UniShader  1.0.0a
Interface for GPGPU and working with shader programs
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ShaderInput Class Reference

Shader input class. More...

#include <ShaderInput.h>

Inheritance diagram for ShaderInput:
SignalReceiver ObjectBase

List of all members.

Classes

class  SignalID
 Signal identifier enum. More...

Public Types

typedef SafePtr< ShaderInputPtr
 Safe pointer.
typedef SafePtr< const
ShaderInput
PtrConst
 Safe pointer.

Public Member Functions

 ShaderInput (ShaderProgram &program)
virtual const std::string & getClassName () const
 Get name of this class.
Attribute::Ptr addAttribute (std::string name)
 Add new attribute.
Uniform::Ptr addUniform (std::string name)
 Add new uniform.
Attribute::Ptr getAttribute (std::string name)
 Get attribute.
Uniform::Ptr getUniform (std::string name)
 Get uniform.
void removeAttribute (std::string name)
 Remove attribute.
void removeUniform (std::string name)
 Remove uniform.
void prepare ()
 Prepare.
void activate ()
 Activate.
bool isActive ()
 Is active?
void deactivate ()
 Deactivate.
virtual bool handleSignal (unsigned int signalID, const ObjectBase *callerPtr)
 Handle incoming signal.

Detailed Description

Shader input class.

Shader input manages all input operations for shader program.


Member Function Documentation

Activate.

Activate input by modyfying OpenGL context and make it availible for shader program.

Add new attribute.

Create and add new attribute to shader input. If attribute with same name already exists, pointer to that attribute is returned.

Parameters:
nameName of attribute.
Returns:
Pointer to attribute.
Uniform::Ptr ShaderInput::addUniform ( std::string  name)

Add new uniform.

Create and add new uniform to shader input. If uniform with same name already exists, pointer to that uniform is returned.

Parameters:
nameName of uniform.
Returns:
Pointer to uniform.

Deactivate.

Return OpenGL context states modified by this class to their default state.

Get attribute.

Return pointer to previously added attribute. If attribute with the name doesn't exists, null pointer is returned.

Parameters:
nameName of attribute.
Returns:
Pointer to attribute.
Uniform::Ptr ShaderInput::getUniform ( std::string  name)

Get uniform.

Return pointer to previously added uniform. If uniform with the name doesn't exists, null pointer is returned.

Parameters:
nameName of uniform.
Returns:
Pointer to uniform.
virtual bool ShaderInput::handleSignal ( unsigned int  signalID,
const ObjectBase callerPtr 
) [virtual]

Handle incoming signal.

Parameters:
signalIDSignal identifier.
callerPtrPointer to object sending signal.
Returns:
True if handled.

Implements SignalReceiver.

Is active?

Return if shader input is active.

Returns:
True if active.

Prepare.

Prepare input and underlying classes for use.

Returns:
True if prepared successfully.
void ShaderInput::removeAttribute ( std::string  name)

Remove attribute.

Destroy attribute and remove it from shader input. If attribute with the name doesn't exists, function returns silently.

Parameters:
nameName of attribute.
void ShaderInput::removeUniform ( std::string  name)

Remove uniform.

Destroy uniform and remove it from shader input. If uniform with the name doesn't exists, function returns silently.

Parameters:
nameName of uniform.

The documentation for this class was generated from the following file: