153 lines
4.5 KiB
Plaintext
153 lines
4.5 KiB
Plaintext
// Filename: shaderInput.I
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// Created by: jyelon (01Sep05)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::Destructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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~ShaderInput()
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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ShaderInput(InternalName *name, int priority) :
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_name(name),
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_type(M_invalid),
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_priority(priority),
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_stored_texture(NULL),
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_stored_nodepath(NodePath()),
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_stored_vector(LVector4f(0,0,0,1))
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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ShaderInput(InternalName *name, Texture *tex, int priority) :
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_name(name),
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_type(M_texture),
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_priority(priority),
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_stored_texture(tex),
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_stored_nodepath(NodePath()),
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_stored_vector(LVector4f(0,0,0,1))
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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ShaderInput(InternalName *name, const NodePath &np, int priority) :
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_name(name),
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_type(M_nodepath),
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_priority(priority),
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_stored_texture(NULL),
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_stored_nodepath(np),
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_stored_vector(LVector4f(0,0,0,1))
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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ShaderInput(InternalName *name, const LVector4f &vec, int priority) :
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_name(name),
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_type(M_vector),
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_priority(priority),
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_stored_texture(NULL),
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_stored_nodepath(NodePath()),
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_stored_vector(vec)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::get_name
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE InternalName *ShaderInput::
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get_name() const {
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return _name;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::get_value_type
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE int ShaderInput::
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get_value_type() const {
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return _type;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::get_priority
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE int ShaderInput::
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get_priority() const {
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return _priority;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::get_texture
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE Texture *ShaderInput::
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get_texture() const {
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return _stored_texture;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::get_nodepath
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE const NodePath &ShaderInput::
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get_nodepath() const {
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return _stored_nodepath;
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::get_vector
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE const LVector4f &ShaderInput::
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get_vector() const {
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return _stored_vector;
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}
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