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| OpenGLShaderProgram (const OpenGLContext &) noexcept |
| Creates a shader for use in a particular GL context.
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| ~OpenGLShaderProgram () noexcept |
| Destructor.
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bool | addShader (const String &shaderSourceCode, GLenum shaderType) |
| Compiles and adds a shader to this program.
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bool | addVertexShader (const String &shaderSourceCode) |
| Compiles and adds a fragment shader to this program.
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bool | addFragmentShader (const String &shaderSourceCode) |
| Compiles and adds a fragment shader to this program.
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bool | link () noexcept |
| Links all the compiled shaders into a usable program.
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const String & | getLastError () const noexcept |
| Get the output for the last shader compilation or link that failed.
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void | use () const noexcept |
| Selects this program into the current context.
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void | release () noexcept |
| Deletes the program.
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GLint | getUniformIDFromName (const char *uniformName) const noexcept |
| Get the uniform ID from the variable name.
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void | setUniform (const char *uniformName, GLfloat value) noexcept |
| Sets a float uniform.
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void | setUniform (const char *uniformName, GLint value) noexcept |
| Sets an int uniform.
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void | setUniform (const char *uniformName, GLfloat x, GLfloat y) noexcept |
| Sets a vec2 uniform.
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void | setUniform (const char *uniformName, GLfloat x, GLfloat y, GLfloat z) noexcept |
| Sets a vec3 uniform.
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void | setUniform (const char *uniformName, GLfloat x, GLfloat y, GLfloat z, GLfloat w) noexcept |
| Sets a vec4 uniform.
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void | setUniform (const char *uniformName, GLint x, GLint y, GLint z, GLint w) noexcept |
| Sets a vec4 uniform.
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void | setUniform (const char *uniformName, const GLfloat *values, GLsizei numValues) noexcept |
| Sets a vector float uniform.
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void | setUniformMat2 (const char *uniformName, const GLfloat *values, GLint count, GLboolean transpose) noexcept |
| Sets a 2x2 matrix float uniform.
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void | setUniformMat3 (const char *uniformName, const GLfloat *values, GLint count, GLboolean transpose) noexcept |
| Sets a 3x3 matrix float uniform.
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void | setUniformMat4 (const char *uniformName, const GLfloat *values, GLint count, GLboolean transpose) noexcept |
| Sets a 4x4 matrix float uniform.
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GLuint | getProgramID () const noexcept |
| The ID number of the compiled program.
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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 ) |
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.