Exemple #1
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 internal TextureNode(ShaderNodeType type)
     : base(type)
 {
 }
Exemple #2
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 /// <summary>
 /// Create node of type ShaderNodeType and with given name
 /// </summary>
 /// <param name="type"></param>
 /// <param name="name"></param>
 internal ShaderNode(ShaderNodeType type, string name)
 {
     Type = type;
     Name = name;
 }
Exemple #3
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 /// <summary>
 /// Create node of type ShaderNodeType and with given name
 /// </summary>
 /// <param name="type"></param>
 /// <param name="name"></param>
 internal ShaderNode(ShaderNodeType type, string name)
 {
     Type = type;
     Name = name;
 }
 public static uint add_shader_node(uint clientId, uint shaderId, ShaderNodeType shnType)
 {
     return cycles_add_shader_node(clientId, shaderId, (uint) shnType);
 }
        public static void shadernode_set_member_byte_img(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType,
			[MarshalAs(UnmanagedType.LPStr)] string name, [MarshalAs(UnmanagedType.LPStr)] string imgName, ref byte[] img, uint width, uint height, uint depth, uint channels)
        {
            unsafe
            {
                fixed (byte* pimg = img)
                {
                    cycles_shadernode_set_member_byte_img(clientId, shaderId, shadernodeId, (uint)shnType, name, imgName, pimg, width, height, depth, channels);
                }
            }
        }
 public static void shadernode_texmapping_set_mapping(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType, uint mappingx, uint mappingy, uint mappingz)
 {
     cycles_shadernode_texmapping_set_mapping(clientId, shaderId, shadernodeId, (uint) shnType, mappingx, mappingy, mappingz);
 }
 public static void shadernode_texmapping_set_transformation(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType, uint transformType, float x, float y, float z)
 {
     cycles_shadernode_texmapping_set_transformation(clientId, shaderId, shadernodeId, (uint) shnType, transformType, x, y, z);
 }
Exemple #8
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 public static void shadernode_texmapping_set_transformation(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType, uint transformType, float x, float y, float z)
 {
     cycles_shadernode_texmapping_set_transformation(clientId, shaderId, shadernodeId, (uint)shnType, transformType, x, y, z);
 }
Exemple #9
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 public static void shadernode_texmapping_set_mapping(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType, uint mappingx, uint mappingy, uint mappingz)
 {
     cycles_shadernode_texmapping_set_mapping(clientId, shaderId, shadernodeId, (uint)shnType, mappingx, mappingy, mappingz);
 }
Exemple #10
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 public static void shadernode_set_member_byte_img(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType,
                                                   [MarshalAs(UnmanagedType.LPStr)] string name, [MarshalAs(UnmanagedType.LPStr)] string imgName, ref byte[] img, uint width, uint height, uint depth, uint channels)
 {
     unsafe
     {
         fixed(byte *pimg = img)
         {
             cycles_shadernode_set_member_byte_img(clientId, shaderId, shadernodeId, (uint)shnType, name, imgName, pimg, width, height, depth, channels);
         }
     }
 }
Exemple #11
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 public static uint add_shader_node(uint clientId, uint shaderId, ShaderNodeType shnType)
 {
     return(cycles_add_shader_node(clientId, shaderId, (uint)shnType));
 }
Exemple #12
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 public static void shadernode_set_member_vec4_at_index(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType,
                                                        [MarshalAs(UnmanagedType.LPStr)] string name, float x, float y, float z, float w, int index)
 {
     cycles_shadernode_set_member_vec4_at_index(clientId, shaderId, shadernodeId, (uint)shnType, name, x, y, z, w, index);
 }
Exemple #13
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 public static void shadernode_set_member_bool(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType,
                                               [MarshalAs(UnmanagedType.LPStr)] string name, bool val)
 {
     cycles_shadernode_set_member_bool(clientId, shaderId, shadernodeId, (uint)shnType, name, val);
 }
Exemple #14
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 /// <summary>
 /// Set enumeration value for a shader node
 /// </summary>
 /// <param name="clientId">Client</param>
 /// <param name="shaderId">Shader ID</param>
 /// <param name="shadernodeId">Node ID in shader</param>
 /// <param name="shnType">Type of shader node</param>
 /// <param name="enum_name">Name of enumeration. Used mostly for nodes that have multiple</param>
 /// <param name="value">String value of the enumeration</param>
 public static void shadernode_set_enum(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType, string enum_name, string value)
 {
     cycles_shadernode_set_enum(clientId, shaderId, shadernodeId, (uint)shnType, enum_name, value);
 }
Exemple #15
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 internal TextureNode(ShaderNodeType type, string name)
     : base(type, name)
 {
 }
Exemple #16
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 public static void shadernode_texmapping_set_projection(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType, uint projection)
 {
     cycles_shadernode_texmapping_set_projection(clientId, shaderId, shadernodeId, (uint)shnType, projection);
 }
Exemple #17
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        public static void shadernode_set_member_vec4_at_index(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType,
			[MarshalAs(UnmanagedType.LPStr)] string name, float x, float y, float z, float w, int index)
        {
            cycles_shadernode_set_member_vec4_at_index(clientId, shaderId, shadernodeId, (uint)shnType, name, x, y, z, w, index);
        }
Exemple #18
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 public static void shadernode_texmapping_set_type(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType, uint type)
 {
     cycles_shadernode_texmapping_set_type(clientId, shaderId, shadernodeId, (uint)shnType, type);
 }
Exemple #19
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 public static void shadernode_texmapping_set_projection(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType, uint projection)
 {
     cycles_shadernode_texmapping_set_projection(clientId, shaderId, shadernodeId, (uint) shnType, projection);
 }
Exemple #20
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 internal TextureNode(ShaderNodeType type) :
     base(type)
 {
 }
Exemple #21
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 public static void shadernode_texmapping_set_type(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType, uint type)
 {
     cycles_shadernode_texmapping_set_type(clientId, shaderId, shadernodeId, (uint) shnType, type);
 }
Exemple #22
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 internal TextureNode(ShaderNodeType type, string name) :
     base(type, name)
 {
 }
Exemple #23
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 /// <summary>
 /// Set enumeration value for a shader node
 /// </summary>
 /// <param name="clientId">Client</param>
 /// <param name="shaderId">Shader ID</param>
 /// <param name="shadernodeId">Node ID in shader</param>
 /// <param name="shnType">Type of shader node</param>
 /// <param name="enum_name">Name of enumeration. Used mostly for nodes that have multiple</param>
 /// <param name="value">String value of the enumeration</param>
 public static void shadernode_set_enum(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType, string enum_name, string value)
 {
     cycles_shadernode_set_enum(clientId, shaderId, shadernodeId, (uint) shnType, enum_name, value);
 }
Exemple #24
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 /// <summary>
 /// Create node of type ShaderNodeType type
 /// </summary>
 /// <param name="type"></param>
 internal ShaderNode(ShaderNodeType type)
     : this(type, String.Empty)
 {
 }
Exemple #25
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        public static void shadernode_set_member_float(uint clientId, uint shaderId, uint shadernodeId, ShaderNodeType shnType,
			[MarshalAs(UnmanagedType.LPStr)] string name, float val)
        {
            cycles_shadernode_set_member_float(clientId, shaderId, shadernodeId, (uint)shnType, name, val);
        }
Exemple #26
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 /// <summary>
 /// Create node of type ShaderNodeType type
 /// </summary>
 /// <param name="type"></param>
 internal ShaderNode(ShaderNodeType type) : this(type, String.Empty)
 {
 }