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Shader.hpp
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7// In no event will the authors be held liable for any damages arising from the use of this software.
140 bool loadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename);
162 bool loadFromFile(const std::string& vertexShaderFilename, const std::string& geometryShaderFilename, const std::string& fragmentShaderFilename);
225 bool loadFromMemory(const std::string& vertexShader, const std::string& geometryShader, const std::string& fragmentShader);
288 bool loadFromStream(InputStream& vertexShaderStream, InputStream& geometryShaderStream, InputStream& fragmentShaderStream);
506 void setUniformArray(const std::string& name, const Glsl::Vec2* vectorArray, std::size_t length);
516 void setUniformArray(const std::string& name, const Glsl::Vec3* vectorArray, std::size_t length);
526 void setUniformArray(const std::string& name, const Glsl::Vec4* vectorArray, std::size_t length);
536 void setUniformArray(const std::string& name, const Glsl::Mat3* matrixArray, std::size_t length);
546 void setUniformArray(const std::string& name, const Glsl::Mat4* matrixArray, std::size_t length);
bool loadFromFile(const std::string &filename, Type type)
Load the vertex, geometry or fragment shader from a file.
void setUniformArray(const std::string &name, const Glsl::Mat4 *matrixArray, std::size_t length)
Specify values for mat4[] array uniform.
bool loadFromFile(const std::string &vertexShaderFilename, const std::string &geometryShaderFilename, const std::string &fragmentShaderFilename)
Load the vertex, geometry and fragment shaders from files.
void setUniform(const std::string &name, const Glsl::Ivec2 &vector)
Specify value for ivec2 uniform.
bool loadFromStream(InputStream &stream, Type type)
Load the vertex, geometry or fragment shader from a custom stream.
void setUniform(const std::string &name, const Glsl::Ivec4 &vector)
Specify value for ivec4 uniform.
void setParameter(const std::string &name, const Vector2f &vector)
Change a 2-components vector parameter of the shader.
bool loadFromStream(InputStream &vertexShaderStream, InputStream &fragmentShaderStream)
Load both the vertex and fragment shaders from custom streams.
static bool isGeometryAvailable()
Tell whether or not the system supports geometry shaders.
void setParameter(const std::string &name, float x)
Change a float parameter of the shader.
void setUniform(const std::string &name, const Glsl::Vec2 &vector)
Specify value for vec2 uniform.
void setUniformArray(const std::string &name, const Glsl::Mat3 *matrixArray, std::size_t length)
Specify values for mat3[] array uniform.
void setUniformArray(const std::string &name, const float *scalarArray, std::size_t length)
Specify values for float[] array uniform.
void setUniform(const std::string &name, const Texture &texture)
Specify a texture as sampler2D uniform.
void setParameter(const std::string &name, float x, float y, float z)
Change a 3-components vector parameter of the shader.
void setParameter(const std::string &name, const Texture &texture)
Change a texture parameter of the shader.
void setParameter(const std::string &name, const Transform &transform)
Change a matrix parameter of the shader.
void setParameter(const std::string &name, const Vector3f &vector)
Change a 3-components vector parameter of the shader.
void setUniform(const std::string &name, const Glsl::Ivec3 &vector)
Specify value for ivec3 uniform.
bool loadFromStream(InputStream &vertexShaderStream, InputStream &geometryShaderStream, InputStream &fragmentShaderStream)
Load the vertex, geometry and fragment shaders from custom streams.
void setParameter(const std::string &name, const Color &color)
Change a color parameter of the shader.
void setUniformArray(const std::string &name, const Glsl::Vec4 *vectorArray, std::size_t length)
Specify values for vec4[] array uniform.
void setUniform(const std::string &name, const Glsl::Vec3 &vector)
Specify value for vec3 uniform.
void setUniform(const std::string &name, const Glsl::Bvec3 &vector)
Specify value for bvec3 uniform.
void setUniform(const std::string &name, CurrentTextureType)
Specify current texture as sampler2D uniform.
void setUniform(const std::string &name, const Glsl::Bvec2 &vector)
Specify value for bvec2 uniform.
void setUniformArray(const std::string &name, const Glsl::Vec2 *vectorArray, std::size_t length)
Specify values for vec2[] array uniform.
bool loadFromMemory(const std::string &vertexShader, const std::string &geometryShader, const std::string &fragmentShader)
Load the vertex, geometry and fragment shaders from source codes in memory.
void setParameter(const std::string &name, float x, float y)
Change a 2-components vector parameter of the shader.
void setUniform(const std::string &name, const Glsl::Vec4 &vector)
Specify value for vec4 uniform.
void setUniform(const std::string &name, float x)
Specify value for float uniform.
void setUniform(const std::string &name, const Glsl::Mat3 &matrix)
Specify value for mat3 matrix.
unsigned int getNativeHandle() const
Get the underlying OpenGL handle of the shader.
static CurrentTextureType CurrentTexture
Represents the texture of the object being drawn.
Definition Shader.hpp:82
void setUniform(const std::string &name, const Glsl::Bvec4 &vector)
Specify value for bvec4 uniform.
bool loadFromMemory(const std::string &shader, Type type)
Load the vertex, geometry or fragment shader from a source code in memory.
bool loadFromFile(const std::string &vertexShaderFilename, const std::string &fragmentShaderFilename)
Load both the vertex and fragment shaders from files.
void setUniform(const std::string &name, const Glsl::Mat4 &matrix)
Specify value for mat4 matrix.
bool loadFromMemory(const std::string &vertexShader, const std::string &fragmentShader)
Load both the vertex and fragment shaders from source codes in memory.
void setUniformArray(const std::string &name, const Glsl::Vec3 *vectorArray, std::size_t length)
Specify values for vec3[] array uniform.
void setParameter(const std::string &name, float x, float y, float z, float w)
Change a 4-components vector parameter of the shader.
void setParameter(const std::string &name, CurrentTextureType)
Change a texture parameter of the shader.
void setUniform(const std::string &name, bool x)
Specify value for bool uniform.
Definition AlResource.hpp:35
Special type that can be passed to setUniform(), and that represents the texture of the object being ...
Definition Shader.hpp:74