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@@ -279,7 +279,7 @@ node() const {
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// Description: Returns an integer that is guaranteed to be the same
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// for all NodePaths that represent the same node
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// instance, and different for all NodePaths that
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-// represent a different node instance.
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+// represent a different node instance.
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//
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// The same key will be returned for a particular
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// instance as long as at least one NodePath exists that
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@@ -1313,6 +1313,258 @@ get_sa() const {
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return get_color_scale()[3];
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}
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const PTA_float &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const PTA_double &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const PTA_int &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const PTA_LVecBase4 &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const PTA_LVecBase3 &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const PTA_LVecBase2 &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const LVecBase4 &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const LVecBase3 &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const LVecBase2 &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const PTA_LVecBase4i &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const PTA_LVecBase3i &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const PTA_LVecBase2i &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const LVecBase4i &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const LVecBase3i &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const LVecBase2i &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const PTA_LMatrix4 &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const PTA_LMatrix3 &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const LMatrix4 &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const LMatrix3 &v, int priority) {
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+ set_shader_input(new ShaderInput(id, v, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, Texture *tex, int priority) {
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+ set_shader_input(new ShaderInput(id, tex, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, Texture *tex, const SamplerState &sampler, int priority) {
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+ set_shader_input(new ShaderInput(id, tex, sampler, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, Texture *tex, bool read, bool write, int z, int n, int priority) {
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+ set_shader_input(new ShaderInput(id, tex, read, write, z, n, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, const NodePath &np, int priority) {
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+ set_shader_input(new ShaderInput(id, np, priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, int n1, int n2, int n3, int n4, int priority) {
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+ set_shader_input(new ShaderInput(id, LVecBase4i(n1, n2, n3, n4), priority));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: NodePath::set_shader_input
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+// Access: Published
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+INLINE void NodePath::
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+set_shader_input(CPT_InternalName id, PN_stdfloat n1, PN_stdfloat n2, PN_stdfloat n3, PN_stdfloat n4, int priority) {
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+ set_shader_input(new ShaderInput(id, LVecBase4(n1, n2, n3, n4), priority));
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+}
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+
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////////////////////////////////////////////////////////////////////
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// Function: NodePath::set_tex_offset
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// Access: Published
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@@ -1339,7 +1591,7 @@ set_tex_offset(TextureStage *stage, PN_stdfloat u, PN_stdfloat v) {
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INLINE void NodePath::
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set_tex_offset(TextureStage *stage, const LVecBase2 &uv) {
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nassertv_always(!is_empty());
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- set_tex_transform(stage,
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+ set_tex_transform(stage,
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get_tex_transform(stage)->set_pos2d(uv));
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}
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@@ -1356,7 +1608,7 @@ set_tex_offset(TextureStage *stage, const LVecBase2 &uv) {
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INLINE void NodePath::
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set_tex_rotate(TextureStage *stage, PN_stdfloat r) {
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nassertv_always(!is_empty());
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- set_tex_transform(stage,
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+ set_tex_transform(stage,
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get_tex_transform(stage)->set_rotate2d(r));
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}
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@@ -1372,7 +1624,7 @@ set_tex_rotate(TextureStage *stage, PN_stdfloat r) {
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INLINE void NodePath::
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set_tex_scale(TextureStage *stage, PN_stdfloat scale) {
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nassertv_always(!is_empty());
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- set_tex_transform(stage,
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+ set_tex_transform(stage,
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get_tex_transform(stage)->set_scale(scale));
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}
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@@ -1402,7 +1654,7 @@ set_tex_scale(TextureStage *stage, PN_stdfloat su, PN_stdfloat sv) {
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INLINE void NodePath::
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set_tex_scale(TextureStage *stage, const LVecBase2 &scale) {
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nassertv_always(!is_empty());
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- set_tex_transform(stage,
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+ set_tex_transform(stage,
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get_tex_transform(stage)->set_scale2d(scale));
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}
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@@ -1475,7 +1727,7 @@ set_tex_pos(TextureStage *stage, PN_stdfloat u, PN_stdfloat v, PN_stdfloat w) {
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INLINE void NodePath::
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set_tex_pos(TextureStage *stage, const LVecBase3 &uvw) {
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nassertv_always(!is_empty());
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- set_tex_transform(stage,
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+ set_tex_transform(stage,
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get_tex_transform(stage)->set_pos(uvw));
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}
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@@ -1505,7 +1757,7 @@ set_tex_hpr(TextureStage *stage, PN_stdfloat h, PN_stdfloat p, PN_stdfloat r) {
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INLINE void NodePath::
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set_tex_hpr(TextureStage *stage, const LVecBase3 &hpr) {
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nassertv_always(!is_empty());
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- set_tex_transform(stage,
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+ set_tex_transform(stage,
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get_tex_transform(stage)->set_hpr(hpr));
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}
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@@ -1533,7 +1785,7 @@ set_tex_scale(TextureStage *stage, PN_stdfloat su, PN_stdfloat sv, PN_stdfloat s
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INLINE void NodePath::
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set_tex_scale(TextureStage *stage, const LVecBase3 &scale) {
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nassertv_always(!is_empty());
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- set_tex_transform(stage,
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+ set_tex_transform(stage,
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get_tex_transform(stage)->set_scale(scale));
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}
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@@ -1605,7 +1857,7 @@ set_tex_offset(const NodePath &other, TextureStage *stage, PN_stdfloat u, PN_std
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INLINE void NodePath::
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set_tex_offset(const NodePath &other, TextureStage *stage, const LVecBase2 &uv) {
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nassertv_always(!is_empty());
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- set_tex_transform(other, stage,
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+ set_tex_transform(other, stage,
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get_tex_transform(other, stage)->set_pos2d(uv));
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}
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@@ -1622,7 +1874,7 @@ set_tex_offset(const NodePath &other, TextureStage *stage, const LVecBase2 &uv)
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INLINE void NodePath::
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set_tex_rotate(const NodePath &other, TextureStage *stage, PN_stdfloat r) {
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nassertv_always(!is_empty());
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- set_tex_transform(other, stage,
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+ set_tex_transform(other, stage,
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get_tex_transform(other, stage)->set_rotate2d(r));
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}
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@@ -1638,7 +1890,7 @@ set_tex_rotate(const NodePath &other, TextureStage *stage, PN_stdfloat r) {
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INLINE void NodePath::
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set_tex_scale(const NodePath &other, TextureStage *stage, PN_stdfloat scale) {
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nassertv_always(!is_empty());
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- set_tex_transform(other, stage,
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+ set_tex_transform(other, stage,
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get_tex_transform(stage)->set_scale(scale));
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}
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@@ -1668,7 +1920,7 @@ set_tex_scale(const NodePath &other, TextureStage *stage, PN_stdfloat su, PN_std
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INLINE void NodePath::
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set_tex_scale(const NodePath &other, TextureStage *stage, const LVecBase2 &scale) {
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nassertv_always(!is_empty());
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- set_tex_transform(other, stage,
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+ set_tex_transform(other, stage,
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get_tex_transform(stage)->set_scale2d(scale));
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}
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@@ -1741,7 +1993,7 @@ set_tex_pos(const NodePath &other, TextureStage *stage, PN_stdfloat u, PN_stdflo
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INLINE void NodePath::
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set_tex_pos(const NodePath &other, TextureStage *stage, const LVecBase3 &uvw) {
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nassertv_always(!is_empty());
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- set_tex_transform(other, stage,
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+ set_tex_transform(other, stage,
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get_tex_transform(stage)->set_pos(uvw));
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}
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@@ -1771,7 +2023,7 @@ set_tex_hpr(const NodePath &other, TextureStage *stage, PN_stdfloat h, PN_stdflo
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INLINE void NodePath::
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set_tex_hpr(const NodePath &other, TextureStage *stage, const LVecBase3 &hpr) {
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nassertv_always(!is_empty());
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- set_tex_transform(other, stage,
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+ set_tex_transform(other, stage,
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get_tex_transform(stage)->set_hpr(hpr));
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}
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@@ -1799,7 +2051,7 @@ set_tex_scale(const NodePath &other, TextureStage *stage, PN_stdfloat su, PN_std
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INLINE void NodePath::
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set_tex_scale(const NodePath &other, TextureStage *stage, const LVecBase3 &scale) {
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nassertv_always(!is_empty());
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- set_tex_transform(other, stage,
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+ set_tex_transform(other, stage,
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get_tex_transform(stage)->set_scale(scale));
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}
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