From 72b41042223bfe31d70df8a71a50e4ba5d4f674d Mon Sep 17 00:00:00 2001 From: TravisBot <> Date: Sat, 23 Dec 2017 01:02:37 +0000 Subject: [Travis] Rebuilding documentation --- glslprogram_8h_source.html | 190 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 190 insertions(+) create mode 100644 glslprogram_8h_source.html (limited to 'glslprogram_8h_source.html') diff --git a/glslprogram_8h_source.html b/glslprogram_8h_source.html new file mode 100644 index 00000000..b73b90c6 --- /dev/null +++ b/glslprogram_8h_source.html @@ -0,0 +1,190 @@ + + + + + + +YAGE: yage/core/glslprogram.h Source File + + + + + + + + + + + + + +
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YAGE +  v0.1.3.0 +
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Yet Another Game Engine
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+ All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Pages
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glslprogram.h
+
+
+Go to the documentation of this file.
1 
+
9 #ifndef GLSL_PROGRAM_H
+
10 #define GLSL_PROGRAM_H
+
11 
+
12 #include <glad/glad.h>
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13 
+
14 #include <string>
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15 
+
16 namespace yage
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17 {
+
18 
+ +
20 {
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21 public:
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22  GlslProgram() = default;
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23  GlslProgram(const GlslProgram &) = delete;
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24  GlslProgram(GlslProgram &&) = delete;
+
25  ~GlslProgram();
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26 
+
27  GlslProgram &operator=(const GlslProgram &) = delete;
+
28  GlslProgram &operator=(GlslProgram &&) = delete;
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29 
+
31  void compileShaders(const std::string &vertexShader,
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32  const std::string fragmentShader);
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33  void compileShadersFromFile(const std::string &vertex_shader_path,
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34  const std::string &fragment_shader_path);
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35  void linkShaders();
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36  void addAttribute(const std::string &attribute_name);
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37  GLint getUniformLocation(const std::string &uniform_name);
+
38  void use();
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39  void unuse();
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40 
+
41  void defaultSetup();
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42 
+
43 private:
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45  GLuint program_id_ = 0;
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46  GLuint vertex_shader_id_ = 0;
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47  GLuint fragment_shader_id_ = 0;
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49 
+
51  void compileShader(GLuint shader, const std::string &shaderContent);
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52  void compileShaderFromFile(GLuint shader, const std::string &file_path);
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53  void initShaderId();
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54 };
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55 
+
56 } // namespace yage
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57 
+
58 #endif
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void compileShaders(const std::string &vertexShader, const std::string fragmentShader)
compiles vertex and fragment shader
Definition: glslprogram.cpp:104
+
void unuse()
Definition: glslprogram.cpp:180
+
int attribute_index_
Definition: glslprogram.h:48
+
void compileShadersFromFile(const std::string &vertex_shader_path, const std::string &fragment_shader_path)
Definition: glslprogram.cpp:113
+
Definition: glslprogram.h:19
+
void compileShaderFromFile(GLuint shader, const std::string &file_path)
Definition: glslprogram.cpp:66
+
void initShaderId()
Definition: glslprogram.cpp:86
+
~GlslProgram()
Definition: glslprogram.cpp:18
+
GlslProgram()=default
+
void compileShader(GLuint shader, const std::string &shaderContent)
compiles one shader
Definition: glslprogram.cpp:34
+
GLuint program_id_
compiled shader program id
Definition: glslprogram.h:45
+
void defaultSetup()
Definition: glslprogram.cpp:188
+
void linkShaders()
Definition: glslprogram.cpp:124
+
GLuint fragment_shader_id_
Definition: glslprogram.h:47
+
void addAttribute(const std::string &attribute_name)
Definition: glslprogram.cpp:157
+
void use()
Definition: glslprogram.cpp:172
+
GLuint vertex_shader_id_
Definition: glslprogram.h:46
+
GlslProgram & operator=(const GlslProgram &)=delete
+
GLint getUniformLocation(const std::string &uniform_name)
Definition: glslprogram.cpp:163
+
+
+ + + + -- cgit