Public Member Functions | |
bool | autoGlossOn () |
bool | autoGlowOn () |
bool | autoNormalOn () |
bool | autoRampOn () |
bool | autoShader () |
If true, then this ShaderAttrib does not contain an explicit shader - instead, it requests the automatic generation of a shader. | |
bool | autoShadowOn () |
RenderAttrib const | clearAllShaderInputs () |
Clears all the shader inputs on the attrib. | |
RenderAttrib const | clearFlag (int flag) |
RenderAttrib const | clearShader () |
RenderAttrib const | clearShaderInput (InternalName const id) |
RenderAttrib const | clearShaderInput (string id) |
bool | getFlag (int flag) |
int | getInstanceCount () |
Returns the number of geometry instances. | |
Shader const | getShader () |
Returns the shader object associated with the node. | |
ShaderInput const | getShaderInput (InternalName const id) |
Returns the ShaderInput of the given name. | |
ShaderInput const | getShaderInput (string id) |
Returns the ShaderInput of the given name. | |
NodePath const | getShaderInputNodepath (InternalName const id) |
Returns the ShaderInput as a nodepath. | |
ShaderPtrData const | getShaderInputPtr (InternalName const id) |
Returns the ShaderInput as a ShaderPtrData struct. | |
Texture | getShaderInputTexture (InternalName const id) |
Returns the ShaderInput as a texture. | |
VBase4 const | getShaderInputVector (InternalName id) |
Returns the ShaderInput as a vector. | |
int | getShaderPriority () |
bool | hasShader () |
If true, the shader field of this attribute overrides the shader field of the parent attribute. | |
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 (BitMaskunsigned int, 32 shader_switch, int priority) |
Set auto shader with bitmask to customize use, e.g., to keep normal, glow, etc., on or off. | |
RenderAttrib const | setShaderAuto (BitMaskunsigned int, 32 shader_switch) |
Set auto shader with bitmask to customize use, e.g., to keep normal, glow, etc., on or off. | |
RenderAttrib const | setShaderAuto (int priority) |
RenderAttrib const | setShaderAuto () |
RenderAttrib const | setShaderInput (InternalName const id, Mat3 const v, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, Mat3 const v) |
RenderAttrib const | setShaderInput (InternalName const id, Mat4 const v, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, Mat4 const v) |
RenderAttrib const | setShaderInput (InternalName const id, VBase2 const v, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, VBase2 const v) |
RenderAttrib const | setShaderInput (InternalName const id, VBase3 const v, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, VBase3 const v) |
RenderAttrib const | setShaderInput (InternalName const id, VBase4 const v, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, VBase4 const v) |
RenderAttrib const | setShaderInput (InternalName const id, NodePath const np, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, NodePath const np) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArrayMat3 const v, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArrayMat3 const v) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArrayVBase2 const v, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArrayVBase2 const v) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArrayVBase3 const v, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArrayVBase3 const v) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArrayUnalignedLMatrix4f const v, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArrayUnalignedLMatrix4f const v) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArrayUnalignedLVecBase4f const v, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArrayUnalignedLVecBase4f const v) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArraydouble const v, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArraydouble const v) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArrayfloat const v, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, PointerToArrayfloat const v) |
RenderAttrib const | setShaderInput (InternalName const id, Texture tex, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, Texture tex) |
RenderAttrib const | setShaderInput (InternalName const id, double n1, double n2, double n3, double n4, int priority) |
RenderAttrib const | setShaderInput (InternalName const id, double n1, double n2, double n3, double n4) |
RenderAttrib const | setShaderInput (InternalName const id, double n1, double n2, double n3) |
RenderAttrib const | setShaderInput (InternalName const id, double n1, double n2) |
RenderAttrib const | setShaderInput (InternalName const id, double n1) |
RenderAttrib const | setShaderInput (InternalName const id) |
RenderAttrib const | setShaderInput (ShaderInput const inp) |
RenderAttrib const | setShaderOff (int priority) |
RenderAttrib const | setShaderOff () |
Static Public Member Functions | |
static int | getClassSlot () |
static TypeHandle | getClassType () |
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. |
bool autoGlossOn | ( | ) |
bool autoGlowOn | ( | ) |
bool autoNormalOn | ( | ) |
bool autoRampOn | ( | ) |
bool autoShader | ( | ) |
If true, then this ShaderAttrib does not contain an explicit shader - instead, it requests the automatic generation of a shader.
bool autoShadowOn | ( | ) |
RenderAttrib const clearAllShaderInputs | ( | ) |
Clears all the shader inputs on the attrib.
RenderAttrib const clearFlag | ( | int | flag | ) |
RenderAttrib const clearShader | ( | ) |
RenderAttrib const clearShaderInput | ( | InternalName const | id | ) |
RenderAttrib const clearShaderInput | ( | string | id | ) |
static int getClassSlot | ( | ) | [static] |
static TypeHandle getClassType | ( | ) | [static] |
Reimplemented from RenderAttrib.
int getInstanceCount | ( | ) |
Returns the number of geometry instances.
A value of 0 means not to use instancing at all.
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 | ( | InternalName const | 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 | ( | 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.
NodePath const getShaderInputNodepath | ( | InternalName const | id | ) |
Returns the ShaderInput as a nodepath.
Assertion fails if there is none, or if it is not a nodepath.
ShaderPtrData const getShaderInputPtr | ( | InternalName const | id | ) |
Returns the ShaderInput as a ShaderPtrData struct.
Assertion fails if there is none. or if it is not a PTA(double/float)
Texture getShaderInputTexture | ( | InternalName const | id | ) |
Returns the ShaderInput as a texture.
Assertion fails if there is none, or if it is not a texture.
VBase4 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 | ( | ) |
bool hasShader | ( | ) |
If true, the shader field of this attribute overrides the shader field of the parent attribute.
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.)
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 | ( | BitMaskunsigned | int, |
32 | shader_switch, | ||
int | priority | ||
) |
Set auto shader with bitmask to customize use, e.g., to keep normal, glow, etc., on or off.
RenderAttrib const setShaderAuto | ( | BitMaskunsigned | int, |
32 | shader_switch | ||
) |
Set auto shader with bitmask to customize use, e.g., to keep normal, glow, etc., on or off.
RenderAttrib const setShaderAuto | ( | int | priority | ) |
RenderAttrib const setShaderAuto | ( | ) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
Mat3 const | v, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
Mat3 const | v | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
Mat4 const | v, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
Mat4 const | v | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
VBase2 const | v, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
VBase2 const | v | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
VBase3 const | v, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
VBase3 const | v | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
VBase4 const | v, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
VBase4 const | v | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
NodePath const | np, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
NodePath const | np | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArrayMat3 const | v, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArrayMat3 const | v | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArrayVBase2 const | v, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArrayVBase2 const | v | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArrayVBase3 const | v, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArrayVBase3 const | v | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArrayUnalignedLMatrix4f const | v, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArrayUnalignedLMatrix4f const | v | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArrayUnalignedLVecBase4f const | v, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArrayUnalignedLVecBase4f const | v | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArraydouble const | v, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArraydouble const | v | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArrayfloat const | v, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
PointerToArrayfloat const | v | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
Texture | tex, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
Texture | tex | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
double | n1, | ||
double | n2, | ||
double | n3, | ||
double | n4, | ||
int | priority | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
double | n1, | ||
double | n2, | ||
double | n3, | ||
double | n4 | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
double | n1, | ||
double | n2, | ||
double | n3 | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
double | n1, | ||
double | n2 | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id, |
double | n1 | ||
) |
RenderAttrib const setShaderInput | ( | InternalName const | id | ) |
RenderAttrib const setShaderInput | ( | ShaderInput const | inp | ) |
RenderAttrib const setShaderOff | ( | int | priority | ) |
RenderAttrib const setShaderOff | ( | ) |