#include <shader.h>
Public Types | |
| enum | EShaderType : uint { Vertex = 0x01, Fragment = 0x02 } |
| using | ShaderTypeFlags = uint |
Public Member Functions | |
| Shader (Core &core) | |
| ~Shader () | |
| const VertexAttributeDeclarations & | getAttributes () const |
| VkShaderModule | getVertexModule () const |
| VkShaderModule | getFragmentModule () const |
Public Member Functions inherited from BaseShader | |
| BaseShader (Core &core) | |
| virtual | ~BaseShader () |
| const SamplerDeclarations & | getSamplerDeclarations () const |
| const std::vector< BufferObjectDeclaration > & | getUBODeclarations () const |
| const std::vector< BufferObjectDeclaration > & | getSSBODeclarations () const |
| const ShaderConstantDeclarations & | getConstantDeclarations () const |
| const std::string & | getDisplayName () const |
| VkDescriptorSetLayout | getDescriptorSetLayout () const |
| void | clear () |
Public Member Functions inherited from Resource | |
| Resource () | |
Public Member Functions inherited from Object | |
| Object () | |
| virtual | ~Object () |
| virtual bool | init (utility::ErrorState &errorState) |
| virtual void | onDestroy () |
| Object (Object &)=delete | |
| Object & | operator= (const Object &)=delete |
| Object (Object &&)=delete | |
| Object & | operator= (Object &&)=delete |
Protected Member Functions | |
| bool | load (const std::string &displayName, const std::vector< std::string > &searchPaths, const char *vertShader, int vertSize, const char *fragShader, int fragSize, utility::ErrorState &errorState) |
| bool | loadDefault (const std::string &displayName, utility::ErrorState &errorState) |
Protected Member Functions inherited from BaseShader | |
| bool | initLayout (VkDevice device, nap::utility::ErrorState &errorState) |
| bool | verifyShaderVariableDeclarations (utility::ErrorState &errorState) |
Additional Inherited Members | |
Static Public Member Functions inherited from Object | |
| static bool | isIDProperty (rtti::Instance &object, const rtti::Property &property) |
Public Attributes inherited from Object | |
| std::string | mID |
| Property: 'mID' unique name of the object. Used as an identifier by the system. More... | |
Protected Attributes inherited from BaseShader | |
| RenderService * | mRenderService = nullptr |
| Handle to render engine. More... | |
| std::string | mDisplayName |
| Filename of shader used as display name. More... | |
| BufferObjectDeclarationList | mUBODeclarations |
| All uniform buffer object declarations. More... | |
| BufferObjectDeclarationList | mSSBODeclarations |
| All storage buffer object declarations. More... | |
| SamplerDeclarations | mSamplerDeclarations |
| All sampler declarations. More... | |
| ShaderConstantDeclarations | mConstantDeclarations |
| All shader constant declarations. More... | |
| VkDescriptorSetLayout | mDescriptorSetLayout = VK_NULL_HANDLE |
| Descriptor set layout. More... | |
Cross-Compiles GLSL vertex and fragment shader code to SPIR-V and creates a Vulkan shader module. All uniforms, samplers and attributes are extracted. Make sure to call init() on initialization of a derived shader class. A nap::Material links to a BaseShader. The shader is compiled on initialization. Use a nap::Material or nap::MaterialInstance to set / override uniforms and samplers.
| using ShaderTypeFlags = uint |
| enum EShaderType : uint |
Shader type flag bits
| Enumerator | |
|---|---|
| Vertex | |
| Fragment | |
| ~Shader | ( | ) |
| const VertexAttributeDeclarations& getAttributes | ( | ) | const |
| VkShaderModule getFragmentModule | ( | ) | const |
| VkShaderModule getVertexModule | ( | ) | const |
|
protected |
Compiles the GLSL shader code, creates the shader module and parses all the uniforms and samplers. Call this in a derived class on initialization.
| displayName | the name of the shader. |
| searchPaths | the search paths of the shader. |
| vertShader | the vertex shader GLSL code. |
| vertSize | total number of characters in vertShader. |
| fragShader | the fragment shader GLSL code. |
| fragSize | total number of characters in fragShader. |
| errorState | contains the error if initialization fails. |
|
protected |
Loads a NAP default shader from disk. Compiles the GLSL shader code, creates the shader module and parses all the uniforms and samplers. Call this in a derived class on initialization.
| displayName | the name of the NAP default shader. |
| errorState | contains the error if initialization fails. |