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.