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ShaderAttrib Class Reference
Inheritance diagram for ShaderAttrib:
RenderAttrib TypedWritableReferenceCount TypedWritable ReferenceCount TypedObject

List of all members.

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.

Member Function Documentation

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 ( )

Clears all the shader inputs on the attrib.

RenderAttrib const clearFlag ( int  flag)
RenderAttrib const clearShaderInput ( string  id)
static int getClassSlot ( ) [static]
static TypeHandle getClassType ( ) [static]

Reimplemented from RenderAttrib.

bool getFlag ( int  flag)

Returns the number of geometry instances.

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

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.

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.

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)

Returns the ShaderInput as a texture.

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

Returns the ShaderInput as a vector.

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

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 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 ( ShaderInput const  inp)
RenderAttrib const setShaderOff ( int  priority)
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