internal TextureNode(ShaderNodeType type) : base(type) { }
/// <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); }
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); }
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_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 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_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); }
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); }
/// <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); }
internal TextureNode(ShaderNodeType type, string name) : base(type, name) { }
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); }
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); }
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); }
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); }
/// <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); }
/// <summary> /// Create node of type ShaderNodeType type /// </summary> /// <param name="type"></param> internal ShaderNode(ShaderNodeType type) : this(type, String.Empty) { }
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); }