Component to store mesh shader data and some mesh information like light computation and the capability to reflect the skybox texture.
More...
#include <Component.hpp>
|
| ShaderComponent ()=delete |
| Can't use an empty constructor.
|
| ShaderComponent (const LightComputation &comp, const std::string &vert, const std::string &frag, const bool &reflective=false, const std::string &geom="") |
| Instances the Component by giving shaders path and light computation. The light computation might be used in systems while sending data to shaders.
|
|
LightComputation | computation = LightComputation::PHONG |
| mesh light computation
|
bool | reflective = false |
| mesh reflectiveness
|
std::string | vert {} |
| vertex shader path
|
std::string | frag {} |
| fragment shader path
|
std::string | geom {} |
| geometry shader path
|
Component to store mesh shader data and some mesh information like light computation and the capability to reflect the skybox texture.
◆ ShaderComponent()
ShaderComponent::ShaderComponent |
( |
const LightComputation & | comp, |
|
|
const std::string & | vert, |
|
|
const std::string & | frag, |
|
|
const bool & | reflective = false, |
|
|
const std::string & | geom = "" ) |
|
inline |
Instances the Component by giving shaders path and light computation. The light computation might be used in systems while sending data to shaders.
- Parameters
-
comp | mesh light computation |
vert | vertex shader path |
frag | fragment shader path |
geom | geometry shader path (default none) |
reflective | true if the mesh reflects the skybox (if present) |
- Note
- LightComputation tell to the ogl::ShaderProgram which alghoritm will be used while shading that mesh.
◆ computation
LightComputation ShaderComponent::computation = LightComputation::PHONG |
mesh light computation
- See also
- ShaderComponent(const LightComputation &comp, const std::string &vert, const std::string &frag, const bool &reflective = false, const std::string &geom = "")
The documentation for this class was generated from the following file: