本文整理汇总了C++中GLSLProgram::getName方法的典型用法代码示例。如果您正苦于以下问题:C++ GLSLProgram::getName方法的具体用法?C++ GLSLProgram::getName怎么用?C++ GLSLProgram::getName使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GLSLProgram
的用法示例。
在下文中一共展示了GLSLProgram::getName方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: buildConstantDefinitions
//-----------------------------------------------------------------------
void GLSLProgram::buildConstantDefinitions() const
{
// We need an accurate list of all the uniforms in the shader, but we
// can't get at them until we link all the shaders into a program object.
// Therefore instead, parse the source code manually and extract the uniforms
createParameterMappingStructures(true);
if(Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS))
{
GLSLProgramPipelineManager::getSingleton().extractConstantDefs(mSource, *mConstantDefs.get(), mName);
}
else
{
GLSLLinkProgramManager::getSingleton().extractConstantDefs(mSource, *mConstantDefs.get(), mName);
}
// Also parse any attached sources
for (GLSLProgramContainer::const_iterator i = mAttachedGLSLPrograms.begin();
i != mAttachedGLSLPrograms.end(); ++i)
{
GLSLProgram* childShader = *i;
if(Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS))
{
GLSLProgramPipelineManager::getSingleton().extractConstantDefs(childShader->getSource(),
*mConstantDefs.get(), childShader->getName());
}
else
{
GLSLLinkProgramManager::getSingleton().extractConstantDefs(childShader->getSource(),
*mConstantDefs.get(), childShader->getName());
}
}
}