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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::Shader | static |
CurrentTexture | sf::Shader | inlinestatic |
getNativeHandle() const | sf::Shader | |
isAvailable() | sf::Shader | static |
isGeometryAvailable() | sf::Shader | static |
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 &)=delete | sf::Shader | |
operator=(Shader &&right) noexcept | sf::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)=delete | sf::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()=default | sf::Shader | |
Shader(const Shader &)=delete | sf::Shader | |
Shader(Shader &&source) noexcept | sf::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 name | sf::Shader | |
~Shader() | sf::Shader |