Class: ewol::Shader
Synopsis:
+ const char * getType (void);
+ GLuint getGL_ID (void);
+ GLenum getShaderType (void);
+ void updateContext (void);
+ void removeContext (void);
+ void removeContextToLate (void);
+ void reload (void);
+ static ewol::Shader * keep (const std::string & _filename);
+ static void release (ewol::Shader * & _object);
# Shader (const std::string & _filename);
# ~Shader (void);
Object Hierarchy:
ewol::EObject +--> ewol::Resource +--> ewol::Shader
Description:
/** * @brief Shader is a specific resources for opengl, used only in @ref Program. This are components of the renderer pipe-line */Detail:
getType ()
const char * getType(void);
Generic function that get the resouces name of his type.
Return: The define char of his name.
getGL_ID ()
GLuint getGL_ID(void);
get the opengl reference id of this shader.
Return: The opengl id.
getShaderType ()
GLenum getShaderType(void);
get the opengl type of this shader.
Return: The type of this loaded shader.
updateContext ()
void updateContext(void);
This load/reload the data in the opengl context, needed when removed previously.
removeContext ()
void removeContext(void);
remove the data from the opengl context.
removeContextToLate ()
void removeContextToLate(void);
Special android spec! It inform us that all context is removed and after notify us...
reload ()
void reload(void);
Relode the shader from the file. used when a request of resouces reload is done.
Notes: this is really usefull when we tested the new themes or shader developpements.
ewol::keep ()
static ewol::Shader * keep(const std::string & _filename);
keep the resource pointer.
Notes: Never free this pointer by your own...
Parameter [input]: _filename Name of the openGL Shader.
Return: pointer on the resource or NULL if an error occured.
ewol::release ()
static void release(ewol::Shader * & _object);
release the keeped resources
Parameter [input] [output]: reference on the object pointer
ewol::Shader ()
Shader(const std::string & _filename);
Contructor of an opengl Shader
Parameter [input]: filename Standard file name format. see
ewol::~Shader ()
~Shader(void);
Destructor, remove the current Shader
getType ()
const char * getType(void);
Generic function that get the resouces name of his type.
-
Return: The define char of his name.
getGL_ID ()
GLuint getGL_ID(void);
get the opengl reference id of this shader.
-
Return: The opengl id.
getShaderType ()
GLenum getShaderType(void);
get the opengl type of this shader.
-
Return: The type of this loaded shader.
updateContext ()
void updateContext(void);
This load/reload the data in the opengl context, needed when removed previously.
removeContext ()
void removeContext(void);
remove the data from the opengl context.
removeContextToLate ()
void removeContextToLate(void);
Special android spec! It inform us that all context is removed and after notify us...
reload ()
void reload(void);
Relode the shader from the file. used when a request of resouces reload is done.
Notes: this is really usefull when we tested the new themes or shader developpements.
ewol::keep ()
static ewol::Shader * keep(const std::string & _filename);
keep the resource pointer.
Notes: Never free this pointer by your own...
-
Parameter [input]: _filename Name of the openGL Shader.
Return: pointer on the resource or NULL if an error occured.
ewol::release ()
static void release(ewol::Shader * & _object);
release the keeped resources
-
Parameter [input] [output]: reference on the object pointer
ewol::Shader ()
Shader(const std::string & _filename);
Contructor of an opengl Shader
-
Parameter [input]: filename Standard file name format. see
ewol::~Shader ()
~Shader(void);
Destructor, remove the current Shader