ShaderInput¶
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class
ShaderInput
¶ This is a small container class that can hold any one of the value types that can be passed as input to a shader.
Inheritance diagram
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enum
AccessFlags
¶ Used when binding texture images.
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enumerator
A_read
= 1¶
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enumerator
A_write
= 2¶
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enumerator
A_layered
= 4¶
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enumerator
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enum
ShaderInputType
¶ -
enumerator
M_invalid
= 0¶
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enumerator
M_texture
= 1¶
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enumerator
M_nodepath
= 2¶
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enumerator
M_vector
= 3¶
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enumerator
M_numeric
= 4¶
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enumerator
M_texture_sampler
= 5¶
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enumerator
M_param
= 6¶
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enumerator
M_texture_image
= 7¶
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enumerator
M_buffer
= 8¶
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enumerator
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explicit
ShaderInput
(CPT_InternalName name, int priority = 0)¶
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explicit
ShaderInput
(CPT_InternalName name, PyObject *value, int priority = 0)¶
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explicit
ShaderInput
(CPT_InternalName name, Texture *tex, bool read, bool write, int z = -1, int n = 0, int priority = 0)¶
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explicit
ShaderInput
(CPT_InternalName name, Texture *tex, SamplerState const &sampler, int priority = 0)¶
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ShaderInput
(ShaderInput const&) = default¶
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std::size_t
add_hash
(std::size_t hash) const¶
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static ShaderInput const &
get_blank
(void)¶ Returns a static
ShaderInput
object with name NULL, priority zero, type INVALID, and all value-fields cleared.
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InternalName const *
get_name
(void) const¶
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NodePath const &
get_nodepath
(void) const¶ Warning: no error checking is done. This will crash if
get_value_type()
is not M_nodepath.
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int
get_priority
(void) const¶
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SamplerState const &
get_sampler
(void) const¶ Warning: no error checking is done.
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int
get_value_type
(void) const¶
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enum