| OpenGL-2.2.1.1: A binding for the OpenGL graphics system | Contents | Index |
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Graphics.Rendering.OpenGL.GL.Shaders | Portability | portable | Stability | stable | Maintainer | sven.panne@aedion.de |
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Description |
This module corresponds to sections 2.15 (Vertex Shaders) and section 3.11
(Fragment Shaders) of the OpenGL 2.1 specs.
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Synopsis |
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Shader Objects
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class (Eq s, Ord s, Show s, ObjectName s) => Shader s |
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data VertexShader |
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data FragmentShader |
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shaderDeleteStatus :: Shader s => s -> GettableStateVar Bool |
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shaderSource :: Shader s => s -> StateVar [String] |
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compileShader :: Shader s => s -> IO () |
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compileStatus :: Shader s => s -> GettableStateVar Bool |
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shaderInfoLog :: Shader s => s -> GettableStateVar String |
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Program Objects
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data Program |
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programDeleteStatus :: Program -> GettableStateVar Bool |
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attachedShaders :: Program -> StateVar ([VertexShader], [FragmentShader]) |
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linkProgram :: Program -> IO () |
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linkStatus :: Program -> GettableStateVar Bool |
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programInfoLog :: Program -> GettableStateVar String |
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validateProgram :: Program -> IO () |
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validateStatus :: Program -> GettableStateVar Bool |
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currentProgram :: StateVar (Maybe Program) |
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Vertex attributes
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attribLocation :: Program -> String -> StateVar AttribLocation |
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data VariableType |
Constructors | Float' | | FloatVec2 | | FloatVec3 | | FloatVec4 | | FloatMat2 | | FloatMat3 | | FloatMat4 | | Int' | | IntVec2 | | IntVec3 | | IntVec4 | | Bool | | BoolVec2 | | BoolVec3 | | BoolVec4 | | Sampler1D | | Sampler2D | | Sampler3D | | SamplerCube | | Sampler1DShadow | | Sampler2DShadow | |
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activeAttribs :: Program -> GettableStateVar [(GLint, VariableType, String)] |
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Uniform variables
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data UniformLocation |
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uniformLocation :: Program -> String -> GettableStateVar UniformLocation |
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activeUniforms :: Program -> GettableStateVar [(GLint, VariableType, String)] |
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class Uniform a where |
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class Storable a => UniformComponent a |
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Implementation limits related to GLSL
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maxVertexTextureImageUnits :: GettableStateVar GLsizei |
Contains the number of hardware units that can be used to access texture
maps from the vertex processor. The minimum legal value is 0.
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maxTextureImageUnits :: GettableStateVar GLsizei |
Contains the total number of hardware units that can be used to access
texture maps from the fragment processor. The minimum legal value is 2.
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maxCombinedTextureImageUnits :: GettableStateVar GLsizei |
Contains the total number of hardware units that can be used to access
texture maps from the vertex processor and the fragment processor combined.
Note: If the vertex shader and the fragment processing stage access the same
texture image unit, then that counts as using two texture image units. The
minimum legal value is 2.
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maxTextureCoords :: GettableStateVar GLsizei |
Contains the number of texture coordinate sets that are available. The
minimum legal value is 2.
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maxVertexUniformComponents :: GettableStateVar GLsizei |
Contains the number of individual components (i.e., floating-point, integer
or boolean values) that are available for vertex shader uniform variables.
The minimum legal value is 512.
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maxFragmentUniformComponents :: GettableStateVar GLsizei |
Contains the number of individual components (i.e., floating-point, integer
or boolean values) that are available for fragment shader uniform variables.
The minimum legal value is 64.
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maxVertexAttribs :: GettableStateVar GLsizei |
Contains the number of active vertex attributes that are available. The
minimum legal value is 16.
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maxVaryingFloats :: GettableStateVar GLsizei |
Contains the number of individual floating-point values available for
varying variables. The minimum legal value is 32.
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