|
| enum class | Type { Vertex
, Fragment
, Geometry
, Compute
} |
| |
| using | Id = unsigned int |
| |
|
| | Shader (Shader::Id id) |
| |
| | Shader (Shader &&other) |
| |
| Shader::Id | get_id () const |
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| bool | use () |
| |
| bool | set_bool (const std::string &unif_name, bool value) |
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| bool | set_int (const std::string &unif_name, int value) |
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| bool | set_float (const std::string &unif_name, float value) |
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| bool | set_float2 (const std::string &unif_name, float v1, float v2) |
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| bool | set_float3 (const std::string &unif_name, float v1, float v2, float v3) |
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| bool | set_mat4 (const std::string &unif_name, glm::mat4 value) |
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| bool | set_vec3 (const std::string &unif_name, float x, float y, float z) |
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| bool | set_vec3 (const std::string &unif_name, glm::vec3 value) |
| |
|
| static std::optional< Shader > | create (const tenno::vector< Shader::Object > &objects) |
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| static std::optional< Shader > | create (const GLchar **feedback_varyings, int num_varyings, const tenno::vector< Shader::Object > &objects) |
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| static bool | set_bool (Shader::Id id, const std::string &unif_name, bool value) |
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| static bool | set_int (Shader::Id id, const std::string &unif_name, int value) |
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| static bool | set_float (Shader::Id id, const std::string &unif_name, float value) |
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| static bool | set_float2 (Shader::Id id, const std::string &unif_name, float v1, float v2) |
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| static bool | set_float3 (Shader::Id id, const std::string &unif_name, float v1, float v2, float v3) |
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| static bool | set_mat4 (Shader::Id id, const std::string &unif_name, glm::mat4 value) |
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| static bool | set_vec3 (Shader::Id id, const std::string &unif_name, float x, float y, float z) |
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| static bool | set_vec3 (Shader::Id id, const std::string &unif_name, glm::vec3 value) |
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Definition at line 40 of file shader.hpp.
◆ Id
| using brenta::Shader::Id = unsigned int |
◆ Type
| enum class brenta::Shader::Type |
|
strong |
◆ Shader() [1/2]
| brenta::Shader::Shader |
( |
Shader::Id |
id | ) |
|
|
inline |
◆ Shader() [2/2]
| brenta::Shader::Shader |
( |
Shader && |
other | ) |
|
|
inline |
◆ ~Shader()
◆ create() [1/2]
| std::optional< Shader > Shader::create |
( |
const GLchar ** |
feedback_varyings, |
|
|
int |
num_varyings, |
|
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const tenno::vector< Shader::Object > & |
objects |
|
) |
| |
|
static |
◆ create() [2/2]
◆ get_id()
| Shader::Id Shader::get_id |
( |
| ) |
const |
◆ set_bool() [1/2]
| bool Shader::set_bool |
( |
const std::string & |
unif_name, |
|
|
bool |
value |
|
) |
| |
◆ set_bool() [2/2]
| bool Shader::set_bool |
( |
Shader::Id |
id, |
|
|
const std::string & |
unif_name, |
|
|
bool |
value |
|
) |
| |
|
static |
◆ set_float() [1/2]
| bool Shader::set_float |
( |
const std::string & |
unif_name, |
|
|
float |
value |
|
) |
| |
◆ set_float() [2/2]
| bool Shader::set_float |
( |
Shader::Id |
id, |
|
|
const std::string & |
unif_name, |
|
|
float |
value |
|
) |
| |
|
static |
◆ set_float2() [1/2]
| bool Shader::set_float2 |
( |
const std::string & |
unif_name, |
|
|
float |
v1, |
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|
float |
v2 |
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) |
| |
◆ set_float2() [2/2]
| bool Shader::set_float2 |
( |
Shader::Id |
id, |
|
|
const std::string & |
unif_name, |
|
|
float |
v1, |
|
|
float |
v2 |
|
) |
| |
|
static |
◆ set_float3() [1/2]
| bool Shader::set_float3 |
( |
const std::string & |
unif_name, |
|
|
float |
v1, |
|
|
float |
v2, |
|
|
float |
v3 |
|
) |
| |
◆ set_float3() [2/2]
| bool Shader::set_float3 |
( |
Shader::Id |
id, |
|
|
const std::string & |
unif_name, |
|
|
float |
v1, |
|
|
float |
v2, |
|
|
float |
v3 |
|
) |
| |
|
static |
◆ set_int() [1/2]
| bool Shader::set_int |
( |
const std::string & |
unif_name, |
|
|
int |
value |
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) |
| |
◆ set_int() [2/2]
| bool Shader::set_int |
( |
Shader::Id |
id, |
|
|
const std::string & |
unif_name, |
|
|
int |
value |
|
) |
| |
|
static |
◆ set_mat4() [1/2]
| bool Shader::set_mat4 |
( |
const std::string & |
unif_name, |
|
|
glm::mat4 |
value |
|
) |
| |
◆ set_mat4() [2/2]
| bool Shader::set_mat4 |
( |
Shader::Id |
id, |
|
|
const std::string & |
unif_name, |
|
|
glm::mat4 |
value |
|
) |
| |
|
static |
◆ set_vec3() [1/4]
| bool Shader::set_vec3 |
( |
const std::string & |
unif_name, |
|
|
float |
x, |
|
|
float |
y, |
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|
float |
z |
|
) |
| |
◆ set_vec3() [2/4]
| bool Shader::set_vec3 |
( |
const std::string & |
unif_name, |
|
|
glm::vec3 |
value |
|
) |
| |
◆ set_vec3() [3/4]
| bool Shader::set_vec3 |
( |
Shader::Id |
id, |
|
|
const std::string & |
unif_name, |
|
|
float |
x, |
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|
float |
y, |
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|
float |
z |
|
) |
| |
|
static |
◆ set_vec3() [4/4]
| bool Shader::set_vec3 |
( |
Shader::Id |
id, |
|
|
const std::string & |
unif_name, |
|
|
glm::vec3 |
value |
|
) |
| |
|
static |
◆ use()
The documentation for this class was generated from the following files: