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| | OpenGLShaderProgram (const OpenGLContext &) noexcept |
| | Creates a shader for use in a particular GL context. More...
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| | ~OpenGLShaderProgram () noexcept |
| | Destructor. More...
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| bool | addShader (const String &shaderSourceCode, GLenum shaderType) |
| | Compiles and adds a shader to this program. More...
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| bool | addVertexShader (const String &shaderSourceCode) |
| | Compiles and adds a fragment shader to this program. More...
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| bool | addFragmentShader (const String &shaderSourceCode) |
| | Compiles and adds a fragment shader to this program. More...
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| bool | link () noexcept |
| | Links all the compiled shaders into a usable program. More...
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| const String & | getLastError () const noexcept |
| | Get the output for the last shader compilation or link that failed. More...
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| void | use () const noexcept |
| | Selects this program into the current context. More...
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| void | release () noexcept |
| | Deletes the program. More...
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| GLint | getUniformIDFromName (const char *uniformName) const noexcept |
| | Get the uniform ID from the variable name. More...
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| void | setUniform (const char *uniformName, GLfloat value) noexcept |
| | Sets a float uniform. More...
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| void | setUniform (const char *uniformName, GLint value) noexcept |
| | Sets an int uniform. More...
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| void | setUniform (const char *uniformName, GLfloat x, GLfloat y) noexcept |
| | Sets a vec2 uniform. More...
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| void | setUniform (const char *uniformName, GLfloat x, GLfloat y, GLfloat z) noexcept |
| | Sets a vec3 uniform. More...
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| void | setUniform (const char *uniformName, GLfloat x, GLfloat y, GLfloat z, GLfloat w) noexcept |
| | Sets a vec4 uniform. More...
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| void | setUniform (const char *uniformName, GLint x, GLint y, GLint z, GLint w) noexcept |
| | Sets a vec4 uniform. More...
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| void | setUniform (const char *uniformName, const GLfloat *values, GLsizei numValues) noexcept |
| | Sets a vector float uniform. More...
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| void | setUniformMat2 (const char *uniformName, const GLfloat *values, GLint count, GLboolean transpose) noexcept |
| | Sets a 2x2 matrix float uniform. More...
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| void | setUniformMat3 (const char *uniformName, const GLfloat *values, GLint count, GLboolean transpose) noexcept |
| | Sets a 3x3 matrix float uniform. More...
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| void | setUniformMat4 (const char *uniformName, const GLfloat *values, GLint count, GLboolean transpose) noexcept |
| | Sets a 4x4 matrix float uniform. More...
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| GLuint | getProgramID () const noexcept |
| | The ID number of the compiled program. More...
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Manages an OpenGL shader program.
| bool OpenGLShaderProgram::addShader |
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const String & |
shaderSourceCode, |
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GLenum |
shaderType |
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) |
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Compiles and adds a shader to this program.
After adding all your shaders, remember to call link() to link them into a usable program.
If your app is built in debug mode, this method will assert if the program fails to compile correctly.
The shaderType parameter could be GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, etc.
- Returns
- true if the shader compiled successfully. If not, you can call getLastError() to find out what happened.