ShaderGenerator

from panda3d.core import ShaderGenerator
class ShaderGenerator

Bases: TypedReferenceCount

The ShaderGenerator is a device that effectively replaces the classic fixed function pipeline with a ‘next-gen’ fixed function pipeline. The next-gen fixed function pipeline supports features like normal mapping, gloss mapping, cartoon lighting, and so forth. It works by automatically generating a shader from a given RenderState.

Currently, there is one ShaderGenerator object per GraphicsStateGuardian. It is our intent that in time, people will write classes that derive from ShaderGenerator but which yield slightly different results.

The ShaderGenerator owes its existence to the ‘Bamboo Team’ at Carnegie Mellon’s Entertainment Technology Center. This is a group of students who, as a semester project, decided that next-gen graphics should be accessible to everyone, even if they don’t know shader programming. The group consisted of:

Aaron Lo, Programmer Heegun Lee, Programmer Erin Fernandez, Artist/Tester Joe Grubb, Artist/Tester Ivan Ortega, Technical Artist/Tester

Thanks to them!

Inheritance diagram

Inheritance diagram of ShaderGenerator

__init__(*args, **kwargs)
clearGeneratedShaders()

C++ Interface: clear_generated_shaders(const ShaderGenerator self)

/**
  • Removes all previously generated shaders, requiring all shaders to be

  • regenerated. Does not clear cache of compiled shaders.

  • @since 1.10.0

*/

clear_generated_shaders()

C++ Interface: clear_generated_shaders(const ShaderGenerator self)

/**
  • Removes all previously generated shaders, requiring all shaders to be

  • regenerated. Does not clear cache of compiled shaders.

  • @since 1.10.0

*/

getClassType()

C++ Interface: get_class_type()

get_class_type()

C++ Interface: get_class_type()

rehashGeneratedShaders()

C++ Interface: rehash_generated_shaders(const ShaderGenerator self)

/**
  • Rehashes all the states with generated shaders, removing the ones that are

  • no longer fresh.

  • Call this if certain state has changed in such a way as to require a rerun

  • of the shader generator. This should be rare because in most cases, the

  • shader generator will automatically regenerate shaders as necessary.

  • @since 1.10.0

*/

rehash_generated_shaders()

C++ Interface: rehash_generated_shaders(const ShaderGenerator self)

/**
  • Rehashes all the states with generated shaders, removing the ones that are

  • no longer fresh.

  • Call this if certain state has changed in such a way as to require a rerun

  • of the shader generator. This should be rare because in most cases, the

  • shader generator will automatically regenerate shaders as necessary.

  • @since 1.10.0

*/

synthesizeShader()

C++ Interface: synthesize_shader(const ShaderGenerator self, const RenderState rs, const GeomVertexAnimationSpec anim)

/**
  • This is the routine that implements the next-gen fixed function pipeline by

  • synthesizing a shader. It also takes care of setting up any buffers needed

  • to produce the requested effects.

  • Currently supports:

    • flat colors

    • vertex colors

    • lighting

    • normal maps, even multiple

    • gloss maps, but not multiple

    • glow maps, but not multiple

    • materials, but not updates to materials

    • 2D textures

    • all texture stage modes, including combine modes

    • color scale attrib

    • light ramps (for cartoon shading)

    • shadow mapping

    • most texgen modes

    • texmatrix

    • 1D/2D/3D textures, cube textures, 2D tex arrays

    • linear/exp/exp2 fog

    • animation

  • Potential optimizations

    • omit attenuation calculations if attenuation off

*/

synthesize_shader()

C++ Interface: synthesize_shader(const ShaderGenerator self, const RenderState rs, const GeomVertexAnimationSpec anim)

/**
  • This is the routine that implements the next-gen fixed function pipeline by

  • synthesizing a shader. It also takes care of setting up any buffers needed

  • to produce the requested effects.

  • Currently supports:

    • flat colors

    • vertex colors

    • lighting

    • normal maps, even multiple

    • gloss maps, but not multiple

    • glow maps, but not multiple

    • materials, but not updates to materials

    • 2D textures

    • all texture stage modes, including combine modes

    • color scale attrib

    • light ramps (for cartoon shading)

    • shadow mapping

    • most texgen modes

    • texmatrix

    • 1D/2D/3D textures, cube textures, 2D tex arrays

    • linear/exp/exp2 fog

    • animation

  • Potential optimizations

    • omit attenuation calculations if attenuation off

*/