558 lines
9.5 KiB
Text
558 lines
9.5 KiB
Text
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/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file shaderInput.I
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* @author jyelon
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* @date 2005-09-01
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* @author fperazzi, PandaSE
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* @date 2010-04-06
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*/
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, int priority) :
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_name(std::move(name)),
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_type(M_invalid),
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_priority(priority)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, Texture *tex, int priority) :
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_name(std::move(name)),
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_type(M_texture),
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_priority(priority),
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_value(tex)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, ParamValueBase *param, int priority) :
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_name(std::move(name)),
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_type(M_param),
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_priority(priority),
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_value(param)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, ShaderBuffer *buf, int priority) :
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_name(std::move(name)),
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_type(M_buffer),
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_priority(priority),
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_value(buf)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_float &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_LVecBase4f &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_LVecBase3f &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_LVecBase2f &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const LVecBase4f &vec, int priority) :
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_name(std::move(name)),
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_type(M_vector),
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_priority(priority),
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_stored_ptr(vec),
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_stored_vector(LCAST(PN_stdfloat, vec))
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const LVecBase3f &vec, int priority) :
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_name(std::move(name)),
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_type(M_vector),
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_priority(priority),
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_stored_ptr(vec),
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_stored_vector(vec.get_x(), vec.get_y(), vec.get_z(), 0.0)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const LVecBase2f &vec, int priority) :
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_name(std::move(name)),
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_type(M_vector),
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_priority(priority),
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_stored_ptr(vec),
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_stored_vector(vec.get_x(), vec.get_y(), 0.0, 0.0)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_LMatrix4f &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_LMatrix3f &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const LMatrix4f &mat, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(mat)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const LMatrix3f &mat, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(mat)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_double &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_LVecBase4d &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_LVecBase3d &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_LVecBase2d &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const LVecBase4d &vec, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(vec),
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_stored_vector(LCAST(PN_stdfloat, vec))
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const LVecBase3d &vec, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(vec),
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_stored_vector(vec.get_x(), vec.get_y(), vec.get_z(), 0.0)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const LVecBase2d &vec, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(vec),
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_stored_vector(vec.get_x(), vec.get_y(), 0.0, 0.0)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_LMatrix4d &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_LMatrix3d &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const LMatrix4d &mat, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(mat)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const LMatrix3d &mat, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(mat)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_int &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_LVecBase4i &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_LVecBase3i &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const PTA_LVecBase2i &ptr, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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/**
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*
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*/
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INLINE ShaderInput::
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ShaderInput(CPT_InternalName name, const LVecBase4i &vec, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(vec),
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_stored_vector((int)vec.get_x(), (int)vec.get_y(), (int)vec.get_z(), (int)vec.get_w())
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{
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}
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|
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/**
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*
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*/
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INLINE ShaderInput::
|
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ShaderInput(CPT_InternalName name, const LVecBase3i &vec, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(vec),
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_stored_vector((int)vec.get_x(), (int)vec.get_y(), (int)vec.get_z(), 0.0)
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{
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}
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|
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|
/**
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|
*
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*/
|
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INLINE ShaderInput::
|
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|
ShaderInput(CPT_InternalName name, const LVecBase2i &vec, int priority) :
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_name(std::move(name)),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(vec),
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_stored_vector((int)vec.get_x(), (int)vec.get_y(), 0.0, 0.0)
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{
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}
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|
|
||
|
/**
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||
|
*
|
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*/
|
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|
INLINE ShaderInput::
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|
operator bool () const {
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return _type != M_invalid;
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}
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|
|
||
|
/**
|
||
|
*
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||
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*/
|
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INLINE bool ShaderInput::
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operator == (const ShaderInput &other) const {
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if (_type != other._type || _name != other._name || _priority != other._priority) {
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|
return false;
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|
}
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||
|
switch (_type) {
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case M_invalid:
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return true;
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|
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case M_vector:
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return _stored_vector == other._stored_vector;
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|
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case M_numeric:
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return _stored_ptr._ptr == other._stored_ptr._ptr;
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|
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|
default:
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return _value == other._value;
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}
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}
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|
|
||
|
/**
|
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|
*
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*/
|
||
|
INLINE bool ShaderInput::
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|
operator != (const ShaderInput &other) const {
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if (_type != other._type || _name != other._name || _priority != other._priority) {
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return true;
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}
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switch (_type) {
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case M_invalid:
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return false;
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case M_vector:
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return _stored_vector != other._stored_vector;
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case M_numeric:
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return _stored_ptr._ptr != other._stored_ptr._ptr;
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|
|
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|
default:
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return _value != other._value;
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}
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|
}
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|
|
||
|
/**
|
||
|
*
|
||
|
*/
|
||
|
INLINE bool ShaderInput::
|
||
|
operator < (const ShaderInput &other) const {
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||
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if (_type != other._type) {
|
||
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return (_type < other._type);
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||
|
}
|
||
|
if (_name != other._name) {
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||
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return (_name < other._name);
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||
|
}
|
||
|
if (_priority != other._priority) {
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||
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return (_priority < other._priority);
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||
|
}
|
||
|
switch (_type) {
|
||
|
case M_invalid:
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||
|
return false;
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||
|
|
||
|
case M_vector:
|
||
|
return _stored_vector < other._stored_vector;
|
||
|
|
||
|
case M_numeric:
|
||
|
return _stored_ptr._ptr < other._stored_ptr._ptr;
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||
|
|
||
|
default:
|
||
|
return _value < other._value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
*
|
||
|
*/
|
||
|
INLINE const InternalName *ShaderInput::
|
||
|
get_name() const {
|
||
|
return _name;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
*
|
||
|
*/
|
||
|
INLINE int ShaderInput::
|
||
|
get_value_type() const {
|
||
|
return _type;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
*
|
||
|
*/
|
||
|
INLINE int ShaderInput::
|
||
|
get_priority() const {
|
||
|
return _priority;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
*
|
||
|
*/
|
||
|
INLINE const LVecBase4 &ShaderInput::
|
||
|
get_vector() const {
|
||
|
return _stored_vector;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
*
|
||
|
*/
|
||
|
INLINE const Shader::ShaderPtrData &ShaderInput::
|
||
|
get_ptr() const {
|
||
|
return _stored_ptr;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
*
|
||
|
*/
|
||
|
INLINE ParamValueBase *ShaderInput::
|
||
|
get_param() const {
|
||
|
return DCAST(ParamValueBase, _value);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
*
|
||
|
*/
|
||
|
INLINE TypedWritableReferenceCount *ShaderInput::
|
||
|
get_value() const {
|
||
|
return _value.p();
|
||
|
}
|