Panda3D
Public Types | Public Member Functions | Static Public Member Functions | List of all members
ShaderAttrib Class Reference
Inheritance diagram for ShaderAttrib:
RenderAttrib TypedWritableReferenceCount TypedWritable ReferenceCount TypedObject MemoryBase MemoryBase

Public Types

enum  { F_disable_alpha_write = 0, F_subsume_alpha_test = 1, F_hardware_skinning = 2 }
 
- Public Types inherited from RenderAttrib
enum  PandaCompareFunc {
  M_none = 0, M_never = 1, M_less = 2, M_equal = 3,
  M_less_equal = 4, M_greater = 5, M_not_equal = 6, M_greater_equal = 7,
  M_always = 8
}
 intentionally defined to match D3DCMPFUNC More...
 
enum  TexGenMode {
  M_off = 0, M_eye_sphere_map = 1, M_world_cube_map = 2, M_eye_cube_map = 3,
  M_world_normal = 4, M_eye_normal = 5, M_world_position = 6, M_unused = 7,
  M_eye_position = 8, M_point_sprite = 9, M_unused2 = 10, M_constant = 11
}
 This is the enumerated type for TexGenAttrib. It is inherited into TexGenAttrib. It is defined up at this level only to avoid circular dependencies in the header files. More...
 

Public Member Functions

bool autoGlossOn ()
 
bool autoGlowOn ()
 
bool autoNormalOn ()
 weifengh More...
 
bool autoRampOn ()
 
bool autoShader ()
 If true, then this ShaderAttrib does not contain an explicit shader - instead, it requests the automatic generation of a shader. More...
 
bool autoShadowOn ()
 
const RenderAttrib clearAllShaderInputs ()
 Clears all the shader inputs on the attrib. More...
 
const RenderAttrib clearFlag (int flag)
 
const RenderAttrib clearShader ()
 
const RenderAttrib clearShaderInput (const InternalName id)
 
const RenderAttrib clearShaderInput (str id)
 
bool getFlag (int flag)
 
int getInstanceCount ()
 Returns the number of geometry instances. A value of 0 means not to use instancing at all. More...
 
const Shader 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. More...
 
const ShaderInput getShaderInput (const InternalName 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. More...
 
const ShaderInput getShaderInput (str 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. More...
 
const LMatrix4 getShaderInputMatrix (const InternalName id, LMatrix4 matrix)
 Returns the ShaderInput as a matrix. Assertion fails if there is none, or if it is not a matrix or NodePath. More...
 
const NodePath getShaderInputNodepath (const InternalName id)
 Returns the ShaderInput as a nodepath. Assertion fails if there is none, or if it is not a nodepath. More...
 
const Shader::ShaderPtrData getShaderInputPtr (const InternalName id)
 Returns the ShaderInput as a ShaderPtrData struct. Assertion fails if there is none. or if it is not a PTA(double/float) More...
 
const SamplerState getShaderInputSampler (const InternalName id)
 Returns the ShaderInput as a sampler. Assertion fails if there is none, or if it is not a texture. More...
 
Texture getShaderInputTexture (const InternalName id)
 Returns the ShaderInput as a texture. Assertion fails if there is none, or if it is not a texture. More...
 
LVecBase4 getShaderInputVector (InternalName id)
 Returns the ShaderInput as a vector. Assertion fails if there is none, or if it is not a vector. More...
 
int getShaderPriority ()
 
bool hasShader ()
 If true, the shader field of this attribute overrides the shader field of the parent attribute. More...
 
bool hasShaderInput (const InternalName id)
 Returns true if there is a ShaderInput of the given name. More...
 
const RenderAttrib setFlag (int flag, bool value)
 
const RenderAttrib 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. More...
 
const RenderAttrib setShader (const Shader s, int priority)
 
const RenderAttrib setShaderAuto (BitMask32 shader_switch, int priority)
 Set auto shader with bitmask to customize use, e.g., to keep normal, glow, etc., on or off. More...
 
const RenderAttrib setShaderAuto (int priority)
 
const RenderAttrib setShaderInput (const InternalName id, const LMatrix3 v, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, const LMatrix4 v, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, const LVecBase2 v, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, const LVecBase3 v, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, const LVecBase4 v, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, const NodePath np, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, const PTALMatrix3 v, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, const PTALMatrix4 v, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, const PTALVecBase2 v, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, const PTALVecBase3 v, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, const PTALVecBase4 v, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, const PTADouble v, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, const PTAFloat v, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, Texture tex, int priority)
 
const RenderAttrib setShaderInput (const InternalName id, double n1, double n2, double n3, double n4, int priority)
 
const RenderAttrib setShaderInput (const ShaderInput inp)
 
const RenderAttrib setShaderOff (int priority)
 
- Public Member Functions inherited from RenderAttrib
int compareTo (const RenderAttrib other)
 Provides an arbitrary ordering among all unique RenderAttribs, so we can store the essentially different ones in a big set and throw away the rest. More...
 
const RenderAttrib compose (const RenderAttrib other)
 Returns a new RenderAttrib object that represents the composition of this attrib with the other attrib. In most cases, this is the same as the other attrib; a compose b produces b. Some kinds of attributes, like a TextureTransform, for instance, might produce a new result: a compose b produces c. More...
 
const RenderAttrib getAutoShaderAttrib (const RenderState state)
 Returns the variant of this RenderAttrib that's most relevant for associating with an auto-generated shader. This should be a new RenderAttrib of the same type as this one, with any superfluous data set to neutral. Only the parts of the attrib that contribute to the shader should be reflected in the returned attrib. The idea is to associate the auto-generated shader with the most neutral form of all states, to allow it to be shared across as many RenderState objects as possible. More...
 
size_t getHash ()
 Returns a suitable hash value for phash_map. More...
 
int getSlot ()
 
const RenderAttrib getUnique ()
 Returns the pointer to the unique RenderAttrib in the cache that is equivalent to this one. This may be the same pointer as this object, or it may be a different pointer; but it will be an equivalent object, and it will be a shared pointer. This may be called from time to time to improve cache benefits. More...
 
const RenderAttrib invertCompose (const RenderAttrib other)
 Returns a new RenderAttrib object that represents the composition of the inverse of this attrib with the other attrib. In most cases, this is the same as the other attrib; !a compose b produces b. Some kinds of attributes, like a TextureTransform, for instance, might produce a new result: !a compose b produces c. More...
 
bool lowerAttribCanOverride ()
 Intended to be overridden by derived RenderAttrib types to specify how two consecutive RenderAttrib objects of the same type interact. More...
 
 output (Ostream out)
 
 write (Ostream out, int indent_level)
 
- Public Member Functions inherited from TypedWritable
object __reduce__ ()
 
object __reduce_persist__ (object pickler)
 
str encodeToBamStream ()
 Converts the TypedWritable object into a single stream of data using a BamWriter, and returns that data as a string string. Returns empty string on failure. More...
 
bool encodeToBamStream (String data, BamWriter writer)
 Converts the TypedWritable object into a single stream of data using a BamWriter, and stores that data in the indicated string. Returns true on success, false on failure. More...
 
UpdateSeq getBamModified ()
 Returns the current bam_modified counter. This counter is normally incremented automatically whenever the object is modified. More...
 
 markBamModified ()
 Increments the bam_modified counter, so that this object will be invalidated and retransmitted on any open bam streams. This should normally not need to be called by user code; it should be called internally when the object has been changed in a way that legitimately requires its retransmission to any connected clients. More...
 
- Public Member Functions inherited from TypedObject
TypeHandle getType ()
 Derived classes should override this function to return get_class_type(). More...
 
int getTypeIndex ()
 Returns the internal index number associated with this object's TypeHandle, a unique number for each different type. This is equivalent to get_type().get_index(). More...
 
bool isExactType (TypeHandle handle)
 Returns true if the current object is the indicated type exactly. More...
 
bool isOfType (TypeHandle handle)
 Returns true if the current object is or derives from the indicated type. More...
 
- Public Member Functions inherited from ReferenceCount
int getRefCount ()
 Returns the current reference count. More...
 
 ref ()
 Explicitly increments the reference count. User code should avoid using ref() and unref() directly, which can result in missed reference counts. Instead, let a PointerTo object manage the reference counting automatically. More...
 
bool testRefCountIntegrity ()
 Does some easy checks to make sure that the reference count isn't completely bogus. Returns true if ok, false otherwise. More...
 
bool testRefCountNonzero ()
 Does some easy checks to make sure that the reference count isn't zero, or completely bogus. Returns true if ok, false otherwise. More...
 
bool unref ()
 Explicitly decrements the reference count. Note that the object will not be implicitly deleted by unref() simply because the reference count drops to zero. (Having a member function delete itself is problematic.) However, see the helper function unref_delete(). More...
 

Static Public Member Functions

static int getClassSlot ()
 
static TypeHandle getClassType ()
 
static const RenderAttrib make (const Shader shader)
 Constructs a new ShaderAttrib object with nothing set. More...
 
static const RenderAttrib makeDefault ()
 Returns a RenderAttrib that corresponds to whatever the standard default properties for render attributes of this type ought to be. More...
 
static const RenderAttrib makeOff ()
 Constructs a new ShaderAttrib object that disables the use of shaders (it does not clear out all shader data, however.) More...
 
static registerWithReadFactory ()
 Factory method to generate a Shader object. More...
 
- Static Public Member Functions inherited from RenderAttrib
static int garbageCollect ()
 Performs a garbage-collection cycle. This is called automatically from RenderState::garbage_collect(); see that method for more information. More...
 
static TypeHandle getClassType ()
 
static int getNumAttribs ()
 Returns the total number of unique RenderAttrib objects allocated in the world. This will go up and down during normal operations. More...
 
static listAttribs (Ostream out)
 Lists all of the RenderAttribs in the cache to the output stream, one per line. This can be quite a lot of output if the cache is large, so be prepared. More...
 
static bool validateAttribs ()
 Ensures that the cache is still stored in sorted order. Returns true if so, false if there is a problem (which implies someone has modified one of the supposedly-const RenderAttrib objects). More...
 
- Static Public Member Functions inherited from TypedWritableReferenceCount
static TypedWritableReferenceCount decodeFromBamStream (str data, BamReader reader)
 Reads the string created by a previous call to encode_to_bam_stream(), and extracts and returns the single object on that string. Returns NULL on error. More...
 
static TypeHandle getClassType ()
 
- Static Public Member Functions inherited from TypedWritable
static TypeHandle getClassType ()
 
- Static Public Member Functions inherited from TypedObject
static TypeHandle getClassType ()
 
- Static Public Member Functions inherited from ReferenceCount
static TypeHandle getClassType ()
 

Member Enumeration Documentation

◆ anonymous enum

anonymous enum
Enumerator
F_disable_alpha_write 

Suppress writes to color buffer alpha channel.

F_subsume_alpha_test 

Shader promises to subsume the alpha test using TEXKILL.

F_hardware_skinning 

Shader needs pre-animated vertices.

Member Function Documentation

◆ autoGlossOn()

bool autoGlossOn ( )

◆ autoGlowOn()

bool autoGlowOn ( )

◆ autoNormalOn()

bool autoNormalOn ( )

weifengh

◆ autoRampOn()

bool autoRampOn ( )

◆ autoShader()

bool autoShader ( )

If true, then this ShaderAttrib does not contain an explicit shader - instead, it requests the automatic generation of a shader.

◆ autoShadowOn()

bool autoShadowOn ( )

◆ clearAllShaderInputs()

const RenderAttrib clearAllShaderInputs ( )

Clears all the shader inputs on the attrib.

◆ clearFlag()

const RenderAttrib clearFlag ( int  flag)

◆ clearShader()

const RenderAttrib clearShader ( )

◆ clearShaderInput() [1/2]

const RenderAttrib clearShaderInput ( const InternalName  id)

◆ clearShaderInput() [2/2]

const RenderAttrib clearShaderInput ( str  id)

◆ getClassSlot()

static int getClassSlot ( )
static

◆ getClassType()

static TypeHandle getClassType ( )
static

◆ getFlag()

bool getFlag ( int  flag)

◆ getInstanceCount()

int getInstanceCount ( )

Returns the number of geometry instances. A value of 0 means not to use instancing at all.

◆ getShader()

const Shader 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.

◆ getShaderInput() [1/2]

const ShaderInput getShaderInput ( const InternalName  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.

◆ getShaderInput() [2/2]

const ShaderInput getShaderInput ( str  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.

◆ getShaderInputMatrix()

const LMatrix4 getShaderInputMatrix ( const InternalName  id,
LMatrix4  matrix 
)

Returns the ShaderInput as a matrix. Assertion fails if there is none, or if it is not a matrix or NodePath.

◆ getShaderInputNodepath()

const NodePath getShaderInputNodepath ( const InternalName  id)

Returns the ShaderInput as a nodepath. Assertion fails if there is none, or if it is not a nodepath.

◆ getShaderInputPtr()

const Shader::ShaderPtrData getShaderInputPtr ( const InternalName  id)

Returns the ShaderInput as a ShaderPtrData struct. Assertion fails if there is none. or if it is not a PTA(double/float)

◆ getShaderInputSampler()

const SamplerState getShaderInputSampler ( const InternalName  id)

Returns the ShaderInput as a sampler. Assertion fails if there is none, or if it is not a texture.

◆ getShaderInputTexture()

Texture getShaderInputTexture ( const InternalName  id)

Returns the ShaderInput as a texture. Assertion fails if there is none, or if it is not a texture.

◆ getShaderInputVector()

LVecBase4 getShaderInputVector ( InternalName  id)

Returns the ShaderInput as a vector. Assertion fails if there is none, or if it is not a vector.

◆ getShaderPriority()

int getShaderPriority ( )

◆ hasShader()

bool hasShader ( )

If true, the shader field of this attribute overrides the shader field of the parent attribute.

◆ hasShaderInput()

bool hasShaderInput ( const InternalName  id)

Returns true if there is a ShaderInput of the given name.

◆ make()

static const RenderAttrib make ( const Shader  shader)
static

Constructs a new ShaderAttrib object with nothing set.

◆ makeDefault()

static const RenderAttrib makeDefault ( )
static

Returns a RenderAttrib that corresponds to whatever the standard default properties for render attributes of this type ought to be.

◆ makeOff()

static const RenderAttrib makeOff ( )
static

Constructs a new ShaderAttrib object that disables the use of shaders (it does not clear out all shader data, however.)

◆ registerWithReadFactory()

static registerWithReadFactory ( )
static

Factory method to generate a Shader object.

◆ setFlag()

const RenderAttrib setFlag ( int  flag,
bool  value 
)

◆ setInstanceCount()

const RenderAttrib 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.

◆ setShader()

const RenderAttrib setShader ( const Shader  s,
int  priority 
)

◆ setShaderAuto() [1/2]

const RenderAttrib setShaderAuto ( BitMask32  shader_switch,
int  priority 
)

Set auto shader with bitmask to customize use, e.g., to keep normal, glow, etc., on or off.

◆ setShaderAuto() [2/2]

const RenderAttrib setShaderAuto ( int  priority)

◆ setShaderInput() [1/16]

const RenderAttrib setShaderInput ( const InternalName  id,
const LMatrix3  v,
int  priority 
)

◆ setShaderInput() [2/16]

const RenderAttrib setShaderInput ( const InternalName  id,
const LMatrix4  v,
int  priority 
)

◆ setShaderInput() [3/16]

const RenderAttrib setShaderInput ( const InternalName  id,
const LVecBase2  v,
int  priority 
)

◆ setShaderInput() [4/16]

const RenderAttrib setShaderInput ( const InternalName  id,
const LVecBase3  v,
int  priority 
)

◆ setShaderInput() [5/16]

const RenderAttrib setShaderInput ( const InternalName  id,
const LVecBase4  v,
int  priority 
)

◆ setShaderInput() [6/16]

const RenderAttrib setShaderInput ( const InternalName  id,
const NodePath  np,
int  priority 
)

◆ setShaderInput() [7/16]

const RenderAttrib setShaderInput ( const InternalName  id,
const PTALMatrix3  v,
int  priority 
)

◆ setShaderInput() [8/16]

const RenderAttrib setShaderInput ( const InternalName  id,
const PTALMatrix4  v,
int  priority 
)

◆ setShaderInput() [9/16]

const RenderAttrib setShaderInput ( const InternalName  id,
const PTALVecBase2  v,
int  priority 
)

◆ setShaderInput() [10/16]

const RenderAttrib setShaderInput ( const InternalName  id,
const PTALVecBase3  v,
int  priority 
)

◆ setShaderInput() [11/16]

const RenderAttrib setShaderInput ( const InternalName  id,
const PTALVecBase4  v,
int  priority 
)

◆ setShaderInput() [12/16]

const RenderAttrib setShaderInput ( const InternalName  id,
const PTADouble  v,
int  priority 
)

◆ setShaderInput() [13/16]

const RenderAttrib setShaderInput ( const InternalName  id,
const PTAFloat  v,
int  priority 
)

◆ setShaderInput() [14/16]

const RenderAttrib setShaderInput ( const InternalName  id,
Texture  tex,
int  priority 
)

◆ setShaderInput() [15/16]

const RenderAttrib setShaderInput ( const InternalName  id,
double  n1,
double  n2,
double  n3,
double  n4,
int  priority 
)

◆ setShaderInput() [16/16]

const RenderAttrib setShaderInput ( const ShaderInput  inp)

◆ setShaderOff()

const RenderAttrib setShaderOff ( int  priority)