LigbLShader is a library wrapping the functionality of OpenGL shaders (GLSL / cg) into a framework with several characteristic goals:.
|
Classes |
| class | FileSynchronizer |
| class | GLSLShader |
| class | GLSLShaderProgram |
| class | GLSLShaderVariable |
| class | IFeatures |
| class | IShader |
| class | IVertShader |
| class | IGeomShader |
| class | IFragShader |
| class | ResourceManager |
| class | Shader |
| struct | InfoLogFormat |
| | Used to format error and information logs. More...
|
| class | ShaderObject |
| class | ShaderProgram |
| class | ShaderSource |
| class | ShaderUtil |
| class | ShaderVariable |
| class | InvalidShaderVariable |
Typedefs |
| typedef GLuint | GLhandle |
| typedef GLint | VariableHandle |
| typedef std::vector< std::string > | ShaderSourceRep |
| typedef ShaderSourceRep::iterator | ShaderSourceIter |
typedef
ShaderSourceRep::const_iterator | ShaderSourceConstIter |
Enumerations |
| enum | ShaderType {
SHADER_TYPE_VERTEX = (1 << 0),
SHADER_TYPE_GEOMETRY = (1 << 1),
SHADER_TYPE_FRAGMENT = (1 << 2),
SHADER_TYPE_INVALID = 0xFFFFFFFF,
SHADER_TYPE_VERTEX = (1 << 0),
SHADER_TYPE_GEOMETRY = (1 << 1),
SHADER_TYPE_FRAGMENT = (1 << 2),
SHADER_TYPE_INVALID = 0xFFFFFFFF
} |
| enum | VERBOSITY {
VERBOSITY_QUIET = 0,
VERBOSITY_NORMAL = 1,
VERBOSITY_ALL = 0xffffffff,
VERBOSITY_QUIET = 0,
VERBOSITY_NORMAL = 1,
VERBOSITY_ALL = 0xffffffff
} |
| enum | ShaderFeatures |
| enum | VariableValueType {
unknown_var_t = -1,
float_t,
vec2_t,
vec3_t,
vec4_t,
int_t,
ivec2_t,
ivec3_t,
ivec4_t,
bool_t,
bvec2_t,
bvec3_t,
bvec4_t,
mat2_t,
mat3_t,
mat4_t,
unknown_var_t = -1,
float_t,
vec2_t,
vec3_t,
vec4_t,
int_t,
ivec2_t,
ivec3_t,
ivec4_t,
bool_t,
bvec2_t,
bvec3_t,
bvec4_t,
mat2_t,
mat3_t,
mat4_t
} |
| enum | VariableSamplerType {
unknown_sampler_t = -1,
sampler1D_t = 0,
sampler2D_t,
sampler3D_t,
samplerCube_t,
sampler1DShadow_t,
sampler2DShadow_t,
samplerMax,
unknown_sampler_t = -1,
sampler1D_t = 0,
sampler2D_t,
sampler3D_t,
samplerCube_t,
sampler1DShadow_t,
sampler2DShadow_t,
samplerMax
} |
| enum | BindingType {
BINDING_TYPE_UNIFORM = (1 << 0),
BINDING_TYPE_ATTRIBUTE = (1 << 1),
BINDING_TYPE_SAMPLER = (1 << 2),
BINDING_TYPE_UNIFORM = (1 << 0),
BINDING_TYPE_ATTRIBUTE = (1 << 1),
BINDING_TYPE_SAMPLER = (1 << 2)
} |
| enum | ShaderType {
SHADER_TYPE_VERTEX = (1 << 0),
SHADER_TYPE_GEOMETRY = (1 << 1),
SHADER_TYPE_FRAGMENT = (1 << 2),
SHADER_TYPE_INVALID = 0xFFFFFFFF,
SHADER_TYPE_VERTEX = (1 << 0),
SHADER_TYPE_GEOMETRY = (1 << 1),
SHADER_TYPE_FRAGMENT = (1 << 2),
SHADER_TYPE_INVALID = 0xFFFFFFFF
} |
| enum | VERBOSITY {
VERBOSITY_QUIET = 0,
VERBOSITY_NORMAL = 1,
VERBOSITY_ALL = 0xffffffff,
VERBOSITY_QUIET = 0,
VERBOSITY_NORMAL = 1,
VERBOSITY_ALL = 0xffffffff
} |
| enum | ShaderFeatures |
| enum | VariableValueType {
unknown_var_t = -1,
float_t,
vec2_t,
vec3_t,
vec4_t,
int_t,
ivec2_t,
ivec3_t,
ivec4_t,
bool_t,
bvec2_t,
bvec3_t,
bvec4_t,
mat2_t,
mat3_t,
mat4_t,
unknown_var_t = -1,
float_t,
vec2_t,
vec3_t,
vec4_t,
int_t,
ivec2_t,
ivec3_t,
ivec4_t,
bool_t,
bvec2_t,
bvec3_t,
bvec4_t,
mat2_t,
mat3_t,
mat4_t
} |
| enum | VariableSamplerType {
unknown_sampler_t = -1,
sampler1D_t = 0,
sampler2D_t,
sampler3D_t,
samplerCube_t,
sampler1DShadow_t,
sampler2DShadow_t,
samplerMax,
unknown_sampler_t = -1,
sampler1D_t = 0,
sampler2D_t,
sampler3D_t,
samplerCube_t,
sampler1DShadow_t,
sampler2DShadow_t,
samplerMax
} |
| enum | BindingType {
BINDING_TYPE_UNIFORM = (1 << 0),
BINDING_TYPE_ATTRIBUTE = (1 << 1),
BINDING_TYPE_SAMPLER = (1 << 2),
BINDING_TYPE_UNIFORM = (1 << 0),
BINDING_TYPE_ATTRIBUTE = (1 << 1),
BINDING_TYPE_SAMPLER = (1 << 2)
} |
Functions |
| | DECLARE_STL_TYPEDEF (std::vector< Shader * >, ShaderVector) |
| | DECLARE_STL_TYPEDEF (std::vector< ShaderVariable * >, VariableVector) |
| | DECLARE_STL_TYPEDEF2 (std::map< std::string, ShaderVariable * >, VariableMap) |
| std::ostream & | operator<< (std::ostream &os, const ShaderSource &source) |
| std::ostream & | operator<< (std::ostream &os, const ShaderVariable &var) |
Variables |
| const GLhandle | GLinvalid = GL_INVALID_VALUE |
| const VariableHandle | GLinvalidHandle = -1 |
LigbLShader is a library wrapping the functionality of OpenGL shaders (GLSL / cg) into a framework with several characteristic goals:.