#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 |
( |
| ) |
const |
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inline |
| bool gl3::ShaderProgram::create |
( |
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 |
( |
| ) |
const |
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inline |
| std::unordered_map<std::string, GLuint> gl3::ShaderProgram::getUniformMap |
( |
| ) |
const |
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inline |
| bool gl3::ShaderProgram::isCompiled |
( |
| ) |
const |
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inline |
| int gl3::ShaderProgram::uniform |
( |
std::string |
uniformName | ) |
const |
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inline |
The documentation for this class was generated from the following files: