#include <Shader.h>
|
| Shader (const GLchar *vertexPath, const GLchar *fragmentPath) |
|
bool | LinkShaders () |
|
void | UseShader () |
|
void | SetBool (const std::string &name, bool value) const |
|
void | SetInt (const std::string &name, int value) const |
|
void | SetFloat (const std::string &name, float value) const |
|
void | SetVec2 (const std::string &name, const glm::vec2 &value) const |
|
void | SetVec2 (const std::string &name, float x, float y) const |
|
void | SetVec3 (const std::string &name, const glm::vec3 &value) const |
|
void | SetVec3 (const std::string &name, float x, float y, float z) const |
|
void | SetVec4 (const std::string &name, const glm::vec4 &value) const |
|
void | SetVec4 (const std::string &name, float x, float y, float z, float w) const |
|
void | SetMat2 (const std::string &name, const glm::mat2 &mat) const |
|
void | SetMat3 (const std::string &name, const glm::mat3 &mat) const |
|
void | SetMat4 (const std::string &name, const glm::mat4 &mat) const |
|
GLint | GetUniform (const GLchar *name) |
|
Shader Class to compile and store Simple Shaders using OpenGL commands.
◆ Shader()
Shader::Shader |
( |
const GLchar * |
vertexPath, |
|
|
const GLchar * |
fragmentPath |
|
) |
| |
◆ GetUniform()
GLint Shader::GetUniform |
( |
const GLchar * |
name | ) |
|
◆ LinkShaders()
bool Shader::LinkShaders |
( |
| ) |
|
Links the shaders with current program.
◆ SetBool()
void Shader::SetBool |
( |
const std::string & |
name, |
|
|
bool |
value |
|
) |
| const |
◆ SetFloat()
void Shader::SetFloat |
( |
const std::string & |
name, |
|
|
float |
value |
|
) |
| const |
◆ SetInt()
void Shader::SetInt |
( |
const std::string & |
name, |
|
|
int |
value |
|
) |
| const |
◆ SetMat2()
void Shader::SetMat2 |
( |
const std::string & |
name, |
|
|
const glm::mat2 & |
mat |
|
) |
| const |
◆ SetMat3()
void Shader::SetMat3 |
( |
const std::string & |
name, |
|
|
const glm::mat3 & |
mat |
|
) |
| const |
◆ SetMat4()
void Shader::SetMat4 |
( |
const std::string & |
name, |
|
|
const glm::mat4 & |
mat |
|
) |
| const |
◆ SetVec2() [1/2]
void Shader::SetVec2 |
( |
const std::string & |
name, |
|
|
const glm::vec2 & |
value |
|
) |
| const |
◆ SetVec2() [2/2]
void Shader::SetVec2 |
( |
const std::string & |
name, |
|
|
float |
x, |
|
|
float |
y |
|
) |
| const |
◆ SetVec3() [1/2]
void Shader::SetVec3 |
( |
const std::string & |
name, |
|
|
const glm::vec3 & |
value |
|
) |
| const |
◆ SetVec3() [2/2]
void Shader::SetVec3 |
( |
const std::string & |
name, |
|
|
float |
x, |
|
|
float |
y, |
|
|
float |
z |
|
) |
| const |
◆ SetVec4() [1/2]
void Shader::SetVec4 |
( |
const std::string & |
name, |
|
|
const glm::vec4 & |
value |
|
) |
| const |
◆ SetVec4() [2/2]
void Shader::SetVec4 |
( |
const std::string & |
name, |
|
|
float |
x, |
|
|
float |
y, |
|
|
float |
z, |
|
|
float |
w |
|
) |
| const |
◆ UseShader()
void Shader::UseShader |
( |
| ) |
|
◆ m_fragmentShader
◆ m_programID
unsigned int Shader::m_programID = 0 |
◆ m_vertexShader
The documentation for this class was generated from the following files:
- D:/RIT/FALCON_ENGINE/Falcon/Falcon/Rendering/PipeLine/Shader.h
- D:/RIT/FALCON_ENGINE/Falcon/Falcon/Rendering/PipeLine/Shader.cpp