54 _access(A_read | A_write | A_layered)
66 _type(M_texture_sampler),
72 _access(A_read | A_layered)
101 _access |= A_layered;
145 ShaderInput(
CPT_InternalName name,
const PTA_LVecBase4f &ptr,
int priority) :
162 ShaderInput(
CPT_InternalName name,
const PTA_LVecBase3f &ptr,
int priority) :
179 ShaderInput(
CPT_InternalName name,
const PTA_LVecBase2f &ptr,
int priority) :
201 _stored_vector(LCAST(PN_stdfloat, vec)),
219 _stored_vector(vec.get_x(), vec.get_y(), vec.get_z(), 0.0),
237 _stored_vector(vec.get_x(), vec.get_y(), 0.0, 0.0),
250 ShaderInput(
CPT_InternalName name,
const PTA_LMatrix4f &ptr,
int priority) :
267 ShaderInput(
CPT_InternalName name,
const PTA_LMatrix3f &ptr,
int priority) :
335 ShaderInput(
CPT_InternalName name,
const PTA_LVecBase4d &ptr,
int priority) :
352 ShaderInput(
CPT_InternalName name,
const PTA_LVecBase3d &ptr,
int priority) :
369 ShaderInput(
CPT_InternalName name,
const PTA_LVecBase2d &ptr,
int priority) :
391 _stored_vector(LCAST(PN_stdfloat, vec)),
409 _stored_vector(vec.get_x(), vec.get_y(), vec.get_z(), 0.0),
427 _stored_vector(vec.get_x(), vec.get_y(), 0.0, 0.0),
440 ShaderInput(
CPT_InternalName name,
const PTA_LMatrix4d &ptr,
int priority) :
457 ShaderInput(
CPT_InternalName name,
const PTA_LMatrix3d &ptr,
int priority) :
525 ShaderInput(
CPT_InternalName name,
const PTA_LVecBase4i &ptr,
int priority) :
542 ShaderInput(
CPT_InternalName name,
const PTA_LVecBase3i &ptr,
int priority) :
559 ShaderInput(
CPT_InternalName name,
const PTA_LVecBase2i &ptr,
int priority) :
581 _stored_vector((int)vec.get_x(), (int)vec.get_y(), (int)vec.get_z(), (int)vec.get_w()),
599 _stored_vector((int)vec.get_x(), (int)vec.get_y(), (int)vec.get_z(), 0.0),
617 _stored_vector((int)vec.get_x(), (int)vec.get_y(), 0.0, 0.0),
629 INLINE
const InternalName *ShaderInput::
639 INLINE
int ShaderInput::
640 get_value_type()
const {
649 INLINE
int ShaderInput::
650 get_priority()
const {
660 get_texture()
const {
671 return _stored_vector;
690 get_sampler()
const {
691 return (_type == M_texture)
This is the base class for all three-component vectors and points.
This is a const pointer to an InternalName, and should be used in lieu of a CPT(InternalName) in func...
This is a 4-by-4 transform matrix.
This is the base class for all two-component vectors and points.
Represents a texture object, which is typically a single 2-d image but may also represent a 1-d or 3-...
This is the base class for all two-component vectors and points.
This is the base class for all three-component vectors and points.
This is the base class for all three-component vectors and points.
This is a 3-by-3 transform matrix.
A non-template base class of ParamValue (below), which serves mainly to define the placeholder for th...
This is a 4-by-4 transform matrix.
This is the base class for all two-component vectors and points.
This is the base class for all three-component vectors and points.
Represents a set of settings that indicate how a texture is sampled.
This is the base class for all three-component vectors and points.
This is the base class for all three-component vectors and points.
This is a 3-by-3 transform matrix.
const SamplerState & get_default_sampler() const
This returns the default sampler state for this texture, containing the wrap and filter properties sp...