#include <GLShader.h>

Public Member Functions | |
| GLShader () | |
| void | activateLighting () |
| void | setShaderValue (const char *varId, unsigned int value) |
| void | setShaderValue (const char *varId, XYZ &value) |
| void | setShaderValue (const char *varId, float *value) |
| void | setShaderValue (const char *varId, float value) |
| void | setShaderAttrib (const char *varId, unsigned int value) |
| void | setupShader () |
| void | setupShader (GLShader &extShader) |
| void | clearShader () |
| GLenum | LinkProgram (GLhandleARB program) |
| GLenum | CompileProgram (GLenum target, GLcharARB *sourcecode, GLhandleARB *shader) |
| bool | setup (const char *vp, const char *fp, const char *fp2=0) |
| bool | load (const char *vf, const char *ff, const char *ff2=0) |
| void | use () |
| bool | isLoaded () |
| GLhandleARB | getProgramId () |
Static Public Member Functions | |
| static bool | loadDefaultShader (const char *vf, const char *ff, const char *ff2=0) |
| static bool | loadLightShader (int lightType, const char *vf, const char *ff, const char *ff2=0, bool multiLight=false) |
| static bool | loadShaderStrings (std::string &vs, std::string &fs, std::string &fs2, const char *vf, const char *ff, const char *ff2=0) |
| static bool | activateLight (int lightType, int lightNum, unsigned long lightVariant, bool compile) |
| static bool | isMultiLight (int lightType) |
| static bool | buildLightShaderVariant (int lightType, int variantFlag) |
| static bool | queueLightShaderVariant (int lightType, int variantFlag) |
| static bool | processShaderQueue () |
| static void | searchAndReplace (std::string &haystack, const char *needle, const char *replacement) |
| static void | findLoops (std::string &shaderStr, const char *loopStart, const char *loopEnd, std::vector< unsigned int > &loopStarts, std::vector< unsigned int > &loopEnds) |
| static void | printLog (GLuint obj) |
| static GLboolean | HasGLSL (void) |
| static void | clear () |
Public Attributes | |
| GLint | light_binding |
| GLint | light_type_binding |
| bool | loaded |
Static Public Attributes | |
| static bool | defaultShaderLoaded = false |
| static GLShader | defaultShader |
| static std::map< unsigned long, std::map< unsigned long, std::vector< GLShader * > , ltulong >, ltulong > | lightShader |
Protected Attributes | |
| std::map< std::string, shaderValPair, string_less > | shaderVals |
Static Protected Attributes | |
| static GLhandleARB | activeProgram = NULL |
| static GLint | binding_inc = 0 |
Private Attributes | |
| GLhandleARB | fragShader |
| GLhandleARB | fragShader2 |
| GLhandleARB | vertShader |
| GLhandleARB | program |
| std::string | frag_str |
| std::string | frag_str2 |
| std::string | vert_str |
Static Private Attributes | |
| static std::map< unsigned long, std::string, ltulong > | light_frag_str |
| static std::map< unsigned long, std::string, ltulong > | light_frag_str2 |
| static std::map< unsigned long, std::string, ltulong > | light_vert_str |
| static std::map< unsigned long, bool, ltulong > | light_multi |
| static std::vector < shaderQueueEntry > | shader_queue |
| static unsigned long | shaderQueuePtr = 0 |
| GLShader::GLShader | ( | ) |
| bool GLShader::loadDefaultShader | ( | const char * | vf, | |
| const char * | ff, | |||
| const char * | ff2 = 0 | |||
| ) | [static] |

| bool GLShader::loadLightShader | ( | int | lightType, | |
| const char * | vf, | |||
| const char * | ff, | |||
| const char * | ff2 = 0, |
|||
| bool | multiLight = false | |||
| ) | [static] |

| bool GLShader::loadShaderStrings | ( | std::string & | vs, | |
| std::string & | fs, | |||
| std::string & | fs2, | |||
| const char * | vf, | |||
| const char * | ff, | |||
| const char * | ff2 = 0 | |||
| ) | [static] |
| bool GLShader::activateLight | ( | int | lightType, | |
| int | lightNum, | |||
| unsigned long | lightVariant, | |||
| bool | compile | |||
| ) | [static] |

| bool GLShader::isMultiLight | ( | int | lightType | ) | [static] |
| bool GLShader::buildLightShaderVariant | ( | int | lightType, | |
| int | variantFlag | |||
| ) | [static] |

| bool GLShader::queueLightShaderVariant | ( | int | lightType, | |
| int | variantFlag | |||
| ) | [static] |
| bool GLShader::processShaderQueue | ( | ) | [static] |

| void GLShader::searchAndReplace | ( | std::string & | haystack, | |
| const char * | needle, | |||
| const char * | replacement | |||
| ) | [static] |
| void GLShader::findLoops | ( | std::string & | shaderStr, | |
| const char * | loopStart, | |||
| const char * | loopEnd, | |||
| std::vector< unsigned int > & | loopStarts, | |||
| std::vector< unsigned int > & | loopEnds | |||
| ) | [static] |
| void GLShader::printLog | ( | GLuint | obj | ) | [static] |
| GLboolean GLShader::HasGLSL | ( | void | ) | [static] |
| void GLShader::clear | ( | ) | [static] |
| void GLShader::activateLighting | ( | ) |
| void GLShader::setShaderValue | ( | const char * | varId, | |
| unsigned int | value | |||
| ) |
| void GLShader::setShaderValue | ( | const char * | varId, | |
| XYZ & | value | |||
| ) |
| void GLShader::setShaderValue | ( | const char * | varId, | |
| float * | value | |||
| ) |
| void GLShader::setShaderValue | ( | const char * | varId, | |
| float | value | |||
| ) |
| void GLShader::setShaderAttrib | ( | const char * | varId, | |
| unsigned int | value | |||
| ) |
| void GLShader::setupShader | ( | ) |

| void GLShader::setupShader | ( | GLShader & | extShader | ) |

| void GLShader::clearShader | ( | ) |
| GLenum GLShader::LinkProgram | ( | GLhandleARB | program | ) |
| GLenum GLShader::CompileProgram | ( | GLenum | target, | |
| GLcharARB * | sourcecode, | |||
| GLhandleARB * | shader | |||
| ) |
| bool GLShader::setup | ( | const char * | vp, | |
| const char * | fp, | |||
| const char * | fp2 = 0 | |||
| ) |

| bool GLShader::load | ( | const char * | vf, | |
| const char * | ff, | |||
| const char * | ff2 = 0 | |||
| ) |

| void GLShader::use | ( | ) |
| bool GLShader::isLoaded | ( | ) |
| GLhandleARB GLShader::getProgramId | ( | ) |
std::map<std::string, shaderValPair, string_less> GLShader::shaderVals [protected] |
GLhandleARB GLShader::activeProgram = NULL [static, protected] |
GLint GLShader::binding_inc = 0 [static, protected] |
GLhandleARB GLShader::fragShader [private] |
GLhandleARB GLShader::fragShader2 [private] |
GLhandleARB GLShader::vertShader [private] |
GLhandleARB GLShader::program [private] |
std::string GLShader::frag_str [private] |
std::string GLShader::frag_str2 [private] |
std::string GLShader::vert_str [private] |
std::map< unsigned long, std::string, ltulong > GLShader::light_frag_str [static, private] |
std::map< unsigned long, std::string, ltulong > GLShader::light_frag_str2 [static, private] |
std::map< unsigned long, std::string, ltulong > GLShader::light_vert_str [static, private] |
std::map< unsigned long, bool, ltulong > GLShader::light_multi [static, private] |
std::vector< shaderQueueEntry > GLShader::shader_queue [static, private] |
unsigned long GLShader::shaderQueuePtr = 0 [static, private] |
bool GLShader::defaultShaderLoaded = false [static] |
GLShader GLShader::defaultShader [static] |
std::map< unsigned long, std::map< unsigned long, std::vector< GLShader * >, ltulong >, ltulong > GLShader::lightShader [static] |
| GLint GLShader::light_binding |
| bool GLShader::loaded |
1.5.6