Creates a Shader from an text file, this can then be used with OpenGL.
More...
#include <Shader.h>
Creates a Shader from an text file, this can then be used with OpenGL.
◆ Shader()
Shader::Shader |
( |
std::string |
vertexShaderFileName, |
|
|
std::string |
fragmentShaderFileName |
|
) |
| |
Creates a Shader Object using an shader file location and OpenGL.
- Parameters
-
vertexShaderFileName | The name of the vertex shader file. |
fragmentShaderFileName | The name of the fragment shader file. |
◆ ~Shader()
Destructs the Shader Object deleting the Shader Object from memory.
◆ CheckShaderCompiled()
bool Shader::CheckShaderCompiled |
( |
GLint |
shader | ) |
|
|
private |
A function to test if the shader compiled successfully.
- Parameters
-
shader | The shader to test. |
- Returns
- If the shader compiled successfully.
◆ getShaderProgram()
GLuint Shader::getShaderProgram |
( |
| ) |
|
Returns the shader program.
- Returns
- The shader program.
◆ getUniform()
GLint Shader::getUniform |
( |
std::string |
uniformID | ) |
|
Returns the requested uniform location.
- Parameters
-
uniformID | The ID of the uniform. |
- Returns
- The uniform location.
◆ initaliseShader()
void Shader::initaliseShader |
( |
std::string |
shaderFileName, |
|
|
char |
shaderType |
|
) |
| |
|
private |
Initialise a shader.
- Parameters
-
shaderFileName | The name of the shader file. |
shaderType | The type of the shader. |
◆ initaliseUniform()
void Shader::initaliseUniform |
( |
std::string |
uniformID | ) |
|
Initalise a uniform for the shader.
- Parameters
-
uniformID | The ID of the uniform. |
◆ shaderProgram
GLuint Shader::shaderProgram |
|
private |
◆ uniforms
std::unordered_map<std::string, GLint> Shader::uniforms |
|
private |
The Uniform locations for the shader program.
The documentation for this class was generated from the following files: