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

Inheritance diagram of ShaderInput

enum AccessFlags

Used when binding texture images.

enumerator A_read = 1
enumerator A_write = 2
enumerator A_layered = 4
enum ShaderInputType
enumerator M_invalid = 0
enumerator M_texture = 1
enumerator M_nodepath = 2
enumerator M_vector = 3
enumerator M_numeric = 4
enumerator M_texture_sampler = 5
enumerator M_param = 6
enumerator M_texture_image = 7
enumerator M_buffer = 8
__init__(name: InternalName, value: object, priority: int) → None
__init__(name: InternalName, tex: Texture, sampler: SamplerState, priority: int) → None
__init__(name: InternalName, tex: Texture, read: bool, write: bool, z: int, n: int, priority: int) → None
__init__(name: InternalName, priority: int) → None
__init__(param0: ShaderInput) → None
addHash(hash: size_t) → size_t
Return type


static getBlank() → ShaderInput

Returns a static ShaderInput object with name NULL, priority zero, type INVALID, and all value-fields cleared.

Return type


getName() → InternalName
Return type


getNodepath() → NodePath

Warning: no error checking is done. This will crash if getValueType() is not M_nodepath.

Return type


getPriority() → int
getPtr() → ShaderPtrData
Return type


getSampler() → SamplerState

Warning: no error checking is done.

Return type


getTexture() → Texture
Return type


getValueType() → int
getVector() → LVecBase4
Return type