#include <SFML/Graphics/Export.h>
#include <SFML/Graphics/Color.h>
#include <SFML/Graphics/Glsl.h>
#include <SFML/Graphics/Transform.h>
#include <SFML/Graphics/Types.h>
#include <SFML/System/InputStream.h>
#include <SFML/System/Vector2.h>
#include <SFML/System/Vector3.h>
#include <stddef.h>
Go to the source code of this file.
Functions | |
sfShader * | sfShader_createFromFile (const char *vertexShaderFilename, const char *geometryShaderFilename, const char *fragmentShaderFilename) |
Load the vertex, geometry and fragment shaders from files. | |
sfShader * | sfShader_createFromMemory (const char *vertexShader, const char *geometryShader, const char *fragmentShader) |
Load the vertex, geometry and fragment shaders from source code in memory. | |
sfShader * | sfShader_createFromStream (sfInputStream *vertexShaderStream, sfInputStream *geometryShaderStream, sfInputStream *fragmentShaderStream) |
Load the vertex, geometry and fragment shaders from custom streams. | |
void | sfShader_destroy (sfShader *shader) |
Destroy an existing shader. | |
void | sfShader_setFloatUniform (sfShader *shader, const char *name, float x) |
Specify value for float uniform. | |
void | sfShader_setVec2Uniform (sfShader *shader, const char *name, sfGlslVec2 vector) |
Specify value for vec2 uniform. | |
void | sfShader_setVec3Uniform (sfShader *shader, const char *name, sfGlslVec3 vector) |
Specify value for vec3 uniform. | |
void | sfShader_setVec4Uniform (sfShader *shader, const char *name, sfGlslVec4 vector) |
Specify value for vec4 uniform. | |
void | sfShader_setColorUniform (sfShader *shader, const char *name, sfColor color) |
Specify value for vec4 uniform. | |
void | sfShader_setIntUniform (sfShader *shader, const char *name, int x) |
Specify value for int uniform. | |
void | sfShader_setIvec2Uniform (sfShader *shader, const char *name, sfGlslIvec2 vector) |
Specify value for ivec2 uniform. | |
void | sfShader_setIvec3Uniform (sfShader *shader, const char *name, sfGlslIvec3 vector) |
Specify value for ivec3 uniform. | |
void | sfShader_setIvec4Uniform (sfShader *shader, const char *name, sfGlslIvec4 vector) |
Specify value for ivec4 uniform. | |
void | sfShader_setIntColorUniform (sfShader *shader, const char *name, sfColor color) |
Specify value for ivec4 uniform. | |
void | sfShader_setBoolUniform (sfShader *shader, const char *name, sfBool x) |
Specify value for bool uniform. | |
void | sfShader_setBvec2Uniform (sfShader *shader, const char *name, sfGlslBvec2 vector) |
Specify value for bvec2 uniform. | |
void | sfShader_setBvec3Uniform (sfShader *shader, const char *name, sfGlslBvec3 vector) |
Specify value for Bvec3 uniform. | |
void | sfShader_setBvec4Uniform (sfShader *shader, const char *name, sfGlslBvec4 vector) |
Specify value for bvec4 uniform. | |
void | sfShader_setMat3Uniform (sfShader *shader, const char *name, const sfGlslMat3 *matrix) |
Specify value for mat3 matrix. | |
void | sfShader_setMat4Uniform (sfShader *shader, const char *name, const sfGlslMat4 *matrix) |
Specify value for mat4 matrix. | |
void | sfShader_setTextureUniform (sfShader *shader, const char *name, const sfTexture *texture) |
Specify a texture as sampler2D uniform. | |
void | sfShader_setCurrentTextureUniform (sfShader *shader, const char *name) |
Specify current texture as sampler2D uniform. | |
void | sfShader_setFloatUniformArray (sfShader *shader, const char *name, const float *scalarArray, size_t length) |
Specify values for float [] array uniform. | |
void | sfShader_setVec2UniformArray (sfShader *shader, const char *name, const sfGlslVec2 *vectorArray, size_t length) |
Specify values for vec2 [] array uniform. | |
void | sfShader_setVec3UniformArray (sfShader *shader, const char *name, const sfGlslVec3 *vectorArray, size_t length) |
Specify values for vec3 [] array uniform. | |
void | sfShader_setVec4UniformArray (sfShader *shader, const char *name, const sfGlslVec4 *vectorArray, size_t length) |
Specify values for vec4 [] array uniform. | |
void | sfShader_setMat3UniformArray (sfShader *shader, const char *name, const sfGlslMat3 *matrixArray, size_t length) |
Specify values for mat3 [] array uniform. | |
void | sfShader_setMat4UniformArray (sfShader *shader, const char *name, const sfGlslMat4 *matrixArray, size_t length) |
Specify values for mat4 [] array uniform. | |
void | sfShader_setFloatParameter (sfShader *shader, const char *name, float x) |
Change a float parameter of a shader. | |
void | sfShader_setFloat2Parameter (sfShader *shader, const char *name, float x, float y) |
Change a 2-components vector parameter of a shader. | |
void | sfShader_setFloat3Parameter (sfShader *shader, const char *name, float x, float y, float z) |
Change a 3-components vector parameter of a shader. | |
void | sfShader_setFloat4Parameter (sfShader *shader, const char *name, float x, float y, float z, float w) |
Change a 4-components vector parameter of a shader. | |
void | sfShader_setVector2Parameter (sfShader *shader, const char *name, sfVector2f vector) |
Change a 2-components vector parameter of a shader. | |
void | sfShader_setVector3Parameter (sfShader *shader, const char *name, sfVector3f vector) |
Change a 3-components vector parameter of a shader. | |
void | sfShader_setColorParameter (sfShader *shader, const char *name, sfColor color) |
Change a color parameter of a shader. | |
void | sfShader_setTransformParameter (sfShader *shader, const char *name, sfTransform transform) |
Change a matrix parameter of a shader. | |
void | sfShader_setTextureParameter (sfShader *shader, const char *name, const sfTexture *texture) |
Change a texture parameter of a shader. | |
void | sfShader_setCurrentTextureParameter (sfShader *shader, const char *name) |
Change a texture parameter of a shader. | |
unsigned int | sfShader_getNativeHandle (const sfShader *shader) |
Get the underlying OpenGL handle of the shader. | |
void | sfShader_bind (const sfShader *shader) |
Bind a shader for rendering (activate it) | |
sfBool | sfShader_isAvailable (void) |
Tell whether or not the system supports shaders. | |
sfBool | sfShader_isGeometryAvailable (void) |
Tell whether or not the system supports geometry shaders. | |
Function Documentation
◆ sfShader_bind()
void sfShader_bind | ( | const sfShader * | shader | ) |
Bind a shader for rendering (activate it)
This function is not part of the graphics API, it mustn't be used when drawing SFML entities. It must be used only if you mix sfShader with OpenGL code.
- Parameters
-
shader Shader to bind, can be null to use no shader
◆ sfShader_createFromFile()
sfShader * sfShader_createFromFile | ( | const char * | vertexShaderFilename, |
const char * | geometryShaderFilename, | ||
const char * | fragmentShaderFilename | ||
) |
Load the vertex, geometry and fragment shaders from files.
This function loads the vertex, geometry and fragment shaders. Pass NULL if you don't want to load a specific shader. The sources must be text files containing valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShaderFilename Path of the vertex shader file to load, or NULL to skip this shader geometryShaderFilename Path of the geometry shader file to load, or NULL to skip this shader fragmentShaderFilename Path of the fragment shader file to load, or NULL to skip this shader
- Returns
- A new sfShader object, or NULL if it failed
◆ sfShader_createFromMemory()
sfShader * sfShader_createFromMemory | ( | const char * | vertexShader, |
const char * | geometryShader, | ||
const char * | fragmentShader | ||
) |
Load the vertex, geometry and fragment shaders from source code in memory.
This function loads the vertex, geometry and fragment shaders. Pass NULL if you don't want to load a specific shader. The sources must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShader String containing the source code of the vertex shader, or NULL to skip this shader geometryShader String containing the source code of the geometry shader, or NULL to skip this shader fragmentShader String containing the source code of the fragment shader, or NULL to skip this shader
- Returns
- A new sfShader object, or NULL if it failed
◆ sfShader_createFromStream()
sfShader * sfShader_createFromStream | ( | sfInputStream * | vertexShaderStream, |
sfInputStream * | geometryShaderStream, | ||
sfInputStream * | fragmentShaderStream | ||
) |
Load the vertex, geometry and fragment shaders from custom streams.
This function loads the vertex, geometry and fragment shaders. Pass NULL if you don't want to load a specific shader. The source codes must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.
- Parameters
-
vertexShaderStream Source stream to read the vertex shader from, or NULL to skip this shader geometryShaderStream Source stream to read the geometry shader from, or NULL to skip this shader fragmentShaderStream Source stream to read the fragment shader from, or NULL to skip this shader
- Returns
- A new sfShader object, or NULL if it failed
◆ sfShader_destroy()
void sfShader_destroy | ( | sfShader * | shader | ) |
Destroy an existing shader.
- Parameters
-
shader Shader to delete
◆ sfShader_getNativeHandle()
unsigned int sfShader_getNativeHandle | ( | const sfShader * | shader | ) |
Get the underlying OpenGL handle of the shader.
You shouldn't need to use this function, unless you have very specific stuff to implement that SFML doesn't support, or implement a temporary workaround until a bug is fixed.
- Parameters
-
shader Shader object
- Returns
- OpenGL handle of the shader or 0 if not yet loaded
◆ sfShader_isAvailable()
sfBool sfShader_isAvailable | ( | void | ) |
Tell whether or not the system supports shaders.
This function should always be called before using the shader features. If it returns false, then any attempt to use sfShader will fail.
- Returns
- sfTrue if the system can use shaders, sfFalse otherwise
◆ sfShader_isGeometryAvailable()
sfBool sfShader_isGeometryAvailable | ( | void | ) |
Tell whether or not the system supports geometry shaders.
This function should always be called before using the geometry shader features. If it returns false, then any attempt to use sfShader geometry shader features will fail.
This function can only return true if isAvailable() would also return true, since shaders in general have to be supported in order for geometry shaders to be supported as well.
Note: The first call to this function, whether by your code or SFML will result in a context switch.
- Returns
- True if geometry shaders are supported, false otherwise
◆ sfShader_setBoolUniform()
Specify value for bool
uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL x Value of the bool scalar
◆ sfShader_setBvec2Uniform()
void sfShader_setBvec2Uniform | ( | sfShader * | shader, |
const char * | name, | ||
sfGlslBvec2 | vector | ||
) |
Specify value for bvec2
uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL vector Value of the bvec2 vector
◆ sfShader_setBvec3Uniform()
void sfShader_setBvec3Uniform | ( | sfShader * | shader, |
const char * | name, | ||
sfGlslBvec3 | vector | ||
) |
Specify value for Bvec3
uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL vector Value of the Bvec3 vector
◆ sfShader_setBvec4Uniform()
void sfShader_setBvec4Uniform | ( | sfShader * | shader, |
const char * | name, | ||
sfGlslBvec4 | vector | ||
) |
Specify value for bvec4
uniform.
sfColor objects can be passed to this function via the use of sfGlslIvec4_fromsfColor(sfColor);
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL vector Value of the bvec4 vector
◆ sfShader_setColorParameter()
Change a color parameter of a shader.
name is the name of the variable to change in the shader. The corresponding parameter in the shader must be a 4x1 vector (vec4 GLSL type).
It is important to note that the components of the color are normalized before being passed to the shader. Therefore, they are converted from range [0 .. 255] to range [0 .. 1]. For example, a sf::Color(255, 125, 0, 255) will be transformed to a vec4(1.0, 0.5, 0.0, 1.0) in the shader.
Example:
- Parameters
-
shader Shader object name Name of the parameter in the shader color Color to assign
◆ sfShader_setColorUniform()
Specify value for vec4
uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL color Value of the vec4 vector
◆ sfShader_setCurrentTextureParameter()
void sfShader_setCurrentTextureParameter | ( | sfShader * | shader, |
const char * | name | ||
) |
Change a texture parameter of a shader.
This function maps a shader texture variable to the texture of the object being drawn, which cannot be known in advance. The corresponding parameter in the shader must be a 2D texture (sampler2D GLSL type).
Example:
- Parameters
-
shader Shader object name Name of the texture in the shader
◆ sfShader_setCurrentTextureUniform()
void sfShader_setCurrentTextureUniform | ( | sfShader * | shader, |
const char * | name | ||
) |
Specify current texture as sampler2D
uniform.
This overload maps a shader texture variable to the texture of the object being drawn, which cannot be known in advance. The corresponding parameter in the shader must be a 2D texture (sampler2D
GLSL type).
Example:
- Parameters
-
shader Shader object name Name of the texture in the shader
◆ sfShader_setFloat2Parameter()
void sfShader_setFloat2Parameter | ( | sfShader * | shader, |
const char * | name, | ||
float | x, | ||
float | y | ||
) |
Change a 2-components vector parameter of a shader.
name is the name of the variable to change in the shader. The corresponding parameter in the shader must be a 2x1 vector (vec2 GLSL type).
Example:
- Parameters
-
shader Shader object name Name of the parameter in the shader x First component of the value to assign y Second component of the value to assign
◆ sfShader_setFloat3Parameter()
void sfShader_setFloat3Parameter | ( | sfShader * | shader, |
const char * | name, | ||
float | x, | ||
float | y, | ||
float | z | ||
) |
Change a 3-components vector parameter of a shader.
name is the name of the variable to change in the shader. The corresponding parameter in the shader must be a 3x1 vector (vec3 GLSL type).
Example:
- Parameters
-
shader Shader object name Name of the parameter in the shader x First component of the value to assign y Second component of the value to assign z Third component of the value to assign
◆ sfShader_setFloat4Parameter()
void sfShader_setFloat4Parameter | ( | sfShader * | shader, |
const char * | name, | ||
float | x, | ||
float | y, | ||
float | z, | ||
float | w | ||
) |
Change a 4-components vector parameter of a shader.
name is the name of the variable to change in the shader. The corresponding parameter in the shader must be a 4x1 vector (vec4 GLSL type).
Example:
- Parameters
-
shader Shader object name Name of the parameter in the shader x First component of the value to assign y Second component of the value to assign z Third component of the value to assign w Fourth component of the value to assign
◆ sfShader_setFloatParameter()
void sfShader_setFloatParameter | ( | sfShader * | shader, |
const char * | name, | ||
float | x | ||
) |
Change a float parameter of a shader.
name is the name of the variable to change in the shader. The corresponding parameter in the shader must be a float (float GLSL type).
Example:
- Parameters
-
shader Shader object name Name of the parameter in the shader x Value to assign
◆ sfShader_setFloatUniform()
void sfShader_setFloatUniform | ( | sfShader * | shader, |
const char * | name, | ||
float | x | ||
) |
Specify value for float
uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL x Value of the float scalar
◆ sfShader_setFloatUniformArray()
void sfShader_setFloatUniformArray | ( | sfShader * | shader, |
const char * | name, | ||
const float * | scalarArray, | ||
size_t | length | ||
) |
Specify values for float
[] array uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL scalarArray pointer to array of float
valueslength Number of elements in the array
◆ sfShader_setIntColorUniform()
Specify value for ivec4
uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL color Value of the ivec4 vector
◆ sfShader_setIntUniform()
void sfShader_setIntUniform | ( | sfShader * | shader, |
const char * | name, | ||
int | x | ||
) |
Specify value for int
uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL x Value of the integer scalar
◆ sfShader_setIvec2Uniform()
void sfShader_setIvec2Uniform | ( | sfShader * | shader, |
const char * | name, | ||
sfGlslIvec2 | vector | ||
) |
Specify value for ivec2
uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL vector Value of the ivec2 vector
◆ sfShader_setIvec3Uniform()
void sfShader_setIvec3Uniform | ( | sfShader * | shader, |
const char * | name, | ||
sfGlslIvec3 | vector | ||
) |
Specify value for ivec3
uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL vector Value of the ivec3 vector
◆ sfShader_setIvec4Uniform()
void sfShader_setIvec4Uniform | ( | sfShader * | shader, |
const char * | name, | ||
sfGlslIvec4 | vector | ||
) |
Specify value for ivec4
uniform.
sfColor objects can be passed to this function via the use of sfGlslIvec4_fromsfColor(sfColor);
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL vector Value of the ivec4 vector
◆ sfShader_setMat3Uniform()
void sfShader_setMat3Uniform | ( | sfShader * | shader, |
const char * | name, | ||
const sfGlslMat3 * | matrix | ||
) |
Specify value for mat3
matrix.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL matrix Value of the mat3 matrix
◆ sfShader_setMat3UniformArray()
void sfShader_setMat3UniformArray | ( | sfShader * | shader, |
const char * | name, | ||
const sfGlslMat3 * | matrixArray, | ||
size_t | length | ||
) |
Specify values for mat3
[] array uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL matrixArray pointer to array of mat3
valueslength Number of elements in the array
◆ sfShader_setMat4Uniform()
void sfShader_setMat4Uniform | ( | sfShader * | shader, |
const char * | name, | ||
const sfGlslMat4 * | matrix | ||
) |
Specify value for mat4
matrix.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL matrix Value of the mat4 matrix
◆ sfShader_setMat4UniformArray()
void sfShader_setMat4UniformArray | ( | sfShader * | shader, |
const char * | name, | ||
const sfGlslMat4 * | matrixArray, | ||
size_t | length | ||
) |
Specify values for mat4
[] array uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL matrixArray pointer to array of mat4
valueslength Number of elements in the array
◆ sfShader_setTextureParameter()
void sfShader_setTextureParameter | ( | sfShader * | shader, |
const char * | name, | ||
const sfTexture * | texture | ||
) |
Change a texture parameter of a shader.
name is the name of the variable to change in the shader. The corresponding parameter in the shader must be a 2D texture (sampler2D GLSL type).
Example:
It is important to note that texture must remain alive as long as the shader uses it, no copy is made internally.
To use the texture of the object being draw, which cannot be known in advance, you can use the special function sfShader_setCurrentTextureParameter:
- Parameters
-
shader Shader object name Name of the texture in the shader texture Texture to assign
◆ sfShader_setTextureUniform()
Specify a texture as sampler2D
uniform.
name is the name of the variable to change in the shader. The corresponding parameter in the shader must be a 2D texture (sampler2D
GLSL type).
Example:
It is important to note that texture must remain alive as long as the shader uses it, no copy is made internally.
To use the texture of the object being drawn, which cannot be known in advance, you can pass the special value sf::Shader::CurrentTexture:
- Parameters
-
shader Shader object name Name of the texture in the shader texture Texture to assign
◆ sfShader_setTransformParameter()
void sfShader_setTransformParameter | ( | sfShader * | shader, |
const char * | name, | ||
sfTransform | transform | ||
) |
Change a matrix parameter of a shader.
name is the name of the variable to change in the shader. The corresponding parameter in the shader must be a 4x4 matrix (mat4 GLSL type).
Example:
- Parameters
-
shader Shader object name Name of the parameter in the shader transform Transform to assign
◆ sfShader_setVec2Uniform()
void sfShader_setVec2Uniform | ( | sfShader * | shader, |
const char * | name, | ||
sfGlslVec2 | vector | ||
) |
Specify value for vec2
uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL vector Value of the vec2 vector
◆ sfShader_setVec2UniformArray()
void sfShader_setVec2UniformArray | ( | sfShader * | shader, |
const char * | name, | ||
const sfGlslVec2 * | vectorArray, | ||
size_t | length | ||
) |
Specify values for vec2
[] array uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL vectorArray pointer to array of vec2
valueslength Number of elements in the array
◆ sfShader_setVec3Uniform()
void sfShader_setVec3Uniform | ( | sfShader * | shader, |
const char * | name, | ||
sfGlslVec3 | vector | ||
) |
Specify value for vec3
uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL vector Value of the vec3 vector
◆ sfShader_setVec3UniformArray()
void sfShader_setVec3UniformArray | ( | sfShader * | shader, |
const char * | name, | ||
const sfGlslVec3 * | vectorArray, | ||
size_t | length | ||
) |
Specify values for vec3
[] array uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL vectorArray pointer to array of vec3
valueslength Number of elements in the array
◆ sfShader_setVec4Uniform()
void sfShader_setVec4Uniform | ( | sfShader * | shader, |
const char * | name, | ||
sfGlslVec4 | vector | ||
) |
Specify value for vec4
uniform.
sfColor objects can be passed to this function via the use of sfGlslVec4_fromsfColor(sfColor);
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL vector Value of the vec4 vector
◆ sfShader_setVec4UniformArray()
void sfShader_setVec4UniformArray | ( | sfShader * | shader, |
const char * | name, | ||
const sfGlslVec4 * | vectorArray, | ||
size_t | length | ||
) |
Specify values for vec4
[] array uniform.
- Parameters
-
shader Shader object name Name of the uniform variable in GLSL vectorArray pointer to array of vec4
valueslength Number of elements in the array
◆ sfShader_setVector2Parameter()
void sfShader_setVector2Parameter | ( | sfShader * | shader, |
const char * | name, | ||
sfVector2f | vector | ||
) |
Change a 2-components vector parameter of a shader.
name is the name of the variable to change in the shader. The corresponding parameter in the shader must be a 2x1 vector (vec2 GLSL type).
Example:
- Parameters
-
shader Shader object name Name of the parameter in the shader vector Vector to assign
◆ sfShader_setVector3Parameter()
void sfShader_setVector3Parameter | ( | sfShader * | shader, |
const char * | name, | ||
sfVector3f | vector | ||
) |
Change a 3-components vector parameter of a shader.
name is the name of the variable to change in the shader. The corresponding parameter in the shader must be a 3x1 vector (vec3 GLSL type).
Example:
- Parameters
-
shader Shader object name Name of the parameter in the shader vector Vector to assign