Shader constant (or rather uniform) structure. More...
#include <spShaderProgram.hpp>
Public Member Functions | |
| SShaderConstant () | |
| ~SShaderConstant () | |
| bool | operator== (const SShaderConstant &Other) const | 
| bool | valid () const | 
Public Attributes | |
| EConstantTypes | Type | 
| Data type.   | |
| io::stringc | Name | 
| Name of the uniform.   | |
| io::stringc | AltName | 
| u32 | Count | 
| Count of elements. 1 if this is not an array.   | |
| s32 | Location | 
| Uniform location (only used for OpenGL).   | |
Shader constant (or rather uniform) structure.
| sp::video::SShaderConstant::SShaderConstant | ( | ) |  [inline] | 
        
| sp::video::SShaderConstant::~SShaderConstant | ( | ) |  [inline] | 
        
| bool sp::video::SShaderConstant::operator== | ( | const SShaderConstant & | Other | ) |  const [inline] | 
        
| bool sp::video::SShaderConstant::valid | ( | ) |  const [inline] | 
        
Returns true if this is a valid shader constant (the 'Type' member must not be CONSTANT_UNKNOWN and the 'Location' member must not be -1).
Alternative name. This is used for arrays (but not for arrays of structs) in GLSL (e.g. Name = "MyUniformArray[0]" and AltName = "MyUniformArray"). In this case you don't need to write "[0]" for each uniform array.
Count of elements. 1 if this is not an array.
Uniform location (only used for OpenGL).
Name of the uniform.
Data type.
 1.7.1