class EE::Graphics::Shader¶
Overview¶
The basic shader class. More…
#include <shader.hpp> class Shader { public: // construction Shader(const Uint32& Type); Shader(const Uint32& Type, const std::string& Filename); Shader(const Uint32& Type, const char* Data, const Uint32& DataSize); Shader(const Uint32& Type, Pack* Pack, const std::string& Filename); Shader(const Uint32& Type, const char** Data, const Uint32& NumLines); virtual ~Shader(); // methods static void ensure(bool ensure); static bool ensure(); void setSource(const std::string& Source); void setSource(const std::vector<Uint8>& Source); void setSource(const char* Data, const Uint32& DataSize); void setSource(const char** Data, const Uint32& NumLines); bool compile(); bool isValid() const; bool isCompiled() const; std::string compileLog() const; Uint32 getType() const; Uint32 getId() const; void reload(); };
Detailed Documentation¶
The basic shader class.
Construction¶
Shader(const Uint32& Type)
Constructor with type of shader, next you’ll need to set the source and compile it.
Shader(const Uint32& Type, const std::string& Filename)
Create a type of shader and load the shader from a file, and compile it.
Shader(const Uint32& Type, const char* Data, const Uint32& DataSize)
Create a type of shader from memory, and compile it.
Shader(const Uint32& Type, Pack* Pack, const std::string& Filename)
Create a type of shader loaded from a pack file
Shader(const Uint32& Type, const char** Data, const Uint32& NumLines)
Create a type of shader from memory, and compile it.
Methods¶
static void ensure(bool ensure)
Activates/Deactivates shader convertion from fixed pipeline to programmable pipeline ( activated by default )
static bool ensure()
Returns:
If automatic Shader conversion is activated
void setSource(const std::string& Source)
Set the shader source
void setSource(const std::vector<Uint8>& Source)
Set the shader source
void setSource(const char* Data, const Uint32& DataSize)
Set the shader source
void setSource(const char** Data, const Uint32& NumLines)
Set the shader source
bool compile()
Compile the shader
bool isValid() const
Returns:
If the shader is valid
bool isCompiled() const
Returns:
If the shader is compiled
std::string compileLog() const
Returns:
The log of the compilation
Uint32 getType() const
Returns:
The Shader Type
Uint32 getId() const
Returns:
The Shader Id
void reload()
Reloads the Shader.