Int shader inputs

This commit is contained in:
rdb 2014-07-03 21:56:55 +00:00
parent 6e64ff951c
commit 44aea55a66
2 changed files with 128 additions and 19 deletions

View File

@ -377,6 +377,107 @@ ShaderInput(const InternalName *name, const LMatrix3d &mat, int priority) :
{
}
////////////////////////////////////////////////////////////////////
// Function: ShaderInput::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE ShaderInput::
ShaderInput(const InternalName *name, const PTA_int &ptr, int priority) :
_name(name),
_type(M_numeric),
_priority(priority),
_stored_ptr(ptr)
{
}
////////////////////////////////////////////////////////////////////
// Function: ShaderInput::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE ShaderInput::
ShaderInput(const InternalName *name, const PTA_LVecBase4i &ptr, int priority) :
_name(name),
_type(M_numeric),
_priority(priority),
_stored_ptr(ptr)
{
}
////////////////////////////////////////////////////////////////////
// Function: ShaderInput::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE ShaderInput::
ShaderInput(const InternalName *name, const PTA_LVecBase3i &ptr, int priority) :
_name(name),
_type(M_numeric),
_priority(priority),
_stored_ptr(ptr)
{
}
////////////////////////////////////////////////////////////////////
// Function: ShaderInput::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE ShaderInput::
ShaderInput(const InternalName *name, const PTA_LVecBase2i &ptr, int priority) :
_name(name),
_type(M_numeric),
_priority(priority),
_stored_ptr(ptr)
{
}
////////////////////////////////////////////////////////////////////
// Function: ShaderInput::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE ShaderInput::
ShaderInput(const InternalName *name, const LVecBase4i &vec, int priority) :
_name(name),
_type(M_numeric),
_priority(priority),
_stored_ptr(vec),
_stored_vector((int)vec.get_x(), (int)vec.get_y(), (int)vec.get_z(), (int)vec.get_w())
{
}
////////////////////////////////////////////////////////////////////
// Function: ShaderInput::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE ShaderInput::
ShaderInput(const InternalName *name, const LVecBase3i &vec, int priority) :
_name(name),
_type(M_numeric),
_priority(priority),
_stored_ptr(vec),
_stored_vector((int)vec.get_x(), (int)vec.get_y(), (int)vec.get_z(), 0.0)
{
}
////////////////////////////////////////////////////////////////////
// Function: ShaderInput::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE ShaderInput::
ShaderInput(const InternalName *name, const LVecBase2i &vec, int priority) :
_name(name),
_type(M_numeric),
_priority(priority),
_stored_ptr(vec),
_stored_vector((int)vec.get_x(), (int)vec.get_y(), 0.0, 0.0)
{
}
////////////////////////////////////////////////////////////////////
// Function: ShaderInput::get_name
// Access: Published

View File

@ -48,29 +48,37 @@ PUBLISHED:
INLINE ShaderInput(const InternalName *id, const NodePath &np, int priority=0);
INLINE ShaderInput(const InternalName *id, Texture *tex, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_float &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4f &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3f &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2f &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4f &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3f &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase4f &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase3f &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase2f &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LMatrix4f &mat, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4f &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3f &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2f &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4f &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3f &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase4f &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase3f &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase2f &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LMatrix4f &mat, int priority=0);
INLINE ShaderInput(const InternalName *id, const LMatrix3f &mat, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_double &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4d &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3d &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2d &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4d &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3d &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase4d &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase3d &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase2d &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LMatrix4d &mat, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_double &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4d &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3d &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2d &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4d &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3d &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase4d &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase3d &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase2d &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LMatrix4d &mat, int priority=0);
INLINE ShaderInput(const InternalName *id, const LMatrix3d &mat, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_int &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4i &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3i &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2i &ptr, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase4i &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase3i &vec, int priority=0);
INLINE ShaderInput(const InternalName *id, const LVecBase2i &vec, int priority=0);
enum ShaderInputType {
M_invalid = 0,
M_texture,