ShaderAttrib

from panda3d.core import ShaderAttrib
class ShaderAttrib

Bases: RenderAttrib

Inheritance diagram

Inheritance diagram of ShaderAttrib

autoGlossOn()bool
autoGlowOn()bool
autoNormalOn()bool
autoRampOn()bool
autoShader()bool

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

autoShadowOn()bool
property class_slotint
clearAllShaderInputs()RenderAttrib

Clears all the shader inputs on the attrib.

clearFlag(flag: int)RenderAttrib
clearShader()RenderAttrib
clearShaderInput(id: InternalName)RenderAttrib
clearShaderInput(id: str)RenderAttrib
static getClassSlot()int
static getClassType()TypeHandle
getFlag(flag: int)bool
getInstanceCount()int

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

getShader()Shader

Returns the shader object associated with the node. If get_override returns true, but getShader() returns NULL, that means that this attribute should disable the shader.

getShaderInput(id: InternalName)ShaderInput

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(id: str)ShaderInput

Returns the ShaderInput of the given name. If no such name is found, this function does not return NULL — it returns the “blank” ShaderInput.

getShaderInputBuffer(id: InternalName)ShaderBuffer

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

getShaderInputMatrix(id: InternalName, matrix: LMatrix4)LMatrix4

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

getShaderInputNodepath(id: InternalName)NodePath

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

getShaderInputPtr(id: InternalName) → ShaderPtrData

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

getShaderInputTexture(id: InternalName, sampler: SamplerState)Texture

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

If sampler is not NULL, the sampler state to use for this texture is assigned to it.

getShaderInputVector(id: InternalName)LVecBase4

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

getShaderPriority()int
hasShader()bool

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

hasShaderInput(id: InternalName)bool

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

property instance_countint

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

static make(shader: Shader, priority: int)RenderAttrib

Constructs a new ShaderAttrib object with nothing set.

static makeDefault()RenderAttrib

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

static makeOff()RenderAttrib

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

static registerWithReadFactory()None

Factory method to generate a Shader object

setFlag(flag: int, value: bool)RenderAttrib
setInstanceCount(instance_count: int)RenderAttrib

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(s: Shader, priority: int)RenderAttrib
setShaderAuto(shader_switch: BitMask32, priority: int)RenderAttrib

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

setShaderAuto(priority: int)RenderAttrib
setShaderInput(param0: InternalName, param1: object, priority: int)RenderAttrib
setShaderInput(input: ShaderInput)RenderAttrib
setShaderInput(input: ShaderInput)RenderAttrib

Shader Inputs

setShaderInputs(args: object, kwargs: object)RenderAttrib
setShaderOff(priority: int)RenderAttrib
property shaderShader

Returns the shader object associated with the node. If get_override returns true, but getShader() returns NULL, that means that this attribute should disable the shader.