Specialisation of HighLevelGpuProgram to encapsulate shader objects obtained from compiled shaders written in the OpenGL Shader Language (GLSL).
More...
#include <OgreGLSLShader.h>
Specialisation of HighLevelGpuProgram to encapsulate shader objects obtained from compiled shaders written in the OpenGL Shader Language (GLSL).
- Note
- GLSL supports multiple modular shader objects that can be attached to one program object to form a single shader. This is supported through the "attach" material script command. All the modules to be attached are listed on the same line as the attach command separated by white space.
◆ GLSLShader()
◆ ~GLSLShader()
Ogre::GLSLShader::~GLSLShader |
( |
| ) |
|
◆ getGLShaderHandle()
GLuint Ogre::GLSLShader::getGLShaderHandle |
( |
| ) |
const |
|
inline |
◆ getGLProgramHandle()
GLuint Ogre::GLSLShader::getGLProgramHandle |
( |
| ) |
|
◆ attachToProgramObject()
void Ogre::GLSLShader::attachToProgramObject |
( |
const GLuint |
programObject | ) |
|
◆ detachFromProgramObject()
void Ogre::GLSLShader::detachFromProgramObject |
( |
const GLuint |
programObject | ) |
|
◆ getGLShaderType()
static GLenum Ogre::GLSLShader::getGLShaderType |
( |
GpuProgramType |
programType | ) |
|
|
static |
Get OpenGL GLSL shader type from OGRE GPU program type.
◆ getShaderTypeLabel()
Get a string containing the name of the GLSL shader type correspondening to the OGRE GPU program type.
◆ getLanguage()
const String& Ogre::GLSLShader::getLanguage |
( |
void |
| ) |
const |
◆ createParameters()
◆ compile()
bool Ogre::GLSLShader::compile |
( |
bool |
checkErrors = false | ) |
|
Compile source into shader object.
◆ bind()
void Ogre::GLSLShader::bind |
( |
void |
| ) |
|
Bind the shader in OpenGL.
◆ unbind()
void Ogre::GLSLShader::unbind |
( |
void |
| ) |
|
Unbind the shader in OpenGL.
◆ bindParameters()
Execute the param binding functions for this shader.
◆ bindPassIterationParameters()
Execute the pass iteration param binding functions for this shader.
◆ bindSharedParameters()
Execute the shared param binding functions for this shader.
◆ calculateSize()
size_t Ogre::GLSLShader::calculateSize |
( |
void |
| ) |
const |
Calculate the size of a resource; this will only be called after 'load'.
◆ _getBindingDelegate()
GpuProgram* Ogre::GLSLShader::_getBindingDelegate |
( |
void |
| ) |
|
|
inline |
Since GLSL has no assembly, use this shader for binding.
The documentation for this class was generated from the following file: