reference

This documentation is automatically generated from the openFrameworks source code using doxygen and refers to the most recent release, version 0.12.0.

#include <ofShader.h>

Classes

struct  TransformFeedbackBaseBinding
 
struct  TransformFeedbackRangeBinding
 
struct  TransformFeedbackSettings
 

Public Types

enum  defaultAttributes {
  POSITION_ATTRIBUTE =0 , COLOR_ATTRIBUTE , NORMAL_ATTRIBUTE , TEXCOORD_ATTRIBUTE ,
  INDEX_ATTRIBUTE
}
 

Public Member Functions

 ofShader ()
 
 ~ofShader ()
 
 ofShader (const ofShader &shader)
 
ofShaderoperator= (const ofShader &shader)
 
 ofShader (ofShader &&shader)
 
ofShaderoperator= (ofShader &&shader)
 
bool load (const of::filesystem::path &shaderName)
 
bool load (const of::filesystem::path &vertName, const of::filesystem::path &fragName, const of::filesystem::path &geomName="")
 
bool setup (const ofShaderSettings &settings)
 
bool setup (const TransformFeedbackSettings &settings)
 
void setGeometryInputType (GLenum type)
 
void setGeometryOutputType (GLenum type)
 
void setGeometryOutputCount (int count)
 
int getGeometryMaxOutputCount () const
 
void unload ()
 
bool isLoaded () const
 
void begin () const
 
void end () const
 
void beginTransformFeedback (GLenum mode) const
 
void beginTransformFeedback (GLenum mode, const TransformFeedbackRangeBinding &binding) const
 
void beginTransformFeedback (GLenum mode, const std::vector< TransformFeedbackRangeBinding > &binding) const
 
void beginTransformFeedback (GLenum mode, const TransformFeedbackBaseBinding &binding) const
 
void beginTransformFeedback (GLenum mode, const std::vector< TransformFeedbackBaseBinding > &binding) const
 
void endTransformFeedback () const
 
void endTransformFeedback (const TransformFeedbackRangeBinding &binding) const
 
void endTransformFeedback (const std::vector< TransformFeedbackRangeBinding > &binding) const
 
void endTransformFeedback (const TransformFeedbackBaseBinding &binding) const
 
void endTransformFeedback (const std::vector< TransformFeedbackBaseBinding > &binding) const
 
void setUniformTexture (const std::string &name, const ofBaseHasTexture &img, int textureLocation) const
 
void setUniformTexture (const std::string &name, const ofTexture &img, int textureLocation) const
 
void setUniformTexture (const std::string &name, int textureTarget, GLint textureID, int textureLocation) const
 
void setUniform1i (const std::string &name, int v1) const
 
void setUniform2i (const std::string &name, int v1, int v2) const
 
void setUniform3i (const std::string &name, int v1, int v2, int v3) const
 
void setUniform4i (const std::string &name, int v1, int v2, int v3, int v4) const
 
void setUniform1f (const std::string &name, float v1) const
 
void setUniform2f (const std::string &name, float v1, float v2) const
 
void setUniform3f (const std::string &name, float v1, float v2, float v3) const
 
void setUniform4f (const std::string &name, float v1, float v2, float v3, float v4) const
 
void setUniform2f (const std::string &name, const glm::vec2 &v) const
 
void setUniform3f (const std::string &name, const glm::vec3 &v) const
 
void setUniform4f (const std::string &name, const glm::vec4 &v) const
 
void setUniform4f (const std::string &name, const ofFloatColor &v) const
 
void setUniform1iv (const std::string &name, const int *v, int count=1) const
 
void setUniform2iv (const std::string &name, const int *v, int count=1) const
 
void setUniform3iv (const std::string &name, const int *v, int count=1) const
 
void setUniform4iv (const std::string &name, const int *v, int count=1) const
 
void setUniform1fv (const std::string &name, const float *v, int count=1) const
 
void setUniform2fv (const std::string &name, const float *v, int count=1) const
 
void setUniform3fv (const std::string &name, const float *v, int count=1) const
 
void setUniform4fv (const std::string &name, const float *v, int count=1) const
 
void setUniforms (const ofParameterGroup &parameters) const
 
void setUniformMatrix3f (const std::string &name, const glm::mat3 &m, int count=1) const
 
void setUniformMatrix4f (const std::string &name, const glm::mat4 &m, int count=1) const
 
GLint getUniformLocation (const std::string &name) const
 
GLint getAttributeLocation (const std::string &name) const
 
void setAttribute1s (GLint location, short v1) const
 
void setAttribute2s (GLint location, short v1, short v2) const
 
void setAttribute3s (GLint location, short v1, short v2, short v3) const
 
void setAttribute4s (GLint location, short v1, short v2, short v3, short v4) const
 
void setAttribute1f (GLint location, float v1) const
 
void setAttribute2f (GLint location, float v1, float v2) const
 
void setAttribute3f (GLint location, float v1, float v2, float v3) const
 
void setAttribute4f (GLint location, float v1, float v2, float v3, float v4) const
 
void setAttribute1d (GLint location, double v1) const
 
void setAttribute2d (GLint location, double v1, double v2) const
 
void setAttribute3d (GLint location, double v1, double v2, double v3) const
 
void setAttribute4d (GLint location, double v1, double v2, double v3, double v4) const
 
void setAttribute1fv (const std::string &name, const float *v, GLsizei stride=sizeof(float)) const
 
void setAttribute2fv (const std::string &name, const float *v, GLsizei stride=sizeof(float) *2) const
 
void setAttribute3fv (const std::string &name, const float *v, GLsizei stride=sizeof(float) *3) const
 
void setAttribute4fv (const std::string &name, const float *v, GLsizei stride=sizeof(float) *4) const
 
void bindAttribute (GLuint location, const std::string &name) const
 
void printActiveUniforms () const
 
void printActiveAttributes () const
 
bool setShadowUniforms (int textureLocation) const
 
bool setPbrEnvironmentMapUniforms (int textureLocation) const
 
bool setupShaderFromSource (GLenum type, std::string source, std::string sourceDirectoryPath="")
 
bool setupShaderFromFile (GLenum type, const of::filesystem::path &filename)
 
bool linkProgram ()
 
bool bindDefaults ()
 
GLuint getProgram () const
 
GLuint getShader (GLenum type) const
 
bool operator== (const ofShader &other) const
 
bool operator!= (const ofShader &other) const
 
std::string getShaderSource (GLenum type) const
 returns the shader source as it was passed to the GLSL compiler
 

Member Enumeration Documentation

◆ defaultAttributes

Enumerator
POSITION_ATTRIBUTE 
COLOR_ATTRIBUTE 
NORMAL_ATTRIBUTE 
TEXCOORD_ATTRIBUTE 
INDEX_ATTRIBUTE 

Constructor & Destructor Documentation

◆ ofShader() [1/3]

ofShader::ofShader ( )

◆ ~ofShader()

ofShader::~ofShader ( )

◆ ofShader() [2/3]

ofShader::ofShader ( const ofShader shader)

◆ ofShader() [3/3]

ofShader::ofShader ( ofShader &&  shader)

Member Function Documentation

◆ begin()

void ofShader::begin ( ) const

◆ beginTransformFeedback() [1/5]

void ofShader::beginTransformFeedback ( GLenum  mode) const

◆ beginTransformFeedback() [2/5]

void ofShader::beginTransformFeedback ( GLenum  mode,
const std::vector< TransformFeedbackBaseBinding > &  binding 
) const

◆ beginTransformFeedback() [3/5]

void ofShader::beginTransformFeedback ( GLenum  mode,
const std::vector< TransformFeedbackRangeBinding > &  binding 
) const

◆ beginTransformFeedback() [4/5]

void ofShader::beginTransformFeedback ( GLenum  mode,
const TransformFeedbackBaseBinding binding 
) const

◆ beginTransformFeedback() [5/5]

void ofShader::beginTransformFeedback ( GLenum  mode,
const TransformFeedbackRangeBinding binding 
) const

◆ bindAttribute()

void ofShader::bindAttribute ( GLuint  location,
const std::string &  name 
) const

◆ bindDefaults()

bool ofShader::bindDefaults ( )

◆ end()

void ofShader::end ( ) const

◆ endTransformFeedback() [1/5]

void ofShader::endTransformFeedback ( ) const

◆ endTransformFeedback() [2/5]

void ofShader::endTransformFeedback ( const std::vector< TransformFeedbackBaseBinding > &  binding) const

◆ endTransformFeedback() [3/5]

void ofShader::endTransformFeedback ( const std::vector< TransformFeedbackRangeBinding > &  binding) const

◆ endTransformFeedback() [4/5]

void ofShader::endTransformFeedback ( const TransformFeedbackBaseBinding binding) const

◆ endTransformFeedback() [5/5]

void ofShader::endTransformFeedback ( const TransformFeedbackRangeBinding binding) const

◆ getAttributeLocation()

GLint ofShader::getAttributeLocation ( const std::string &  name) const

◆ getGeometryMaxOutputCount()

int ofShader::getGeometryMaxOutputCount ( ) const

◆ getProgram()

GLuint ofShader::getProgram ( ) const

◆ getShader()

GLuint ofShader::getShader ( GLenum  type) const

◆ getShaderSource()

string ofShader::getShaderSource ( GLenum  type) const

returns the shader source as it was passed to the GLSL compiler

Parameters
type(GL_VERTEX_SHADER | GL_FRAGMENT_SHADER | GL_GEOMETRY_SHADER_EXT) the shader source you'd like to inspect.

◆ getUniformLocation()

GLint ofShader::getUniformLocation ( const std::string &  name) const

◆ isLoaded()

bool ofShader::isLoaded ( ) const

◆ linkProgram()

bool ofShader::linkProgram ( )

◆ load() [1/2]

bool ofShader::load ( const of::filesystem::path &  shaderName)

◆ load() [2/2]

bool ofShader::load ( const of::filesystem::path &  vertName,
const of::filesystem::path &  fragName,
const of::filesystem::path &  geomName = "" 
)

◆ operator!=()

bool ofShader::operator!= ( const ofShader other) const

◆ operator=() [1/2]

ofShader & ofShader::operator= ( const ofShader shader)

◆ operator=() [2/2]

ofShader & ofShader::operator= ( ofShader &&  shader)

◆ operator==()

bool ofShader::operator== ( const ofShader other) const

◆ printActiveAttributes()

void ofShader::printActiveAttributes ( ) const

◆ printActiveUniforms()

void ofShader::printActiveUniforms ( ) const

◆ setAttribute1d()

void ofShader::setAttribute1d ( GLint  location,
double  v1 
) const

◆ setAttribute1f()

void ofShader::setAttribute1f ( GLint  location,
float  v1 
) const

◆ setAttribute1fv()

void ofShader::setAttribute1fv ( const std::string &  name,
const float *  v,
GLsizei  stride = sizeof(float) 
) const

◆ setAttribute1s()

void ofShader::setAttribute1s ( GLint  location,
short  v1 
) const

◆ setAttribute2d()

void ofShader::setAttribute2d ( GLint  location,
double  v1,
double  v2 
) const

◆ setAttribute2f()

void ofShader::setAttribute2f ( GLint  location,
float  v1,
float  v2 
) const

◆ setAttribute2fv()

void ofShader::setAttribute2fv ( const std::string &  name,
const float *  v,
GLsizei  stride = sizeof(float)*2 
) const

◆ setAttribute2s()

void ofShader::setAttribute2s ( GLint  location,
short  v1,
short  v2 
) const

◆ setAttribute3d()

void ofShader::setAttribute3d ( GLint  location,
double  v1,
double  v2,
double  v3 
) const

◆ setAttribute3f()

void ofShader::setAttribute3f ( GLint  location,
float  v1,
float  v2,
float  v3 
) const

◆ setAttribute3fv()

void ofShader::setAttribute3fv ( const std::string &  name,
const float *  v,
GLsizei  stride = sizeof(float)*3 
) const

◆ setAttribute3s()

void ofShader::setAttribute3s ( GLint  location,
short  v1,
short  v2,
short  v3 
) const

◆ setAttribute4d()

void ofShader::setAttribute4d ( GLint  location,
double  v1,
double  v2,
double  v3,
double  v4 
) const

◆ setAttribute4f()

void ofShader::setAttribute4f ( GLint  location,
float  v1,
float  v2,
float  v3,
float  v4 
) const

◆ setAttribute4fv()

void ofShader::setAttribute4fv ( const std::string &  name,
const float *  v,
GLsizei  stride = sizeof(float)*4 
) const

◆ setAttribute4s()

void ofShader::setAttribute4s ( GLint  location,
short  v1,
short  v2,
short  v3,
short  v4 
) const

◆ setGeometryInputType()

void ofShader::setGeometryInputType ( GLenum  type)

◆ setGeometryOutputCount()

void ofShader::setGeometryOutputCount ( int  count)

◆ setGeometryOutputType()

void ofShader::setGeometryOutputType ( GLenum  type)

◆ setPbrEnvironmentMapUniforms()

bool ofShader::setPbrEnvironmentMapUniforms ( int  textureLocation) const

◆ setShadowUniforms()

bool ofShader::setShadowUniforms ( int  textureLocation) const

◆ setUniform1f()

void ofShader::setUniform1f ( const std::string &  name,
float  v1 
) const

◆ setUniform1fv()

void ofShader::setUniform1fv ( const std::string &  name,
const float *  v,
int  count = 1 
) const

◆ setUniform1i()

void ofShader::setUniform1i ( const std::string &  name,
int  v1 
) const

◆ setUniform1iv()

void ofShader::setUniform1iv ( const std::string &  name,
const int *  v,
int  count = 1 
) const

◆ setUniform2f() [1/2]

void ofShader::setUniform2f ( const std::string &  name,
const glm::vec2 &  v 
) const

◆ setUniform2f() [2/2]

void ofShader::setUniform2f ( const std::string &  name,
float  v1,
float  v2 
) const

◆ setUniform2fv()

void ofShader::setUniform2fv ( const std::string &  name,
const float *  v,
int  count = 1 
) const

◆ setUniform2i()

void ofShader::setUniform2i ( const std::string &  name,
int  v1,
int  v2 
) const

◆ setUniform2iv()

void ofShader::setUniform2iv ( const std::string &  name,
const int *  v,
int  count = 1 
) const

◆ setUniform3f() [1/2]

void ofShader::setUniform3f ( const std::string &  name,
const glm::vec3 &  v 
) const

◆ setUniform3f() [2/2]

void ofShader::setUniform3f ( const std::string &  name,
float  v1,
float  v2,
float  v3 
) const

◆ setUniform3fv()

void ofShader::setUniform3fv ( const std::string &  name,
const float *  v,
int  count = 1 
) const

◆ setUniform3i()

void ofShader::setUniform3i ( const std::string &  name,
int  v1,
int  v2,
int  v3 
) const

◆ setUniform3iv()

void ofShader::setUniform3iv ( const std::string &  name,
const int *  v,
int  count = 1 
) const

◆ setUniform4f() [1/3]

void ofShader::setUniform4f ( const std::string &  name,
const glm::vec4 &  v 
) const

◆ setUniform4f() [2/3]

void ofShader::setUniform4f ( const std::string &  name,
const ofFloatColor v 
) const

◆ setUniform4f() [3/3]

void ofShader::setUniform4f ( const std::string &  name,
float  v1,
float  v2,
float  v3,
float  v4 
) const

◆ setUniform4fv()

void ofShader::setUniform4fv ( const std::string &  name,
const float *  v,
int  count = 1 
) const

◆ setUniform4i()

void ofShader::setUniform4i ( const std::string &  name,
int  v1,
int  v2,
int  v3,
int  v4 
) const

◆ setUniform4iv()

void ofShader::setUniform4iv ( const std::string &  name,
const int *  v,
int  count = 1 
) const

◆ setUniformMatrix3f()

void ofShader::setUniformMatrix3f ( const std::string &  name,
const glm::mat3 &  m,
int  count = 1 
) const

◆ setUniformMatrix4f()

void ofShader::setUniformMatrix4f ( const std::string &  name,
const glm::mat4 &  m,
int  count = 1 
) const

◆ setUniforms()

void ofShader::setUniforms ( const ofParameterGroup parameters) const

◆ setUniformTexture() [1/3]

void ofShader::setUniformTexture ( const std::string &  name,
const ofBaseHasTexture img,
int  textureLocation 
) const

◆ setUniformTexture() [2/3]

void ofShader::setUniformTexture ( const std::string &  name,
const ofTexture img,
int  textureLocation 
) const

◆ setUniformTexture() [3/3]

void ofShader::setUniformTexture ( const std::string &  name,
int  textureTarget,
GLint  textureID,
int  textureLocation 
) const

◆ setup() [1/2]

bool ofShader::setup ( const ofShaderSettings settings)

◆ setup() [2/2]

bool ofShader::setup ( const TransformFeedbackSettings settings)

◆ setupShaderFromFile()

bool ofShader::setupShaderFromFile ( GLenum  type,
const of::filesystem::path &  filename 
)

◆ setupShaderFromSource()

bool ofShader::setupShaderFromSource ( GLenum  type,
std::string  source,
std::string  sourceDirectoryPath = "" 
)

◆ unload()

void ofShader::unload ( )

The documentation for this class was generated from the following files:
  • /Users/icq4ever/Desktop/oF0120/libs/openFrameworks/gl/ofShader.h
  • /Users/icq4ever/Desktop/oF0120/libs/openFrameworks/gl/ofShader.cpp