ShaderInput
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class ShaderInput
Bases:
MemoryBase
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 A_read = 1
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enum ShaderInputType
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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 M_invalid = 0
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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 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 AccessFlags