ShaderAttrib

from panda3d.core import ShaderAttrib
class ShaderAttrib

Bases:

Bases: RenderAttrib

Inheritance diagram

Inheritance diagram of ShaderAttrib

auto_gloss_on() bool
auto_glow_on() bool
auto_normal_on() bool
auto_ramp_on() bool
auto_shader() bool

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

auto_shadow_on() bool
property class_slot int
clear_all_shader_inputs() RenderAttrib

Clears all the shader inputs on the attrib.

clear_flag(flag: int) RenderAttrib
clear_shader() RenderAttrib
clear_shader_input(id: InternalName) RenderAttrib
clear_shader_input(id: str) RenderAttrib
static get_class_slot() int
static get_class_type() TypeHandle
get_flag(flag: int) bool
get_instance_count() int

Returns the number of geometry instances. A value of 0 means not to use instancing at all. This value is ignored if F_hardware_instancing is set.

get_shader() Shader

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.

get_shader_input(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.

get_shader_input(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.

get_shader_input_buffer(id: InternalName) ShaderBuffer

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

get_shader_input_matrix(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.

get_shader_input_nodepath(id: InternalName) NodePath

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

get_shader_input_ptr(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)

get_shader_input_ptr(id: InternalName, data: ShaderPtrData) bool

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

get_shader_input_texture(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.

get_shader_input_vector(id: InternalName) LVecBase4

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

get_shader_priority() int
has_shader() bool

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

has_shader_input(id: InternalName) bool

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

property instance_count int

Returns the number of geometry instances. A value of 0 means not to use instancing at all. This value is ignored if F_hardware_instancing is set.

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

Constructs a new ShaderAttrib object with nothing set.

static make_default() RenderAttrib

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

static make_off() RenderAttrib

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

static register_with_read_factory()

Factory method to generate a Shader object

set_flag(flag: int, value: bool) RenderAttrib
set_instance_count(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.

This value should not be set if F_hardware_instancing is also set.

set_shader(s: Shader, priority: int) RenderAttrib
set_shader_auto(shader_switch: BitMask32, priority: int) RenderAttrib

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

set_shader_auto(priority: int) RenderAttrib
set_shader_input(param0: InternalName, param1: object, priority: int) RenderAttrib
set_shader_input(input: ShaderInput) RenderAttrib
set_shader_input(input: ShaderInput) RenderAttrib

Shader Inputs

set_shader_inputs(args: object, kwargs: object) RenderAttrib
set_shader_off(priority: int) RenderAttrib
property shader Shader

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.