20 void bufferData(
int elem,
int size,
void* data);
59 int compile(
const char* vertex,
const char* fragment);
73 static void set2DState(
bool on,
bool depth =
true);
83 unsigned int texture, glm::mat4 MVP,
88 unsigned int mode = GL_TRIANGLES,
ShaderTexture* target =
nullptr,
91 glm::mat4 MVP,
unsigned int mode = GL_TRIANGLES,
ShaderTexture* target =
nullptr,
ShaderTexture(int w=512, int h=512)
static const char * textureShaderFragment
void bufferData(int elem, int size, void *data)
static const char * textShaderVertex
void loadUniform(int uni, glm::vec2 vec)
void bufferData(std::vector< T > v)
int compile(const char *vertex, const char *fragment)
static const char * colorShaderFragment
static Shader colorShader
static const char * textureShaderVertex
static void drawGL(ShaderBuffer &vertices, ShaderBuffer &uvs, glm::vec4 color, unsigned int texture, TextureStorage store=TextureStorage::SYSTEM, unsigned int mode=GL_TRIANGLES, ShaderTexture *target=nullptr, Shader &shader=textShader)
static const char * textShaderFragment
static Shader textureShader
static const char * colorShaderVertex
int addUniform(const char *name)
static unsigned int vertexArrayID
static void set2DState(bool on, bool depth=true)
std::vector< unsigned int > uniforms
void unbind(int location)
unsigned int getUniform(int n)