Shader class (vertex, geometry and fragment) More...
#include <SFML/Graphics/Shader.hpp>
Classes | |
struct | CurrentTextureType |
Special type that can be passed to setUniform(), and that represents the texture of the object being drawn. More... | |
Public Types | |
enum class | Type { Vertex , Geometry , Fragment } |
Types of shaders. More... | |
Public Member Functions | |
Shader ()=default | |
Default constructor. | |
~Shader () | |
Destructor. | |
Shader (const Shader &)=delete | |
Deleted copy constructor. | |
Shader & | operator= (const Shader &)=delete |
Deleted copy assignment. | |
Shader (Shader &&source) noexcept | |
Move constructor. | |
Shader & | operator= (Shader &&right) noexcept |
Move assignment. | |
Shader (const std::filesystem::path &filename, Type type) | |
Construct from a shader file. | |
Shader (const std::filesystem::path &vertexShaderFilename, const std::filesystem::path &fragmentShaderFilename) | |
Construct from vertex and fragment shader files. | |
Shader (const std::filesystem::path &vertexShaderFilename, const std::filesystem::path &geometryShaderFilename, const std::filesystem::path &fragmentShaderFilename) | |
Construct from vertex, geometry and fragment shader files. | |
Shader (std::string_view shader, Type type) | |
Construct from shader in memory. | |
Shader (std::string_view vertexShader, std::string_view fragmentShader) | |
Construct from vertex and fragment shaders in memory. | |
Shader (std::string_view vertexShader, std::string_view geometryShader, std::string_view fragmentShader) | |
Construct from vertex, geometry and fragment shaders in memory. | |
Shader (InputStream &stream, Type type) | |
Construct from a shader stream. | |
Shader (InputStream &vertexShaderStream, InputStream &fragmentShaderStream) | |
Construct from vertex and fragment shader streams. | |
Shader (InputStream &vertexShaderStream, InputStream &geometryShaderStream, InputStream &fragmentShaderStream) | |
Construct from vertex, geometry and fragment shader streams. | |
bool | loadFromFile (const std::filesystem::path &filename, Type type) |
Load the vertex, geometry or fragment shader from a file. | |
bool | loadFromFile (const std::filesystem::path &vertexShaderFilename, const std::filesystem::path &fragmentShaderFilename) |
Load both the vertex and fragment shaders from files. | |
bool | loadFromFile (const std::filesystem::path &vertexShaderFilename, const std::filesystem::path &geometryShaderFilename, const std::filesystem::path &fragmentShaderFilename) |
Load the vertex, geometry and fragment shaders from files. | |
bool | loadFromMemory (std::string_view shader, Type type) |
Load the vertex, geometry or fragment shader from a source code in memory. | |
bool | loadFromMemory (std::string_view vertexShader, std::string_view fragmentShader) |
Load both the vertex and fragment shaders from source codes in memory. | |
bool | loadFromMemory (std::string_view vertexShader, std::string_view geometryShader, std::string_view fragmentShader) |
Load the vertex, geometry and fragment shaders from source codes in memory. | |
bool | loadFromStream (InputStream &stream, Type type) |
Load the vertex, geometry or fragment shader from a custom stream. | |
bool | loadFromStream (InputStream &vertexShaderStream, InputStream &fragmentShaderStream) |
Load both the vertex and fragment shaders from custom streams. | |
bool | loadFromStream (InputStream &vertexShaderStream, InputStream &geometryShaderStream, InputStream &fragmentShaderStream) |
Load the vertex, geometry and fragment shaders from custom streams. | |
void | setUniform (const std::string &name, float x) |
Specify value for float uniform. | |
void | setUniform (const std::string &name, Glsl::Vec2 vector) |
Specify value for vec2 uniform. | |
void | setUniform (const std::string &name, const Glsl::Vec3 &vector) |
Specify value for vec3 uniform. | |
void | setUniform (const std::string &name, const Glsl::Vec4 &vector) |
Specify value for vec4 uniform. | |
void | setUniform (const std::string &name, int x) |
Specify value for int uniform. | |
void | setUniform (const std::string &name, Glsl::Ivec2 vector) |
Specify value for ivec2 uniform. | |
void | setUniform (const std::string &name, const Glsl::Ivec3 &vector) |
Specify value for ivec3 uniform. | |
void | setUniform (const std::string &name, const Glsl::Ivec4 &vector) |
Specify value for ivec4 uniform. | |
void | setUniform (const std::string &name, bool x) |
Specify value for bool uniform. | |
void | setUniform (const std::string &name, Glsl::Bvec2 vector) |
Specify value for bvec2 uniform. | |
void | setUniform (const std::string &name, const Glsl::Bvec3 &vector) |
Specify value for bvec3 uniform. | |
void | setUniform (const std::string &name, const Glsl::Bvec4 &vector) |
Specify value for bvec4 uniform. | |
void | setUniform (const std::string &name, const Glsl::Mat3 &matrix) |
Specify value for mat3 matrix. | |
void | setUniform (const std::string &name, const Glsl::Mat4 &matrix) |
Specify value for mat4 matrix. | |
void | setUniform (const std::string &name, const Texture &texture) |
Specify a texture as sampler2D uniform. | |
void | setUniform (const std::string &name, const Texture &&texture)=delete |
Disallow setting from a temporary texture. | |
void | setUniform (const std::string &name, CurrentTextureType) |
Specify current texture as sampler2D uniform. | |
void | setUniformArray (const std::string &name, const float *scalarArray, std::size_t length) |
Specify values for float [] array uniform. | |
void | setUniformArray (const std::string &name, const Glsl::Vec2 *vectorArray, std::size_t length) |
Specify values for vec2 [] array uniform. | |
void | setUniformArray (const std::string &name, const Glsl::Vec3 *vectorArray, std::size_t length) |
Specify values for vec3 [] array uniform. | |
void | setUniformArray (const std::string &name, const Glsl::Vec4 *vectorArray, std::size_t length) |
Specify values for vec4 [] array uniform. | |
void | setUniformArray (const std::string &name, const Glsl::Mat3 *matrixArray, std::size_t length) |
Specify values for mat3 [] array uniform. | |
void | setUniformArray (const std::string &name, const Glsl::Mat4 *matrixArray, std::size_t length) |
Specify values for mat4 [] array uniform. | |
unsigned int | getNativeHandle () const |
Get the underlying OpenGL handle of the shader. | |
Static Public Member Functions | |
static void | bind (const Shader *shader) |
Bind a shader for rendering. | |
static bool | isAvailable () |
Tell whether or not the system supports shaders. | |
static bool | isGeometryAvailable () |
Tell whether or not the system supports geometry shaders. | |
Static Public Attributes | |
static CurrentTextureType | CurrentTexture |
Represents the texture of the object being drawn. | |
Detailed Description
Shader class (vertex, geometry and fragment)
Shaders are programs written using a specific language, executed directly by the graphics card and allowing to apply real-time operations to the rendered entities.
There are three kinds of shaders:
- Vertex shaders, that process vertices
- Geometry shaders, that process primitives
- Fragment (pixel) shaders, that process pixels
A sf::Shader
can be composed of either a vertex shader alone, a geometry shader alone, a fragment shader alone, or any combination of them. (see the variants of the load functions).
Shaders are written in GLSL, which is a C-like language dedicated to OpenGL shaders. You'll probably need to learn its basics before writing your own shaders for SFML.
Like any C/C++ program, a GLSL shader has its own variables called uniforms that you can set from your C++ application. sf::Shader
handles different types of uniforms:
- scalars:
float
,int
,bool
- vectors (2, 3 or 4 components)
- matrices (3x3 or 4x4)
- samplers (textures)
Some SFML-specific types can be converted:
sf::Color
as a 4D vector (vec4
)sf::Transform
as matrices (mat3
ormat4
)
Every uniform variable in a shader can be set through one of the setUniform()
or setUniformArray()
overloads. For example, if you have a shader with the following uniforms:
You can set their values from C++ code as follows, using the types defined in the sf::Glsl
namespace:
The special Shader::CurrentTexture
argument maps the given sampler2D
uniform to the current texture of the object being drawn (which cannot be known in advance).
To apply a shader to a drawable, you must pass it as an additional parameter to the RenderWindow::draw
function:
... which is in fact just a shortcut for this:
In the code above we pass a pointer to the shader, because it may be null (which means "no shader").
Shaders can be used on any drawable, but some combinations are not interesting. For example, using a vertex shader on a sf::Sprite
is limited because there are only 4 vertices, the sprite would have to be subdivided in order to apply wave effects. Another bad example is a fragment shader with sf::Text
: the texture of the text is not the actual text that you see on screen, it is a big texture containing all the characters of the font in an arbitrary order; thus, texture lookups on pixels other than the current one may not give you the expected result.
Shaders can also be used to apply global post-effects to the current contents of the target. This can be done in two different ways:
- draw everything to a
sf::RenderTexture
, then draw it to the main target using the shader - draw everything directly to the main target, then use
sf::Texture::update(Window&)
to copy its contents to a texture and draw it to the main target using the shader
The first technique is more optimized because it doesn't involve retrieving the target's pixels to system memory, but the second one doesn't impact the rendering process and can be easily inserted anywhere without impacting all the code.
Like sf::Texture
that can be used as a raw OpenGL texture, sf::Shader
can also be used directly as a raw shader for custom OpenGL geometry.
- See also
sf::Glsl
Definition at line 53 of file Shader.hpp.
Member Enumeration Documentation
◆ Type
|
strong |
Types of shaders.
Enumerator | |
---|---|
Vertex | Vertex shader |
Geometry | Geometry shader. |
Fragment | Fragment (pixel) shader. |
Definition at line 60 of file Shader.hpp.
Constructor & Destructor Documentation
◆ Shader() [1/12]
|
default |
Default constructor.
This constructor creates an empty shader.
Binding an empty shader has the same effect as not binding any shader.
◆ ~Shader()
sf::Shader::~Shader | ( | ) |
Destructor.
◆ Shader() [2/12]
|
delete |
Deleted copy constructor.
◆ Shader() [3/12]
|
noexcept |
Move constructor.
◆ Shader() [4/12]
sf::Shader::Shader | ( | const std::filesystem::path & | filename, |
Type | type ) |
Construct from a shader file.
This constructor loads a single shader, vertex, geometry or fragment, identified by the second argument. The source must be a text file containing a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
filename Path of the vertex, geometry or fragment shader file to load type Type of shader (vertex, geometry or fragment)
- Exceptions
-
`sf::Exception` if loading was unsuccessful
- See also
loadFromFile
,loadFromMemory
,loadFromStream
◆ Shader() [5/12]
sf::Shader::Shader | ( | const std::filesystem::path & | vertexShaderFilename, |
const std::filesystem::path & | fragmentShaderFilename ) |
Construct from vertex and fragment shader files.
This constructor loads both the vertex and the fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be text files containing valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShaderFilename Path of the vertex shader file to load fragmentShaderFilename Path of the fragment shader file to load
- Exceptions
-
`sf::Exception` if loading was unsuccessful
- See also
loadFromFile
,loadFromMemory
,loadFromStream
◆ Shader() [6/12]
sf::Shader::Shader | ( | const std::filesystem::path & | vertexShaderFilename, |
const std::filesystem::path & | geometryShaderFilename, | ||
const std::filesystem::path & | fragmentShaderFilename ) |
Construct from vertex, geometry and fragment shader files.
This constructor loads the vertex, geometry and fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be text files containing valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShaderFilename Path of the vertex shader file to load geometryShaderFilename Path of the geometry shader file to load fragmentShaderFilename Path of the fragment shader file to load
- Exceptions
-
`sf::Exception` if loading was unsuccessful
- See also
loadFromFile
,loadFromMemory
,loadFromStream
◆ Shader() [7/12]
sf::Shader::Shader | ( | std::string_view | shader, |
Type | type ) |
Construct from shader in memory.
This constructor loads a single shader, vertex, geometry or fragment, identified by the second argument. The source code must be a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
shader String containing the source code of the shader type Type of shader (vertex, geometry or fragment)
- Exceptions
-
`sf::Exception` if loading was unsuccessful
- See also
loadFromFile
,loadFromMemory
,loadFromStream
◆ Shader() [8/12]
sf::Shader::Shader | ( | std::string_view | vertexShader, |
std::string_view | fragmentShader ) |
Construct from vertex and fragment shaders in memory.
This constructor loads both the vertex and the fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShader String containing the source code of the vertex shader fragmentShader String containing the source code of the fragment shader
- Exceptions
-
`sf::Exception` if loading was unsuccessful
- See also
loadFromFile
,loadFromMemory
,loadFromStream
◆ Shader() [9/12]
sf::Shader::Shader | ( | std::string_view | vertexShader, |
std::string_view | geometryShader, | ||
std::string_view | fragmentShader ) |
Construct from vertex, geometry and fragment shaders in memory.
This constructor loads the vertex, geometry and fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShader String containing the source code of the vertex shader geometryShader String containing the source code of the geometry shader fragmentShader String containing the source code of the fragment shader
- Exceptions
-
`sf::Exception` if loading was unsuccessful
- See also
loadFromFile
,loadFromMemory
,loadFromStream
◆ Shader() [10/12]
sf::Shader::Shader | ( | InputStream & | stream, |
Type | type ) |
Construct from a shader stream.
This constructor loads a single shader, vertex, geometry or fragment, identified by the second argument. The source code must be a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
stream Source stream to read from type Type of shader (vertex, geometry or fragment)
- Exceptions
-
`sf::Exception` if loading was unsuccessful
- See also
loadFromFile
,loadFromMemory
,loadFromStream
◆ Shader() [11/12]
sf::Shader::Shader | ( | InputStream & | vertexShaderStream, |
InputStream & | fragmentShaderStream ) |
Construct from vertex and fragment shader streams.
This constructor loads both the vertex and the fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The source codes must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShaderStream Source stream to read the vertex shader from fragmentShaderStream Source stream to read the fragment shader from
- Exceptions
-
`sf::Exception` if loading was unsuccessful
- See also
loadFromFile
,loadFromMemory
,loadFromStream
◆ Shader() [12/12]
sf::Shader::Shader | ( | InputStream & | vertexShaderStream, |
InputStream & | geometryShaderStream, | ||
InputStream & | fragmentShaderStream ) |
Construct from vertex, geometry and fragment shader streams.
This constructor loads the vertex, geometry and fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The source codes must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShaderStream Source stream to read the vertex shader from geometryShaderStream Source stream to read the geometry shader from fragmentShaderStream Source stream to read the fragment shader from
- Exceptions
-
`sf::Exception` if loading was unsuccessful
- See also
loadFromFile
,loadFromMemory
,loadFromStream
Member Function Documentation
◆ bind()
|
static |
Bind a shader for rendering.
This function is not part of the graphics API, it mustn't be used when drawing SFML entities. It must be used only if you mix sf::Shader
with OpenGL code.
- Parameters
-
shader Shader to bind, can be null to use no shader
◆ getNativeHandle()
|
nodiscard |
Get the underlying OpenGL handle of the shader.
You shouldn't need to use this function, unless you have very specific stuff to implement that SFML doesn't support, or implement a temporary workaround until a bug is fixed.
- Returns
- OpenGL handle of the shader or 0 if not yet loaded
◆ isAvailable()
|
staticnodiscard |
Tell whether or not the system supports shaders.
This function should always be called before using the shader features. If it returns false
, then any attempt to use sf::Shader
will fail.
- Returns
true
if shaders are supported,false
otherwise
◆ isGeometryAvailable()
|
staticnodiscard |
Tell whether or not the system supports geometry shaders.
This function should always be called before using the geometry shader features. If it returns false
, then any attempt to use sf::Shader
geometry shader features will fail.
This function can only return true
if isAvailable() would also return true
, since shaders in general have to be supported in order for geometry shaders to be supported as well.
Note: The first call to this function, whether by your code or SFML will result in a context switch.
- Returns
true
if geometry shaders are supported,false
otherwise
◆ loadFromFile() [1/3]
|
nodiscard |
Load the vertex, geometry or fragment shader from a file.
This function loads a single shader, vertex, geometry or fragment, identified by the second argument. The source must be a text file containing a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
filename Path of the vertex, geometry or fragment shader file to load type Type of shader (vertex, geometry or fragment)
- Returns
true
if loading succeeded,false
if it failed
- See also
loadFromMemory
,loadFromStream
◆ loadFromFile() [2/3]
|
nodiscard |
Load both the vertex and fragment shaders from files.
This function loads both the vertex and the fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be text files containing valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShaderFilename Path of the vertex shader file to load fragmentShaderFilename Path of the fragment shader file to load
- Returns
true
if loading succeeded,false
if it failed
- See also
loadFromMemory
,loadFromStream
◆ loadFromFile() [3/3]
|
nodiscard |
Load the vertex, geometry and fragment shaders from files.
This function loads the vertex, geometry and fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be text files containing valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShaderFilename Path of the vertex shader file to load geometryShaderFilename Path of the geometry shader file to load fragmentShaderFilename Path of the fragment shader file to load
- Returns
true
if loading succeeded,false
if it failed
- See also
loadFromMemory
,loadFromStream
◆ loadFromMemory() [1/3]
|
nodiscard |
Load the vertex, geometry or fragment shader from a source code in memory.
This function loads a single shader, vertex, geometry or fragment, identified by the second argument. The source code must be a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
shader String containing the source code of the shader type Type of shader (vertex, geometry or fragment)
- Returns
true
if loading succeeded,false
if it failed
- See also
loadFromFile
,loadFromStream
◆ loadFromMemory() [2/3]
|
nodiscard |
Load both the vertex and fragment shaders from source codes in memory.
This function loads both the vertex and the fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShader String containing the source code of the vertex shader fragmentShader String containing the source code of the fragment shader
- Returns
true
if loading succeeded,false
if it failed
- See also
loadFromFile
,loadFromStream
◆ loadFromMemory() [3/3]
|
nodiscard |
Load the vertex, geometry and fragment shaders from source codes in memory.
This function loads the vertex, geometry and fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The sources must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShader String containing the source code of the vertex shader geometryShader String containing the source code of the geometry shader fragmentShader String containing the source code of the fragment shader
- Returns
true
if loading succeeded,false
if it failed
- See also
loadFromFile
,loadFromStream
◆ loadFromStream() [1/3]
|
nodiscard |
Load the vertex, geometry or fragment shader from a custom stream.
This function loads a single shader, vertex, geometry or fragment, identified by the second argument. The source code must be a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
stream Source stream to read from type Type of shader (vertex, geometry or fragment)
- Returns
true
if loading succeeded,false
if it failed
- See also
loadFromFile
,loadFromMemory
◆ loadFromStream() [2/3]
|
nodiscard |
Load both the vertex and fragment shaders from custom streams.
This function loads both the vertex and the fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The source codes must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShaderStream Source stream to read the vertex shader from fragmentShaderStream Source stream to read the fragment shader from
- Returns
true
if loading succeeded,false
if it failed
- See also
loadFromFile
,loadFromMemory
◆ loadFromStream() [3/3]
|
nodiscard |
Load the vertex, geometry and fragment shaders from custom streams.
This function loads the vertex, geometry and fragment shaders. If one of them fails to load, the shader is left empty (the valid shader is unloaded). The source codes must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShaderStream Source stream to read the vertex shader from geometryShaderStream Source stream to read the geometry shader from fragmentShaderStream Source stream to read the fragment shader from
- Returns
true
if loading succeeded,false
if it failed
- See also
loadFromFile
,loadFromMemory
◆ operator=() [1/2]
◆ operator=() [2/2]
◆ setUniform() [1/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
bool | x ) |
Specify value for bool
uniform.
- Parameters
-
name Name of the uniform variable in GLSL x Value of the bool scalar
◆ setUniform() [2/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
const Glsl::Bvec3 & | vector ) |
Specify value for bvec3
uniform.
- Parameters
-
name Name of the uniform variable in GLSL vector Value of the bvec3 vector
◆ setUniform() [3/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
const Glsl::Bvec4 & | vector ) |
Specify value for bvec4
uniform.
- Parameters
-
name Name of the uniform variable in GLSL vector Value of the bvec4 vector
◆ setUniform() [4/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
const Glsl::Ivec3 & | vector ) |
Specify value for ivec3
uniform.
- Parameters
-
name Name of the uniform variable in GLSL vector Value of the ivec3 vector
◆ setUniform() [5/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
const Glsl::Ivec4 & | vector ) |
Specify value for ivec4
uniform.
This overload can also be called with sf::Color
objects that are converted to sf::Glsl::Ivec4
.
If color conversions are used, the ivec4 uniform in GLSL will hold the same values as the original sf::Color
instance. For example, sf::Color(255, 127, 0, 255)
is mapped to ivec4(255, 127, 0, 255)
.
- Parameters
-
name Name of the uniform variable in GLSL vector Value of the ivec4 vector
◆ setUniform() [6/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
const Glsl::Mat3 & | matrix ) |
Specify value for mat3
matrix.
- Parameters
-
name Name of the uniform variable in GLSL matrix Value of the mat3 matrix
◆ setUniform() [7/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
const Glsl::Mat4 & | matrix ) |
Specify value for mat4
matrix.
- Parameters
-
name Name of the uniform variable in GLSL matrix Value of the mat4 matrix
◆ setUniform() [8/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
const Glsl::Vec3 & | vector ) |
Specify value for vec3
uniform.
- Parameters
-
name Name of the uniform variable in GLSL vector Value of the vec3 vector
◆ setUniform() [9/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
const Glsl::Vec4 & | vector ) |
Specify value for vec4
uniform.
This overload can also be called with sf::Color
objects that are converted to sf::Glsl::Vec4
.
It is important to note that the components of the color are normalized before being passed to the shader. Therefore, they are converted from range [0 .. 255] to range [0 .. 1]. For example, a sf::Color(255, 127, 0, 255)
will be transformed to a vec4(1.0, 0.5, 0.0, 1.0)
in the shader.
- Parameters
-
name Name of the uniform variable in GLSL vector Value of the vec4 vector
◆ setUniform() [10/17]
|
delete |
Disallow setting from a temporary texture.
◆ setUniform() [11/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
const Texture & | texture ) |
Specify a texture as sampler2D
uniform.
name is the name of the variable to change in the shader. The corresponding parameter in the shader must be a 2D texture (sampler2D
GLSL type).
Example:
It is important to note that texture
must remain alive as long as the shader uses it, no copy is made internally.
To use the texture of the object being drawn, which cannot be known in advance, you can pass the special value sf::Shader::CurrentTexture
:
- Parameters
-
name Name of the texture in the shader texture Texture to assign
◆ setUniform() [12/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
CurrentTextureType | ) |
Specify current texture as sampler2D
uniform.
This overload maps a shader texture variable to the texture of the object being drawn, which cannot be known in advance. The second argument must be sf::Shader::CurrentTexture
. The corresponding parameter in the shader must be a 2D texture (sampler2D
GLSL type).
Example:
- Parameters
-
name Name of the texture in the shader
◆ setUniform() [13/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
float | x ) |
Specify value for float
uniform.
- Parameters
-
name Name of the uniform variable in GLSL x Value of the float scalar
◆ setUniform() [14/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
Glsl::Bvec2 | vector ) |
Specify value for bvec2
uniform.
- Parameters
-
name Name of the uniform variable in GLSL vector Value of the bvec2 vector
◆ setUniform() [15/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
Glsl::Ivec2 | vector ) |
Specify value for ivec2
uniform.
- Parameters
-
name Name of the uniform variable in GLSL vector Value of the ivec2 vector
◆ setUniform() [16/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
Glsl::Vec2 | vector ) |
Specify value for vec2
uniform.
- Parameters
-
name Name of the uniform variable in GLSL vector Value of the vec2 vector
◆ setUniform() [17/17]
void sf::Shader::setUniform | ( | const std::string & | name, |
int | x ) |
Specify value for int
uniform.
- Parameters
-
name Name of the uniform variable in GLSL x Value of the int scalar
◆ setUniformArray() [1/6]
void sf::Shader::setUniformArray | ( | const std::string & | name, |
const float * | scalarArray, | ||
std::size_t | length ) |
Specify values for float
[] array uniform.
- Parameters
-
name Name of the uniform variable in GLSL scalarArray pointer to array of float
valueslength Number of elements in the array
◆ setUniformArray() [2/6]
void sf::Shader::setUniformArray | ( | const std::string & | name, |
const Glsl::Mat3 * | matrixArray, | ||
std::size_t | length ) |
Specify values for mat3
[] array uniform.
- Parameters
-
name Name of the uniform variable in GLSL matrixArray pointer to array of mat3
valueslength Number of elements in the array
◆ setUniformArray() [3/6]
void sf::Shader::setUniformArray | ( | const std::string & | name, |
const Glsl::Mat4 * | matrixArray, | ||
std::size_t | length ) |
Specify values for mat4
[] array uniform.
- Parameters
-
name Name of the uniform variable in GLSL matrixArray pointer to array of mat4
valueslength Number of elements in the array
◆ setUniformArray() [4/6]
void sf::Shader::setUniformArray | ( | const std::string & | name, |
const Glsl::Vec2 * | vectorArray, | ||
std::size_t | length ) |
Specify values for vec2
[] array uniform.
- Parameters
-
name Name of the uniform variable in GLSL vectorArray pointer to array of vec2
valueslength Number of elements in the array
◆ setUniformArray() [5/6]
void sf::Shader::setUniformArray | ( | const std::string & | name, |
const Glsl::Vec3 * | vectorArray, | ||
std::size_t | length ) |
Specify values for vec3
[] array uniform.
- Parameters
-
name Name of the uniform variable in GLSL vectorArray pointer to array of vec3
valueslength Number of elements in the array
◆ setUniformArray() [6/6]
void sf::Shader::setUniformArray | ( | const std::string & | name, |
const Glsl::Vec4 * | vectorArray, | ||
std::size_t | length ) |
Specify values for vec4
[] array uniform.
- Parameters
-
name Name of the uniform variable in GLSL vectorArray pointer to array of vec4
valueslength Number of elements in the array
Member Data Documentation
◆ CurrentTexture
|
inlinestatic |
Represents the texture of the object being drawn.
- See also
setUniform(const std::string&, CurrentTextureType)
Definition at line 85 of file Shader.hpp.
The documentation for this class was generated from the following file: