#include <shader.hpp>
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| ShaderProgram () |
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bool | create (std::string vertexShader, std::string fragmentShader, std::unordered_map< int, std::string > inAttributes, int numOutputs) |
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bool | isCompiled () const |
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int | uniform (std::string uniformName) const |
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std::unordered_map
< std::string, GLuint > | getUniformMap () const |
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GLuint | getProgramId () const |
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void | bind () const |
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Definition at line 21 of file shader.hpp.
gl3::ShaderProgram::ShaderProgram |
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inline |
void gl3::ShaderProgram::bind |
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const |
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inline |
bool gl3::ShaderProgram::create |
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std::string |
vertexShader, |
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std::string |
fragmentShader, |
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std::unordered_map< int, std::string > |
inAttributes, |
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int |
numOutputs |
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) |
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GLuint gl3::ShaderProgram::getProgramId |
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const |
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inline |
std::unordered_map<std::string, GLuint> gl3::ShaderProgram::getUniformMap |
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const |
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inline |
bool gl3::ShaderProgram::isCompiled |
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const |
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inline |
int gl3::ShaderProgram::uniform |
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std::string |
uniformName | ) |
const |
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inline |
The documentation for this class was generated from the following files: