Shader Abstract class.
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#include <shader.h>
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| Shader ()=default |
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virtual | ~Shader ()=default |
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virtual void | bind () const =0 |
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virtual void | set_value (const std::string &name, float value)=0 |
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virtual void | set_value (const std::string &name, int value)=0 |
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virtual void | set_value (const std::string &name, const int *values, Uint32 count)=0 |
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virtual void | set_value (const std::string &name, const float *values, Uint32 count)=0 |
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virtual void | set_value (const std::string &name, glm::mat4 value, Uint32 count)=0 |
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virtual void | set_value (const std::string &name, glm::vec2 value, Uint32 count)=0 |
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virtual void | set_value (const std::string &name, glm::vec3 value, Uint32 count)=0 |
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virtual void | set_value (const std::string &name, glm::vec4 value, Uint32 count)=0 |
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virtual void | set_value (const std::string &name, unsigned int value)=0 |
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virtual void | destroy ()=0 |
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virtual unsigned int | get_id () const =0 |
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virtual bool | is_valid () const =0 |
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unsigned int | id = 0 |
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std::unordered_map< std::string, unsigned int > | _uniforms |
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Shader Abstract class.
- Compile the shader
- Bind the shader
- Send uniforms
- Version
- 0.0.2
- Parameters
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string | vertex The shader source |
string | fragment The shader source |
◆ Shader()
◆ ~Shader()
virtual Shader::~Shader |
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virtualdefault |
◆ bind()
virtual void Shader::bind |
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const |
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pure virtual |
◆ destroy()
virtual void Shader::destroy |
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pure virtual |
◆ get_id()
virtual unsigned int Shader::get_id |
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const |
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pure virtual |
◆ is_valid()
virtual bool Shader::is_valid |
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const |
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pure virtual |
◆ set_value() [1/9]
virtual void Shader::set_value |
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const std::string & |
name, |
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const float * |
values, |
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Uint32 |
count |
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) |
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pure virtual |
◆ set_value() [2/9]
virtual void Shader::set_value |
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const std::string & |
name, |
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const int * |
values, |
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Uint32 |
count |
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) |
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pure virtual |
◆ set_value() [3/9]
virtual void Shader::set_value |
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const std::string & |
name, |
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float |
value |
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) |
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pure virtual |
◆ set_value() [4/9]
virtual void Shader::set_value |
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const std::string & |
name, |
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glm::mat4 |
value, |
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Uint32 |
count |
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) |
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pure virtual |
◆ set_value() [5/9]
virtual void Shader::set_value |
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const std::string & |
name, |
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glm::vec2 |
value, |
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Uint32 |
count |
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) |
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pure virtual |
◆ set_value() [6/9]
virtual void Shader::set_value |
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const std::string & |
name, |
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glm::vec3 |
value, |
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Uint32 |
count |
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) |
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pure virtual |
◆ set_value() [7/9]
virtual void Shader::set_value |
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const std::string & |
name, |
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glm::vec4 |
value, |
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Uint32 |
count |
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) |
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pure virtual |
◆ set_value() [8/9]
virtual void Shader::set_value |
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const std::string & |
name, |
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int |
value |
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) |
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pure virtual |
◆ set_value() [9/9]
virtual void Shader::set_value |
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const std::string & |
name, |
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unsigned int |
value |
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) |
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pure virtual |
◆ _uniforms
std::unordered_map<std::string, unsigned int> Shader::_uniforms |
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protected |
◆ id
unsigned int Shader::id = 0 |
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protected |
The documentation for this class was generated from the following file: