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...
Public Types | |
enum | ShaderInputType { MInvalid = 0, MTexture = 1, MNodepath = 2, MNumeric = 3 } |
Public Member Functions | |
ShaderInput (InternalName const id, Mat3D const mat, int priority) | |
ShaderInput (InternalName const id, Mat3D const mat) | |
ShaderInput (InternalName const id, Mat3 const mat, int priority) | |
ShaderInput (InternalName const id, Mat3 const mat) | |
ShaderInput (InternalName const id, Mat4D const mat, int priority) | |
ShaderInput (InternalName const id, Mat4D const mat) | |
ShaderInput (InternalName const id, Mat4 const mat, int priority) | |
ShaderInput (InternalName const id, Mat4 const mat) | |
ShaderInput (InternalName const id, VBase2D const vec, int priority) | |
ShaderInput (InternalName const id, VBase2D const vec) | |
ShaderInput (InternalName const id, VBase2 const vec, int priority) | |
ShaderInput (InternalName const id, VBase2 const vec) | |
ShaderInput (InternalName const id, VBase3D const vec, int priority) | |
ShaderInput (InternalName const id, VBase3D const vec) | |
ShaderInput (InternalName const id, VBase3 const vec, int priority) | |
ShaderInput (InternalName const id, VBase3 const vec) | |
ShaderInput (InternalName const id, VBase4D const vec, int priority) | |
ShaderInput (InternalName const id, VBase4D const vec) | |
ShaderInput (InternalName const id, VBase4 const vec, int priority) | |
ShaderInput (InternalName const id, VBase4 const vec) | |
ShaderInput (InternalName const id, NodePath const np, int priority) | |
ShaderInput (InternalName const id, NodePath const np) | |
ShaderInput (InternalName const id, PointerToArrayMat3D const ptr, int priority) | |
ShaderInput (InternalName const id, PointerToArrayMat3D const ptr) | |
ShaderInput (InternalName const id, PointerToArrayMat3 const ptr, int priority) | |
ShaderInput (InternalName const id, PointerToArrayMat3 const ptr) | |
ShaderInput (InternalName const id, PointerToArrayVBase2D const ptr, int priority) | |
ShaderInput (InternalName const id, PointerToArrayVBase2D const ptr) | |
ShaderInput (InternalName const id, PointerToArrayVBase2 const ptr, int priority) | |
ShaderInput (InternalName const id, PointerToArrayVBase2 const ptr) | |
ShaderInput (InternalName const id, PointerToArrayVBase3D const ptr, int priority) | |
ShaderInput (InternalName const id, PointerToArrayVBase3D const ptr) | |
ShaderInput (InternalName const id, PointerToArrayVBase3 const ptr, int priority) | |
ShaderInput (InternalName const id, PointerToArrayVBase3 const ptr) | |
ShaderInput (InternalName const id, PointerToArrayUnalignedLMatrix4d const ptr, int priority) | |
ShaderInput (InternalName const id, PointerToArrayUnalignedLMatrix4d const ptr) | |
ShaderInput (InternalName const id, PointerToArrayUnalignedLMatrix4f const ptr, int priority) | |
ShaderInput (InternalName const id, PointerToArrayUnalignedLMatrix4f const ptr) | |
ShaderInput (InternalName const id, PointerToArrayUnalignedLVecBase4d const ptr, int priority) | |
ShaderInput (InternalName const id, PointerToArrayUnalignedLVecBase4d const ptr) | |
ShaderInput (InternalName const id, PointerToArrayUnalignedLVecBase4f const ptr, int priority) | |
ShaderInput (InternalName const id, PointerToArrayUnalignedLVecBase4f const ptr) | |
ShaderInput (InternalName const id, PointerToArraydouble const ptr, int priority) | |
ShaderInput (InternalName const id, PointerToArraydouble const ptr) | |
ShaderInput (InternalName const id, PointerToArrayfloat const ptr, int priority) | |
ShaderInput (InternalName const id, PointerToArrayfloat const ptr) | |
ShaderInput (InternalName const id, Texture tex, int priority) | |
ShaderInput (InternalName const id, Texture tex) | |
ShaderInput (InternalName const id, int priority) | |
ShaderInput (InternalName const id) | |
InternalName const | getName () |
NodePath const | getNodepath () |
int | getPriority () |
ShaderPtrData const | getPtr () |
Texture | getTexture () |
int | getValueType () |
VBase4 const | getVector () |
Static Public Member Functions | |
static ShaderInput const | getBlank () |
Returns a static ShaderInput object with name NULL, priority zero, type INVALID, and all value-fields cleared. | |
static TypeHandle | getClassType () |
This is a small container class that can hold any one of the value types that can be passed as input to a shader.
enum ShaderInputType |
ShaderInput | ( | InternalName const | id, |
Mat3D const | mat, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
Mat3D const | mat | ||
) |
ShaderInput | ( | InternalName const | id, |
Mat3 const | mat, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
Mat3 const | mat | ||
) |
ShaderInput | ( | InternalName const | id, |
Mat4D const | mat, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
Mat4D const | mat | ||
) |
ShaderInput | ( | InternalName const | id, |
Mat4 const | mat, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
Mat4 const | mat | ||
) |
ShaderInput | ( | InternalName const | id, |
VBase2D const | vec, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
VBase2D const | vec | ||
) |
ShaderInput | ( | InternalName const | id, |
VBase2 const | vec, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
VBase2 const | vec | ||
) |
ShaderInput | ( | InternalName const | id, |
VBase3D const | vec, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
VBase3D const | vec | ||
) |
ShaderInput | ( | InternalName const | id, |
VBase3 const | vec, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
VBase3 const | vec | ||
) |
ShaderInput | ( | InternalName const | id, |
VBase4D const | vec, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
VBase4D const | vec | ||
) |
ShaderInput | ( | InternalName const | id, |
VBase4 const | vec, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
VBase4 const | vec | ||
) |
ShaderInput | ( | InternalName const | id, |
NodePath const | np, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
NodePath const | np | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayMat3D const | ptr, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayMat3D const | ptr | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayMat3 const | ptr, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayMat3 const | ptr | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayVBase2D const | ptr, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayVBase2D const | ptr | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayVBase2 const | ptr, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayVBase2 const | ptr | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayVBase3D const | ptr, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayVBase3D const | ptr | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayVBase3 const | ptr, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayVBase3 const | ptr | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayUnalignedLMatrix4d const | ptr, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayUnalignedLMatrix4d const | ptr | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayUnalignedLMatrix4f const | ptr, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayUnalignedLMatrix4f const | ptr | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayUnalignedLVecBase4d const | ptr, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayUnalignedLVecBase4d const | ptr | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayUnalignedLVecBase4f const | ptr, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayUnalignedLVecBase4f const | ptr | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArraydouble const | ptr, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArraydouble const | ptr | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayfloat const | ptr, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
PointerToArrayfloat const | ptr | ||
) |
ShaderInput | ( | InternalName const | id, |
Texture | tex, | ||
int | priority | ||
) |
ShaderInput | ( | InternalName const | id, |
Texture | tex | ||
) |
ShaderInput | ( | InternalName const | id, |
int | priority | ||
) |
ShaderInput | ( | InternalName const | id | ) |
static ShaderInput const getBlank | ( | ) | [static] |
Returns a static ShaderInput object with name NULL, priority zero, type INVALID, and all value-fields cleared.
static TypeHandle getClassType | ( | ) | [static] |
Reimplemented from TypedWritableReferenceCount.
InternalName const getName | ( | ) |
NodePath const getNodepath | ( | ) |
int getPriority | ( | ) |
ShaderPtrData const getPtr | ( | ) |
Texture getTexture | ( | ) |
int getValueType | ( | ) |