#include <Shaders.hpp>
◆ Shader() [1/2]
| RAY::Shader::Shader |
( |
const std::string & |
vertexFile, |
|
|
const std::string & |
fragmentFile, |
|
|
bool |
lonely = false |
|
) |
| |
ctor if no vertexfile in needed set it to nullptr
◆ Shader() [2/2]
| RAY::Shader::Shader |
( |
const Shader & |
| ) |
|
|
default |
◆ ~Shader()
◆ BeginUsingCustomShader()
| void RAY::Shader::BeginUsingCustomShader |
( |
RAY::Shader & |
shader | ) |
|
|
static |
start using a custom shader when drawing
◆ EndUsingCustomShader()
| void RAY::Shader::EndUsingCustomShader |
( |
| ) |
|
|
static |
stop using the custom shader
◆ getShaderPtr()
| const std::shared_ptr<::Shader > & RAY::Shader::getShaderPtr |
( |
| ) |
const |
◆ operator=()
◆ setLocation()
| void RAY::Shader::setLocation |
( |
::ShaderLocationIndex |
, |
|
|
const std::string & |
name |
|
) |
| |
◆ setShaderUniformVar() [1/3]
| void RAY::Shader::setShaderUniformVar |
( |
const std::string & |
varName, |
|
|
const RAY::Vector3 & |
vector |
|
) |
| |
◆ setShaderUniformVar() [2/3]
| void RAY::Shader::setShaderUniformVar |
( |
const std::string & |
varName, |
|
|
float |
value |
|
) |
| |
The set var for float values.
- Note
- Throw if the var is not found
◆ setShaderUniformVar() [3/3]
| void RAY::Shader::setShaderUniformVar |
( |
const std::string & |
varName, |
|
|
int |
value |
|
) |
| |
The set var for float values.
- Note
- Throw if the var is not found
◆ _fragmentFile
| std::string RAY::Shader::_fragmentFile |
|
private |
The fragment file of the shader.
◆ _rayLibShader
| std::shared_ptr<::Shader> RAY::Shader::_rayLibShader |
|
private |
◆ _shaderIndexVars
| std::map<std::string, int> RAY::Shader::_shaderIndexVars = {} |
|
private |
Fetch and cache the index of the shader variable on the first set of the var.
◆ _shadersCache
◆ _vertexFile
| std::string RAY::Shader::_vertexFile |
|
private |
The vertex file of the shader.
The documentation for this class was generated from the following files: