57 void compile() noexcept;
64 void loadFromString(
const std::string &_string ) noexcept;
GLuint getShaderHandle() const noexcept
get the shader handle for this shader
main definition of types and namespace
bool m_debugState
flag to indicate the debug state
void incrementRefCount() noexcept
increment the shader ref count so we can see how many program objects are using this shader ...
implementation files for RibExport class
void toggleDebug() noexcept
toggle the debug state
std::string m_source
the actual source code for this shader (used for debug and initial loading)
int m_refCount
number of ProgramObjects referencing this shader
const std::string getShaderSource() const noexcept
the shader source
std::string m_name
the text name of this Shader used in the search for shader
GLuint m_shaderHandle
the GL handle for this shader object used in linking etc
and encapsulation of an OpenGL Shader object with associations for source code, etc. Used in conjunction with the ShaderProgram class
void decrementRefCount() noexcept
decrement the reference counteer
int getRefCount() const noexcept
return the number of ProgramObjects referencing this shader
ShaderType m_shaderType
what type of shader we are
bool m_compiled
flag to indicate if the shader has been compiled this will get channged on re-load of source to false...
GLsizei const GLchar *const * string