class Boleite::Private::OpenGLShader

Included Modules

Defined in:

boleite/backend/graphics/opengl_shader.cr

Constructors

Class Method Summary

Macro Summary

Instance Method Summary

Instance methods inherited from class Boleite::Shader

activate(&) activate, has_projection_transform? : Bool has_projection_transform?, has_view_transform? : Bool has_view_transform?, has_world_transform? : Bool has_world_transform?, projection_transform=(value : Matrix44f32) : Void projection_transform=, set_parameter(name, value : Float32) : Void
set_parameter(name, value : Vector2f32) : Void
set_parameter(name, value : Vector3f32) : Void
set_parameter(name, value : Vector4f32) : Void
set_parameter(name, value : Matrix33f32) : Void
set_parameter(name, value : Matrix44f32) : Void
set_parameter(name, value : Texture) : Void
set_parameter
, view_transform=(value : Matrix44f32) : Void view_transform=, world_transform=(value : Matrix44f32) : Void world_transform=

Constructor methods inherited from class Boleite::Shader

new(parser : ShaderParser) new

Class methods inherited from class Boleite::Shader

load_file(path, graphics) load_file, load_string(source, graphics) load_string

Constructor Detail

def self.new(parser : ShaderParser) #

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Class Method Detail

def self.translate_blend_factor(factor : ShaderBlendSettings::Factor) #

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def self.translate_blend_func(func : ShaderBlendSettings::Function) #

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def self.translate_depth_func(func : ShaderDepthSettings::Function) #

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Macro Detail

macro assert(test) #

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macro ensures(test) #

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macro invariant(test) #

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macro requires(test) #

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Instance Method Detail

def activate(use_settings, &) #

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def activate(&block) #

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def activate(use_settings) #

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def activate #

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def apply_settings #

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def apply_textures #

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def compile_objects(parser) #

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def contract_ensures_set_projection_transform(return_value, value) #

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def contract_ensures_set_view_transform(return_value, value) #

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def contract_ensures_set_world_transform(return_value, value) #

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def contract_post_set_projection_transform(check_depth, return_value, value) #

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def contract_post_set_view_transform(check_depth, return_value, value) #

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def contract_post_set_world_transform(check_depth, return_value, value) #

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def contract_pre_set_projection_transform(check_depth, value) #

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def contract_pre_set_view_transform(check_depth, value) #

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def contract_pre_set_world_transform(check_depth, value) #

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def contract_requires_set_projection_transform(value) #

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def contract_requires_set_view_transform(value) #

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def contract_requires_set_world_transform(value) #

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def finalize #

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def has_projection_transform? : Bool #

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def has_view_transform? : Bool #

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def has_world_transform? : Bool #

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def link_shader #

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def projection_transform=(value) : Void #

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def set_parameter(name, value : Float32) : Void #

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def set_parameter(name, value : Vector2f32) : Void #

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def set_parameter(name, value : Vector3f32) : Void #

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def set_parameter(name, value : Vector4f32) : Void #

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def set_parameter(name, value : Matrix33f32) : Void #

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def set_parameter(name, value : Matrix44f32) : Void #

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def set_parameter(name, value : Texture) : Void #

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def set_projection_transform(value) : Void #

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def set_view_transform(value) : Void #

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def set_world_transform(value) : Void #

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def test_invariant_contracts(method = "") #

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def uniform_location_for(name) : LibGL::Int #

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def view_transform=(value) : Void #

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def world_transform=(value) : Void #

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