Euphoria
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shader.h
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Definition: button.h:15
void bind_texture_to_shader(Texture2 *texture, ShaderProgram *shader, const ShaderUniform &attribute, gl::Int index)
Definition: shader.cc:488
Definition: vfs_path.h:36
Definition: vfs.h:74
Represents a shader attribute like vertex, normal or uv coord.
Definition: shaderattribute.h:30
Definition: shader.h:29
void operator=(const ShaderId &)=delete
ShaderId(const ShaderId &other)=delete
ShaderId(ShaderId &&other)=delete
void operator=(ShaderId &&)=delete
Definition: shader.h:51
ShaderProgram(const ShaderProgram &other)=delete
ShaderProgram(ShaderProgram &&other)=delete
void set_uniform(const ShaderUniform &attribute, gl::Int val)
Definition: shader.cc:292
bool load(io::FileSystem *fs, const io::FilePath &file_path)
Definition: shader.cc:398
bool compile(const gl::Char *vertex_source, const gl::Char *fragment_source, const gl::Char *geometry_source=nullptr)
Definition: shader.cc:194
void operator=(ShaderProgram &&)=delete
~ShaderProgram()=default
ShaderUniform get_uniform(const std::string &name)
Definition: shader.cc:262
void add_attribute(const ShaderAttribute &attribute)
Definition: shader.cc:184
static const ShaderProgram * get_current_bound_for_debug()
Definition: shader.cc:129
const std::vector< ShaderAttribute > & get_attributes() const
Definition: shader.cc:452
void operator=(const ShaderProgram &)=delete
Definition: shaderuniform.h:11
Definition: texture.h:78