pub struct GlShader {
pub program: u32,
pub geometries: Vec<OpenglAttribute, Global>,
pub instances: Vec<OpenglAttribute, Global>,
pub textures: Vec<OpenglUniform, Global>,
pub pass_uniforms: OpenglUniform,
pub view_uniforms: OpenglUniform,
pub draw_uniforms: OpenglUniform,
pub user_uniforms: OpenglUniform,
pub live_uniforms: OpenglUniform,
pub const_table_uniform: OpenglUniform,
}
Fields§
§program: u32
§geometries: Vec<OpenglAttribute, Global>
§instances: Vec<OpenglAttribute, Global>
§textures: Vec<OpenglUniform, Global>
§pass_uniforms: OpenglUniform
§view_uniforms: OpenglUniform
§draw_uniforms: OpenglUniform
§user_uniforms: OpenglUniform
§live_uniforms: OpenglUniform
§const_table_uniform: OpenglUniform
Implementations§
§impl GlShader
impl GlShader
pub fn new( vertex: &str, pixel: &str, mapping: &CxDrawShaderMapping, cache_dir: Option<&String> ) -> GlShader
pub fn set_uniform_array(loc: &OpenglUniform, array: &[f32])
pub fn opengl_get_uniform(program: u32, name: &str) -> OpenglUniform
pub fn opengl_get_info_log(compile: bool, shader: usize, source: &str) -> String
pub fn opengl_has_shader_error( compile: bool, shader: usize, source: &str ) -> Option<String>
pub fn opengl_get_attributes( program: u32, prefix: &str, slots: usize ) -> Vec<OpenglAttribute, Global>
pub fn opengl_get_texture_slots( program: u32, texture_slots: &Vec<DrawShaderTextureInput, Global> ) -> Vec<OpenglUniform, Global>
pub fn free_resources(self)
Trait Implementations§
Auto Trait Implementations§
impl RefUnwindSafe for GlShader
impl Send for GlShader
impl Sync for GlShader
impl Unpin for GlShader
impl UnwindSafe for GlShader
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more