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sf::Shader Member List

This is the complete list of members for sf::Shader, including all inherited members.

bind(const Shader *shader)sf::Shaderstatic
CurrentTexturesf::Shaderinlinestatic
getNativeHandle() constsf::Shader
isAvailable()sf::Shaderstatic
isGeometryAvailable()sf::Shaderstatic
loadFromFile(const std::filesystem::path &filename, Type type)sf::Shader
loadFromFile(const std::filesystem::path &vertexShaderFilename, const std::filesystem::path &fragmentShaderFilename)sf::Shader
loadFromFile(const std::filesystem::path &vertexShaderFilename, const std::filesystem::path &geometryShaderFilename, const std::filesystem::path &fragmentShaderFilename)sf::Shader
loadFromMemory(std::string_view shader, Type type)sf::Shader
loadFromMemory(std::string_view vertexShader, std::string_view fragmentShader)sf::Shader
loadFromMemory(std::string_view vertexShader, std::string_view geometryShader, std::string_view fragmentShader)sf::Shader
loadFromStream(InputStream &stream, Type type)sf::Shader
loadFromStream(InputStream &vertexShaderStream, InputStream &fragmentShaderStream)sf::Shader
loadFromStream(InputStream &vertexShaderStream, InputStream &geometryShaderStream, InputStream &fragmentShaderStream)sf::Shader
operator=(const Shader &)=deletesf::Shader
operator=(Shader &&right) noexceptsf::Shader
setUniform(const std::string &name, float x)sf::Shader
setUniform(const std::string &name, Glsl::Vec2 vector)sf::Shader
setUniform(const std::string &name, const Glsl::Vec3 &vector)sf::Shader
setUniform(const std::string &name, const Glsl::Vec4 &vector)sf::Shader
setUniform(const std::string &name, int x)sf::Shader
setUniform(const std::string &name, Glsl::Ivec2 vector)sf::Shader
setUniform(const std::string &name, const Glsl::Ivec3 &vector)sf::Shader
setUniform(const std::string &name, const Glsl::Ivec4 &vector)sf::Shader
setUniform(const std::string &name, bool x)sf::Shader
setUniform(const std::string &name, Glsl::Bvec2 vector)sf::Shader
setUniform(const std::string &name, const Glsl::Bvec3 &vector)sf::Shader
setUniform(const std::string &name, const Glsl::Bvec4 &vector)sf::Shader
setUniform(const std::string &name, const Glsl::Mat3 &matrix)sf::Shader
setUniform(const std::string &name, const Glsl::Mat4 &matrix)sf::Shader
setUniform(const std::string &name, const Texture &texture)sf::Shader
setUniform(const std::string &name, const Texture &&texture)=deletesf::Shader
setUniform(const std::string &name, CurrentTextureType)sf::Shader
setUniformArray(const std::string &name, const float *scalarArray, std::size_t length)sf::Shader
setUniformArray(const std::string &name, const Glsl::Vec2 *vectorArray, std::size_t length)sf::Shader
setUniformArray(const std::string &name, const Glsl::Vec3 *vectorArray, std::size_t length)sf::Shader
setUniformArray(const std::string &name, const Glsl::Vec4 *vectorArray, std::size_t length)sf::Shader
setUniformArray(const std::string &name, const Glsl::Mat3 *matrixArray, std::size_t length)sf::Shader
setUniformArray(const std::string &name, const Glsl::Mat4 *matrixArray, std::size_t length)sf::Shader
Shader()=defaultsf::Shader
Shader(const Shader &)=deletesf::Shader
Shader(Shader &&source) noexceptsf::Shader
Shader(const std::filesystem::path &filename, Type type)sf::Shader
Shader(const std::filesystem::path &vertexShaderFilename, const std::filesystem::path &fragmentShaderFilename)sf::Shader
Shader(const std::filesystem::path &vertexShaderFilename, const std::filesystem::path &geometryShaderFilename, const std::filesystem::path &fragmentShaderFilename)sf::Shader
Shader(std::string_view shader, Type type)sf::Shader
Shader(std::string_view vertexShader, std::string_view fragmentShader)sf::Shader
Shader(std::string_view vertexShader, std::string_view geometryShader, std::string_view fragmentShader)sf::Shader
Shader(InputStream &stream, Type type)sf::Shader
Shader(InputStream &vertexShaderStream, InputStream &fragmentShaderStream)sf::Shader
Shader(InputStream &vertexShaderStream, InputStream &geometryShaderStream, InputStream &fragmentShaderStream)sf::Shader
Type enum namesf::Shader
~Shader()sf::Shader