| VRS - The Virtual Rendering System |
| version 3.3 |
#include <vrs/opengl/gl2/programobject.h>

Public Types | |
| enum | VariablesType { Uniforms, Attributes } |
Public Member Functions | |
| VRS_TYPEINFO (ProgramObject, MonoAttribute) | |
| VRS_SERIALIZABLE (ProgramObject) | |
| ProgramObject () | |
| bool | operator== (const ProgramObject &other) const |
| virtual bool | attach (SO< ShaderObject > shader) |
| virtual bool | detach (SO< ShaderObject > shader) |
| Attach and detach shader objects. | |
| virtual SO< Iterator< SO < ShaderObject > > > | attachedShaders () const |
| Retrieve existing shader objects. | |
| virtual SO< VariablesMapping > | mapping (VariablesType variablesType) const |
| virtual SO< Iterator < std::string > > | querySamplerNames () const |
| virtual bool | isActive () const |
| virtual void | activate (bool s) |
| Active or incative shader. | |
| virtual TransactionNo | getLastUpdate () const |
| virtual void | setLastUpdate (TransactionNo last) |
| For internal use only. Check last modification. | |
| VRS::GL2::ProgramObject::ProgramObject | ( | ) |
Each shader program contains one or more shader objects that get compiled and linked to it. Typically, two shader objects exist in a single shader program, one vertex shader and one fragment shader. If only one has been provided the shader program links to the fixed functional rendering pipeline.
| VRS::GL2::ProgramObject::VRS_TYPEINFO | ( | ProgramObject | , | |
| MonoAttribute | ||||
| ) |
| VRS::GL2::ProgramObject::VRS_SERIALIZABLE | ( | ProgramObject | ) |
| bool VRS::GL2::ProgramObject::operator== | ( | const ProgramObject & | other | ) | const |
| virtual bool VRS::GL2::ProgramObject::attach | ( | SO< ShaderObject > | shader | ) | [virtual] |
| virtual bool VRS::GL2::ProgramObject::detach | ( | SO< ShaderObject > | shader | ) | [virtual] |
Attach and detach shader objects.
| virtual SO<Iterator<SO<ShaderObject> > > VRS::GL2::ProgramObject::attachedShaders | ( | ) | const [virtual] |
Retrieve existing shader objects.
| virtual SO<VariablesMapping> VRS::GL2::ProgramObject::mapping | ( | VariablesType | variablesType | ) | const [virtual] |
After compiling shader objects we retreive the handles and variable names of the them to check consistency when using variables, e.g., uniform variables, and to determine the location to plug in the variable correctly.
| virtual bool VRS::GL2::ProgramObject::isActive | ( | ) | const [virtual] |
| virtual void VRS::GL2::ProgramObject::activate | ( | bool | s | ) | [virtual] |
Active or incative shader.
| virtual TransactionNo VRS::GL2::ProgramObject::getLastUpdate | ( | ) | const [virtual] |
| virtual void VRS::GL2::ProgramObject::setLastUpdate | ( | TransactionNo | last | ) | [virtual] |
For internal use only. Check last modification.