Class: Clutter::Shader
- Inherits:
-
Object
- Object
- Clutter::Shader
- Defined in:
- (unknown)
Overview
The Clutter::ShaderClass structure contains only private data
Instance Method Summary collapse
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#cogl_fragment_shader ⇒ Cogl::Handle
Retrieves the underlying Cogl::Handle for the fragment shader.
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#cogl_program ⇒ Cogl::Handle
Retrieves the underlying Cogl::Handle for the shader program.
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#cogl_vertex_shader ⇒ Cogl::Handle
Retrieves the underlying Cogl::Handle for the vertex shader.
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#compile ⇒ Boolean
Compiles and links GLSL sources set for vertex and fragment shaders for a Clutter::Shader.
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#compiled=(compiled) ⇒ Boolean
Whether the shader is compiled and linked, ready for use in the GL context.
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#compiled? ⇒ Boolean
Whether the shader is compiled and linked, ready for use in the GL context.
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#enabled=(enabled) ⇒ Boolean
Whether the shader is currently used in the GL rendering pipeline.
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#enabled? ⇒ Boolean
Whether the shader is currently used in the GL rendering pipeline.
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#fragment_source ⇒ String
GLSL source code for the fragment shader part of the shader program.
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#fragment_source=(fragment_source) ⇒ String
GLSL source code for the fragment shader part of the shader program.
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#initialize ⇒ Clutter::Shader
constructor
Create a new Clutter::Shader instance.
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#is_compiled ⇒ Boolean
Checks whether shader is is currently compiled, linked and bound to the GL context.
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#is_enabled ⇒ Boolean
Checks whether shader is enabled.
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#is_enabled=(enabled) ⇒ nil
Enables a shader.
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#release ⇒ nil
Frees up any GL context resources held by the shader.
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#set_fragment_source(data, length) ⇒ nil
Sets the GLSL source code to be used by a Clutter::Shader for the fragment program.
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#set_uniform(name, value) ⇒ nil
Sets a user configurable variable in the GLSL shader programs attached to a Clutter::Shader.
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#set_vertex_source(data, length) ⇒ nil
Sets the GLSL source code to be used by a Clutter::Shader for the vertex program.
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#vertex_source ⇒ String
GLSL source code for the vertex shader part of the shader program, if any.
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#vertex_source=(vertex_source) ⇒ String
GLSL source code for the vertex shader part of the shader program, if any.
Constructor Details
#initialize ⇒ Clutter::Shader
Create a new Clutter::Shader instance.
Instance Method Details
#cogl_fragment_shader ⇒ Cogl::Handle
Retrieves the underlying Cogl::Handle for the fragment shader.
#cogl_program ⇒ Cogl::Handle
Retrieves the underlying Cogl::Handle for the shader program.
#cogl_vertex_shader ⇒ Cogl::Handle
Retrieves the underlying Cogl::Handle for the vertex shader.
#compile ⇒ Boolean
Compiles and links GLSL sources set for vertex and fragment shaders for a Clutter::Shader. If the compilation fails and a #GError return location is provided the error will contain the errors from the compiler, if any.
#compiled=(compiled) ⇒ Boolean
Whether the shader is compiled and linked, ready for use in the GL context.
#compiled? ⇒ Boolean
Whether the shader is compiled and linked, ready for use in the GL context.
#enabled=(enabled) ⇒ Boolean
Whether the shader is currently used in the GL rendering pipeline.
#enabled? ⇒ Boolean
Whether the shader is currently used in the GL rendering pipeline.
#fragment_source ⇒ String
GLSL source code for the fragment shader part of the shader program.
#fragment_source=(fragment_source) ⇒ String
GLSL source code for the fragment shader part of the shader program.
#is_compiled ⇒ Boolean
Checks whether shader is is currently compiled, linked and bound to the GL context.
#is_enabled ⇒ Boolean
Checks whether shader is enabled.
#is_enabled=(enabled) ⇒ nil
Enables a shader. This function will attempt to compile and link the shader, if it isn't already.
When enabled is false the default state of the GL pipeline will be used instead.
#release ⇒ nil
Frees up any GL context resources held by the shader.
#set_fragment_source(data, length) ⇒ nil
Sets the GLSL source code to be used by a Clutter::Shader for the fragment program.
#set_uniform(name, value) ⇒ nil
Sets a user configurable variable in the GLSL shader programs attached to a Clutter::Shader.
#set_vertex_source(data, length) ⇒ nil
Sets the GLSL source code to be used by a Clutter::Shader for the vertex program.
#vertex_source ⇒ String
GLSL source code for the vertex shader part of the shader program, if any
#vertex_source=(vertex_source) ⇒ String
GLSL source code for the vertex shader part of the shader program, if any