#include <shader.h>
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| ShaderProgram () |
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| ~ShaderProgram ()=default |
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| ShaderProgram (const ShaderProgram &other)=delete |
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void | operator= (const ShaderProgram &)=delete |
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| ShaderProgram (ShaderProgram &&other)=delete |
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void | operator= (ShaderProgram &&)=delete |
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void | add_attribute (const ShaderAttribute &attribute) |
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bool | load (io::FileSystem *fs, const io::FilePath &file_path) |
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bool | compile (const gl::Char *vertex_source, const gl::Char *fragment_source, const gl::Char *geometry_source=nullptr) |
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ShaderUniform | get_uniform (const std::string &name) |
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void | set_uniform (const ShaderUniform &attribute, gl::Int val) |
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void | set_uniform (const ShaderUniform &attribute, float val) |
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void | set_uniform (const ShaderUniform &attribute, const Rgb &val) |
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void | set_uniform (const ShaderUniform &attribute, const Rgba &val) |
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void | set_uniform (const ShaderUniform &attribute, const vec3f &val) |
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void | set_uniform (const ShaderUniform &attribute, const vec4f &val) |
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void | set_uniform (const ShaderUniform &attribute, const mat3f &val) |
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void | set_uniform (const ShaderUniform &attribute, const mat4f &val) |
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void | set_uniform (const ShaderUniform &attribute, const Rectf &val) |
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const std::vector< ShaderAttribute > & | get_attributes () const |
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const io::FilePath & | get_name () const |
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| ShaderId () |
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| ~ShaderId () |
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| ShaderId (const ShaderId &other)=delete |
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void | operator= (const ShaderId &)=delete |
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| ShaderId (ShaderId &&other)=delete |
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void | operator= (ShaderId &&)=delete |
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bool | is_currently_bound () const |
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gl::Uint | get_id () const |
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Definition at line 50 of file shader.h.
◆ ShaderProgram() [1/3]
eu::render::ShaderProgram::ShaderProgram |
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◆ ~ShaderProgram()
eu::render::ShaderProgram::~ShaderProgram |
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default |
◆ ShaderProgram() [2/3]
eu::render::ShaderProgram::ShaderProgram |
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const ShaderProgram & |
other | ) |
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delete |
◆ ShaderProgram() [3/3]
eu::render::ShaderProgram::ShaderProgram |
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ShaderProgram && |
other | ) |
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delete |
◆ add_attribute()
void eu::render::ShaderProgram::add_attribute |
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const ShaderAttribute & |
attribute | ) |
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◆ compile()
bool eu::render::ShaderProgram::compile |
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const gl::Char * |
vertex_source, |
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const gl::Char * |
fragment_source, |
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const gl::Char * |
geometry_source = nullptr |
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) |
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◆ get_attributes()
const std::vector< ShaderAttribute > & eu::render::ShaderProgram::get_attributes |
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const |
◆ get_current_bound_for_debug()
const ShaderProgram * eu::render::ShaderProgram::get_current_bound_for_debug |
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static |
◆ get_name()
const io::FilePath & eu::render::ShaderProgram::get_name |
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const |
◆ get_uniform()
ShaderUniform eu::render::ShaderProgram::get_uniform |
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const std::string & |
name | ) |
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◆ load()
◆ operator=() [1/2]
void eu::render::ShaderProgram::operator= |
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const ShaderProgram & |
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delete |
◆ operator=() [2/2]
◆ set_uniform() [1/9]
void eu::render::ShaderProgram::set_uniform |
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const ShaderUniform & |
attribute, |
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const mat3f & |
val |
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) |
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◆ set_uniform() [2/9]
void eu::render::ShaderProgram::set_uniform |
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const ShaderUniform & |
attribute, |
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const mat4f & |
val |
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) |
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◆ set_uniform() [3/9]
void eu::render::ShaderProgram::set_uniform |
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const ShaderUniform & |
attribute, |
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const Rectf & |
val |
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) |
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◆ set_uniform() [4/9]
void eu::render::ShaderProgram::set_uniform |
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const ShaderUniform & |
attribute, |
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const Rgb & |
val |
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) |
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◆ set_uniform() [5/9]
void eu::render::ShaderProgram::set_uniform |
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const ShaderUniform & |
attribute, |
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const Rgba & |
val |
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) |
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◆ set_uniform() [6/9]
void eu::render::ShaderProgram::set_uniform |
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const ShaderUniform & |
attribute, |
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const vec3f & |
val |
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) |
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◆ set_uniform() [7/9]
void eu::render::ShaderProgram::set_uniform |
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const ShaderUniform & |
attribute, |
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const vec4f & |
val |
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) |
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◆ set_uniform() [8/9]
void eu::render::ShaderProgram::set_uniform |
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const ShaderUniform & |
attribute, |
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float |
val |
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) |
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◆ set_uniform() [9/9]
The documentation for this struct was generated from the following files: