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| standard_gradient_shader (std::string const &aName="standard_gradient_shader") |
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void | generate_code (const i_shader_program &aProgram, shader_language aLanguage, i_string &aOutput) const override |
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void | clear_gradient () final |
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void | set_gradient (i_rendering_context &aContext, const gradient &aGradient) final |
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void | set_gradient (i_rendering_context &aContext, const game::gradient &aGradient) final |
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Public Member Functions inherited from neogfx::standard_fragment_shader< i_gradient_shader > |
| standard_fragment_shader (std::string const &aName="standard_fragment_shader") |
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bool | supports (vertex_buffer_type aBufferType) const override |
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void | generate_code (const i_shader_program &aProgram, shader_language aLanguage, i_string &aOutput) const override |
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| fragment_shader (std::string const &aName) |
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| shader (shader_type aType, std::string const &aName, bool aEnabled=true) |
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| ~shader () |
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shader_type | type () const final |
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const i_string & | name () const final |
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bool | supports (vertex_buffer_type aBufferType) const override |
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void * | handle (const i_shader_program &aProgram) const final |
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bool | enabled () const final |
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bool | disabled () const final |
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void | enable () final |
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void | disable () final |
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bool | dirty () const final |
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void | set_dirty () final |
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void | set_clean () final |
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bool | uniforms_changed () const final |
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const i_shader::uniform_list & | uniforms () const final |
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bool | has_shared_uniforms () const final |
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void | clear_uniform (shader_uniform_id aUniform) final |
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shader_uniform_id | create_uniform (const i_string &aName, bool aShared=false) final |
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shader_uniform_id | find_uniform (const i_string &aName) const final |
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void | set_uniform (shader_uniform_id aUniform, const abstract_value_type &aValue) final |
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void | clear_uniform_storage (shader_uniform_id aUniform) final |
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void | update_uniform_storage (shader_uniform_id aUniform, shader_uniform_storage aStorage) final |
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void | clear_uniform_location (shader_uniform_id aUniform) final |
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void | update_uniform_location (shader_uniform_id aUniform, shader_uniform_location aLocation) final |
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const variable_list & | in_variables () const final |
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const variable_list & | out_variables () const final |
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void | clear_variable (const i_string &aName) final |
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i_shader_variable & | add_variable (const i_shader_variable &aVariable) final |
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void | prepare_uniforms (const i_rendering_context &, i_shader_program &) override |
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void | generate_code (const i_shader_program &aProgram, shader_language aLanguage, i_string &aOutput) const override |
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void | generate_invoke (const i_shader_program &aProgram, shader_language aLanguage, i_string &aInvokes) const final |
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| reference_counted () noexcept |
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| reference_counted (const reference_counted &aOther) noexcept |
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| ~reference_counted () |
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reference_counted & | operator= (const reference_counted &) |
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void | add_ref () const noexcept override |
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void | release () const override |
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int32_t | use_count () const noexcept override |
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const base_type * | release_and_take_ownership () const override |
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base_type * | release_and_take_ownership () override |
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void | pin () const noexcept override |
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void | unpin () const override |
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i_ref_control_block & | control_block () override |
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Definition at line 98 of file fragment_shader.hpp.