- bindAmbientLight
void bindAmbientLight(AmbientLight light)
- bindDirectionalLight
void bindDirectionalLight(DirectionalLight light)
- bindDirectionalLight
void bindDirectionalLight(DirectionalLight light, mat4f transform)
Bind a directional light after a modifying transform
- bindMaterial
void bindMaterial(Material material)
Binds diffuse, normal, and specular textures to the shader
- bindPointLight
void bindPointLight(PointLight light)
- bindPointLight
void bindPointLight(PointLight light, mat4f transform)
Bind a point light after a modifying transform
- bindUI
void bindUI(UserInterface ui)
- bindUniform1f
void bindUniform1f(uint uniform, const float value)
Pass through for glUniform1f
- bindUniform1ui
void bindUniform1ui(uint uniform, const uint value)
Pass through for glUniform2f
- bindUniform2f
void bindUniform2f(uint uniform, const vec2f value)
Pass through for glUniform2f
- bindUniform3f
void bindUniform3f(uint uniform, const vec3f value)
Pass through for glUniform 3f
Passes to the shader in XYZ order
- bindUniformMatrix4fv
void bindUniformMatrix4fv(uint uniform, mat4f matrix)
pass through for glUniformMatrix4fv
- bindUniformMatrix4fvArray
void bindUniformMatrix4fvArray(uint uniform, mat4f[] matrices)
- compile
void compile(string vertexBody, string fragmentBody)
Compiles a Vertex and Fragment shader into a Shader Program
- setEyePosition
void setEyePosition(vec3f pos)
Sets the eye position for lighting calculations
- shutdown
void shutdown()
Class storing the programID, VS ID, FS ID and ShaderUniform locations for a given Shader program