#include <ShaderUniformBinder.h>
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| | ShaderUniformBinder (const uint32_t shader_program) |
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| void | set_bool (const std::string &name, const bool value) const |
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| void | set_int (const std::string &name, const int value) const |
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| void | set_uint (const std::string &name, const uint32_t value) const |
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| void | set_float (const std::string &name, const float value) const |
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| void | set_vec2 (const std::string &name, const glm::vec2 &value) const |
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| void | set_vec3 (const std::string &name, const glm::vec3 &value) const |
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| void | set_vec4 (const std::string &name, const glm::vec4 &value) const |
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| void | set_mat2 (const std::string &name, const glm::mat2 &value) const |
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| void | set_mat3 (const std::string &name, const glm::mat3 &value) const |
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| void | set_mat4 (const std::string &name, const glm::mat4 &value) const |
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| bool | has_uniform (const std::string &name) const |
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| void | clear_cache () |
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| uint32_t | get_shader_program () const |
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Abstraction layer for shader uniform binding Hides OpenGL implementation details and provides uniform caching
Definition at line 19 of file ShaderUniformBinder.h.
◆ ShaderUniformBinder()
| hellfire::ShaderUniformBinder::ShaderUniformBinder |
( |
const uint32_t |
shader_program | ) |
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inlineexplicit |
◆ clear_cache()
| void hellfire::ShaderUniformBinder::clear_cache |
( |
| ) |
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inline |
◆ get_shader_program()
| uint32_t hellfire::ShaderUniformBinder::get_shader_program |
( |
| ) |
const |
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inline |
◆ get_uniform_location()
| GLint hellfire::ShaderUniformBinder::get_uniform_location |
( |
const std::string & |
name | ) |
const |
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inlineprivate |
◆ has_uniform()
| bool hellfire::ShaderUniformBinder::has_uniform |
( |
const std::string & |
name | ) |
const |
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inline |
◆ set_bool()
| void hellfire::ShaderUniformBinder::set_bool |
( |
const std::string & |
name, |
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const bool |
value |
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) |
| const |
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inline |
◆ set_float()
| void hellfire::ShaderUniformBinder::set_float |
( |
const std::string & |
name, |
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const float |
value |
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) |
| const |
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inline |
◆ set_int()
| void hellfire::ShaderUniformBinder::set_int |
( |
const std::string & |
name, |
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const int |
value |
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) |
| const |
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inline |
◆ set_mat2()
| void hellfire::ShaderUniformBinder::set_mat2 |
( |
const std::string & |
name, |
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const glm::mat2 & |
value |
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) |
| const |
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inline |
◆ set_mat3()
| void hellfire::ShaderUniformBinder::set_mat3 |
( |
const std::string & |
name, |
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const glm::mat3 & |
value |
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) |
| const |
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inline |
◆ set_mat4()
| void hellfire::ShaderUniformBinder::set_mat4 |
( |
const std::string & |
name, |
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const glm::mat4 & |
value |
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) |
| const |
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inline |
◆ set_uint()
| void hellfire::ShaderUniformBinder::set_uint |
( |
const std::string & |
name, |
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const uint32_t |
value |
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) |
| const |
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inline |
◆ set_vec2()
| void hellfire::ShaderUniformBinder::set_vec2 |
( |
const std::string & |
name, |
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const glm::vec2 & |
value |
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) |
| const |
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inline |
◆ set_vec3()
| void hellfire::ShaderUniformBinder::set_vec3 |
( |
const std::string & |
name, |
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const glm::vec3 & |
value |
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) |
| const |
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inline |
◆ set_vec4()
| void hellfire::ShaderUniformBinder::set_vec4 |
( |
const std::string & |
name, |
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const glm::vec4 & |
value |
|
) |
| const |
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inline |
◆ shader_program_
| uint32_t hellfire::ShaderUniformBinder::shader_program_ |
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private |
◆ uniform_cache_
| std::unordered_map<std::string, GLint> hellfire::ShaderUniformBinder::uniform_cache_ |
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mutableprivate |
The documentation for this class was generated from the following file: