Added convenience function to add texture to shader

This commit is contained in:
Robert 2021-01-21 16:40:00 +01:00
parent f1f076acf4
commit 1c008b1c9d
3 changed files with 42 additions and 5 deletions

View file

@ -281,6 +281,34 @@ namespace oglu
*/
void SetUniform(GLint location, const Color& v0, bool ignoreAlpha = false);
/**
* @brief Set uniform sampler2D.
*
* Activates and binds the given texture, then sets the uniform.
* Note: In many cases, using AbstractTexture::BindAs(GLbyte index) to activate and bind the textures
* seperately and then using SetUniform(GLint location, GLint v0) to set the uniform might
* be more efficient.
*
* @param[in] name Name of the uniform
* @param[in] v0 Value to set the uniform to
* @param[in] index Index of the texture unit
*/
void SetUniform(const GLchar* name, const Texture& v0, GLbyte index = 0);
/**
* @brief Set uniform color.
*
* Activates and binds the given texture, then sets the uniform
* Note: In many cases, using AbstractTexture::BindAs(GLbyte index) to activate and bind the textures
* seperately and then using SetUniform(const GLchar* name, GLint v0) to set the uniform might
* be more efficient.
*
* @param[in] location Location of the uniform
* @param[in] v0 Value to set the uniform to
* @param[in] ignoreAlpha Index of the texture unit
*/
void SetUniform(GLint location, const Texture& v0, GLbyte index = 0);
/**
* @brief Set array of uniform float.
*