int priority=0) | |
ShaderInput (const InternalName *id, const PTA_LMatrix3d &ptr, int priority=0) | |
ShaderInput (const InternalName *id, const LVecBase4d &vec, int priority=0) | |
ShaderInput (const InternalName *id, const LVecBase3d &vec, int priority=0) | |
ShaderInput (const InternalName *id, const LVecBase2d &vec, int priority=0) | |
ShaderInput (const InternalName *id, const LMatrix4d &mat, int priority=0) | |
ShaderInput (const InternalName *id, const LMatrix3d &mat, int priority=0) | |
virtual TypeHandle | force_init_type () |
const InternalName * | get_name () const |
const NodePath & | get_nodepath () const |
int | get_priority () const |
const Shader::ShaderPtrData & | get_ptr () const |
Texture * | get_texture () const |
virtual TypeHandle | get_type () const |
int | get_value_type () const |
const LVecBase4 & | get_vector () const |
Static Public Member Functions | |
static const ShaderInput * | get_blank () |
Returns a static ShaderInput object with name NULL, priority zero, type INVALID, and all value-fields cleared. | |
static TypeHandle | get_class_type () |
static void | init_type () |
static void | register_with_read_factory () |
This is a small container class that can hold any one of the value types that can be passed as input to a shader.
Definition at line 41 of file shaderInput.h.
const ShaderInput * ShaderInput::get_blank | ( | ) | [static] |
Returns a static ShaderInput object with name NULL, priority zero, type INVALID, and all value-fields cleared.
Definition at line 27 of file shaderInput.cxx.
Referenced by ShaderAttrib::get_shader_input().