#include <ApiGraphics/ProgGLSL.h>
Public Member Functions | |
void | activate () |
void | deactivate () |
bool | isLinked () const |
void | activateTextures () const |
void | validate () |
void | printInfo () const |
void | printActiveAttribs () const |
void | printActiveUniforms () const |
void | bindShaderFile (QString fileName, ShaderGLSL::Type type) |
void | bindShaderSource (QString source, ShaderGLSL::Type type) |
void | link () |
void | addUniform (Uniform *uniform, bool warn=true, bool ownUniform=true) |
void | addUniform (QString name, const float *value, bool warn=true) |
void | addUniform (QString name, const int *value, bool warn=true) |
void | addUniform (QString name, const bool *value, bool warn=true) |
void | addUniformVec2 (QString name, const float *value, bool warn=true) |
void | addUniformVec3 (QString name, const float *value, bool warn=true) |
void | addUniformVec4 (QString name, const float *value, bool warn=true) |
void | addUniformIVec2 (QString name, const int *value, bool warn=true) |
void | addUniformIVec3 (QString name, const int *value, bool warn=true) |
void | addUniformIVec4 (QString name, const int *value, bool warn=true) |
void | addUniformBVec2 (QString name, const bool *value, bool warn=true) |
void | addUniformBVec3 (QString name, const bool *value, bool warn=true) |
void | addUniformBVec4 (QString name, const bool *value, bool warn=true) |
void | addUniformMat2 (QString name, const float *value, bool warn=true) |
void | addUniformMat3 (QString name, const float *value, bool warn=true) |
void | addUniformMat4 (QString name, const float *value, bool warn=true) |
void | addTexture (QString name, Texture *texture, bool warn=true) |
void | setUniform (QString name, int value, bool warn=true) |
void | setUniform (QString name, float value, bool warn=true) |
void | setUniform (QString name, bool value, bool warn=true) |
void | setUniformVec2 (QString name, float v0, float v1, bool warn=true) |
void | setUniformVec3 (QString name, float v0, float v1, float v2, bool warn=true) |
void | setUniformVec4 (QString name, float v0, float v1, float v2, float v3, bool warn=true) |
void | setUniformVec2 (QString name, const float *value, bool warn=true) |
void | setUniformVec3 (QString name, const float *value, bool warn=true) |
void | setUniformVec4 (QString name, const float *value, bool warn=true) |
void | setUniformIVec2 (QString name, int v0, int v1, bool warn=true) |
void | setUniformIVec3 (QString name, int v0, int v1, int v2, bool warn=true) |
void | setUniformIVec4 (QString name, int v0, int v1, int v2, int v3, bool warn=true) |
void | setUniformIVec2 (QString name, const int *value, bool warn=true) |
void | setUniformIVec3 (QString name, const int *value, bool warn=true) |
void | setUniformIVec4 (QString name, const int *value, bool warn=true) |
void | setUniformBVec2 (QString name, bool v0, bool v1, bool warn=true) |
void | setUniformBVec3 (QString name, bool v0, bool v1, bool v2, bool warn=true) |
void | setUniformBVec4 (QString name, bool v0, bool v1, bool v2, bool v3, bool warn=true) |
void | setUniformBVec2 (QString name, const bool *value, bool warn=true) |
void | setUniformBVec3 (QString name, const bool *value, bool warn=true) |
void | setUniformBVec4 (QString name, const bool *value, bool warn=true) |
void | setUniformMat2 (QString name, const float *value, bool warn=true) |
void | setUniformMat3 (QString name, const float *value, bool warn=true) |
void | setUniformMat4 (QString name, const float *value, bool warn=true) |
Static Public Member Functions | |
static ProgGLSL * | create () |
static ProgGLSL * | loadSubDir (QString rootName) |
static ProgGLSL * | loadDir (QString dirName) |
static ProgGLSL * | load (QString name) |
static ProgGLSL * | load (QString vertName, QString fragName) |
static ProgGLSL * | loadFrag (QString dirName, QString fragName=QString::null) |
static QStringList | sourcesList (QString dirName, ShaderGLSL::Type shaderType, bool relative=true) |
A program is usually made of a vertex shader and a fragment shader. Use static methods to load a program from GLSL source files.