Struct nannou::ui::backend::glium::glium::Program [] [src]

pub struct Program { /* fields omitted */ }

A combination of shaders linked together.

Methods

impl Program
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Builds a new program.

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Builds a new program from GLSL source code.

A program is a group of shaders linked together.

Parameters

  • vertex_shader: Source code of the vertex shader.
  • fragment_shader: Source code of the fragment shader.
  • geometry_shader: Source code of the geometry shader.

Example

let program = glium::Program::from_source(&display, vertex_source, fragment_source,
    Some(geometry_source));

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Returns the program's compiled binary.

You can store the result in a file, then reload it later. This avoids having to compile the source code every time.

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Returns the location of an output fragment, if it exists.

The location is low-level information that is used internally by glium. You probably don't need to call this function.

You can declare output fragments in your shaders by writing:

out vec4 foo;

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Returns informations about a uniform variable, if it exists.

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Returns an iterator to the list of uniforms.

Example

for (name, uniform) in program.uniforms() {
    println!("Name: {} - Type: {:?}", name, uniform.ty);
}

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Returns a list of uniform blocks.

Example

for (name, uniform) in program.get_uniform_blocks() {
    println!("Name: {}", name);
}

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Returns the list of transform feedback varyings.

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True if the transform feedback output of this program matches the specified VertexFormat and stride.

The stride is the number of bytes between two vertices.

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Returns the type of geometry that transform feedback would generate, or None if it depends on the vertex/index data passed when drawing.

This corresponds to GL_GEOMETRY_OUTPUT_TYPE or GL_TESS_GEN_MODE. If the program doesn't contain either a geometry shader or a tessellation evaluation shader, returns None.

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Returns true if the program contains a tessellation stage.

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Returns true if the program contains a tessellation control stage.

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Returns true if the program contains a tessellation evaluation stage.

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Returns true if the program contains a geometry shader.

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Returns informations about an attribute, if it exists.

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Returns an iterator to the list of attributes.

Example

for (name, attribute) in program.attributes() {
    println!("Name: {} - Type: {:?}", name, attribute.ty);
}

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Returns true if the program has been configured to output sRGB instead of RGB.

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Returns the list of shader storage blocks.

Example

for (name, uniform) in program.get_shader_storage_blocks() {
    println!("Name: {}", name);
}

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Returns the subroutine uniforms of this program.

Since subroutine uniforms are unique per shader and not per program, the keys of the HashMap are in the format ("subroutine_name", ShaderStage).

Example

for (&(ref name, shader), uniform) in program.get_subroutine_uniforms() {
    println!("Name: {}", name);
}

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Returns true if the program has been configured to use the gl_PointSize variable.

If the program uses gl_PointSize without having been configured appropriately, then setting the value of gl_PointSize will have no effect.

Trait Implementations

impl Debug for Program
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Formats the value using the given formatter.

impl GlObject for Program
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The type of identifier for this object.

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Returns the id of the object.