Libraries.Game.Graphics.Shaders.SolidBoxPatternControlShaderProgram Documentation
Inherits from: Libraries.Language.Object, Libraries.Game.Graphics.Shaders.ShaderProgram
Variables Table
Variables | Description |
---|---|
text DEFAULT_NAME |
Actions Documentation
Add(Libraries.Game.Graphics.Shaders.Shader shader)
AddOrderedVertexInput(text name)
Parameters
- text name
Begin()
Compare(Libraries.Language.Object object)
This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.
Parameters
- Libraries.Language.Object: The object to compare to.
Return
integer: The Compare result, Smaller, Equal, or Larger.
Example
Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)
Compile()
DisableVertexInput(integer inputID)
Parameters
- integer inputID
DisableVertexInput(text inputName)
Parameters
- text inputName
Dispose()
Draw(Libraries.Game.Graphics.Drawable drawable, integer startIndex, integer totalIndices)
Parameters
- Libraries.Game.Graphics.Drawable
- integer startIndex
- integer totalIndices
Draw(Libraries.Game.Graphics.Mesh mesh, Libraries.Game.Graphics.Camera camera, integer startIndex, integer totalIndices, Libraries.Containers.Array<integer> vertexLocations)
Parameters
- Libraries.Game.Graphics.Mesh
- Libraries.Game.Graphics.Camera
- integer startIndex
- integer totalIndices
- Libraries.Containers.Array
Draw(Libraries.Game.Graphics.Mesh mesh, Libraries.Game.Graphics.Camera camera, integer startIndex, integer totalIndices)
Parameters
- Libraries.Game.Graphics.Mesh
- Libraries.Game.Graphics.Camera
- integer startIndex
- integer totalIndices
Draw(Libraries.Game.Graphics.Drawable drawable)
Parameters
EnableVertexInput(text inputName)
Parameters
- text inputName
EnableVertexInput(integer inputID)
Parameters
- integer inputID
End()
Equals(Libraries.Language.Object object)
This action determines if two objects are equal based on their hash code values.
Parameters
- Libraries.Language.Object: The to be compared.
Return
boolean: True if the hash codes are equal and false if they are not equal.
Example
use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)
GetHashCode()
This action gets the hash code for an object.
Return
integer: The integer hash code of the object.
Example
Object o
integer hash = o:GetHashCode()
GetID()
This action returns a unique ID representing this shader program. This is provided by the rendering system once the program has been compiled. If this program hasn't been compiled yet, this value will be -1.
Return
integer:
GetIterator()
GetName()
This action returns a unique ID representing this shader program. This is provided by the rendering system once the program has been compiled. If this program hasn't been compiled yet, this value will be -1.
Return
text:
GetOrderedVertexInputs()
GetShaderInputLocation(text name)
Parameters
- text name
Return
integer
GetShaderInputNames()
GetShaderInputSize(text name)
Parameters
- text name
Return
integer
GetShaderInputType(text name)
Parameters
- text name
Return
integer
GetShaderMapping()
GetVertexInputLocation(text name)
Parameters
- text name
Return
integer
GetVertexInputNames()
GetVertexInputSize(text name)
Parameters
- text name
Return
integer
GetVertexInputType(text name)
Parameters
- text name
Return
integer
HasShaderInput(text name)
Parameters
- text name
Return
boolean
HasVertexInput(text name)
Parameters
- text name
Return
boolean
Invalidate()
IsCompiled()
Return
boolean
IsInvalidated()
Return
boolean
Reload()
Remove(Libraries.Game.Graphics.Shaders.Shader shader)
Parameters
Render(Libraries.Game.Graphics.Renderable renderable)
Parameters
SetDefaultVertexInputValue(integer inputID, number x, number y, number z, number w)
Parameters
- integer inputID
- number x
- number y
- number z
- number w
SetDefaultVertexInputValue(integer inputID, number x)
Parameters
- integer inputID
- number x
SetDefaultVertexInputValue(text inputName, number x)
Parameters
- text inputName
- number x
SetDefaultVertexInputValue(integer inputID, number x, number y, number z)
Parameters
- integer inputID
- number x
- number y
- number z
SetDefaultVertexInputValue(text inputName, number x, number y, number z)
Parameters
- text inputName
- number x
- number y
- number z
SetDefaultVertexInputValue(integer inputID, number x, number y)
Parameters
- integer inputID
- number x
- number y
SetDefaultVertexInputValue(text inputName, number x, number y)
Parameters
- text inputName
- number x
- number y
SetDefaultVertexInputValue(text inputName, number x, number y, number z, number w)
Parameters
- text inputName
- number x
- number y
- number z
- number w
SetName(text name)
Parameters
- text name
SetShaderInput(integer uniformID, boolean value)
Parameters
- integer uniformID
- boolean value
SetShaderInput(integer uniformID, number value1, number value2, number value3)
Parameters
- integer uniformID
- number value1
- number value2
- number value3
SetShaderInput(text name, number value1, number value2)
Parameters
- text name
- number value1
- number value2
SetShaderInput(text name, boolean value)
Parameters
- text name
- boolean value
SetShaderInput(text name, integer value1, integer value2, integer value3)
Parameters
- text name
- integer value1
- integer value2
- integer value3
SetShaderInput(integer uniformID, integer value)
Parameters
- integer uniformID
- integer value
SetShaderInput(integer uniformID, integer value1, integer value2, integer value3, integer value4)
Parameters
- integer uniformID
- integer value1
- integer value2
- integer value3
- integer value4
SetShaderInput(integer uniformID, Libraries.Game.Graphics.Color color)
Parameters
- integer uniformID
- Libraries.Game.Graphics.Color
SetShaderInput(text name, number value1, number value2, number value3, number value4)
Parameters
- text name
- number value1
- number value2
- number value3
- number value4
SetShaderInput(text name, integer value)
Parameters
- text name
- integer value
SetShaderInput(integer uniformID, integer value1, integer value2)
Parameters
- integer uniformID
- integer value1
- integer value2
SetShaderInput(text name, number value)
Parameters
- text name
- number value
SetShaderInput(integer uniformID, number value1, number value2)
Parameters
- integer uniformID
- number value1
- number value2
SetShaderInput(integer uniformID, number value1, number value2, number value3, number value4)
Parameters
- integer uniformID
- number value1
- number value2
- number value3
- number value4
SetShaderInput(integer uniformID, Libraries.Compute.Vector3 values)
Parameters
- integer uniformID
- Libraries.Compute.Vector3
SetShaderInput(integer uniformID, Libraries.Compute.Vector2 values)
Parameters
- integer uniformID
- Libraries.Compute.Vector2
SetShaderInput(text name, integer value1, integer value2, integer value3, integer value4)
Parameters
- text name
- integer value1
- integer value2
- integer value3
- integer value4
SetShaderInput(integer uniformID, integer value1, integer value2, integer value3)
Parameters
- integer uniformID
- integer value1
- integer value2
- integer value3
SetShaderInput(text name, number value1, number value2, number value3)
Parameters
- text name
- number value1
- number value2
- number value3
SetShaderInput(text name, Libraries.Game.Graphics.Color color)
Parameters
- text name
- Libraries.Game.Graphics.Color
SetShaderInput(integer uniformID, number value)
Parameters
- integer uniformID
- number value
SetShaderInput(text name, Libraries.Compute.Vector2 values)
Parameters
- text name
- Libraries.Compute.Vector2
SetShaderInput(text name, Libraries.Compute.Vector3 values)
Parameters
- text name
- Libraries.Compute.Vector3
SetShaderInput(text name, integer value1, integer value2)
Parameters
- text name
- integer value1
- integer value2
SetShaderInputArray(text name, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
Parameters
- text name
- Libraries.Containers.Number32BitArray
- integer startIndex
- integer length
SetShaderInputArray(integer uniformID, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
Parameters
- integer uniformID
- Libraries.Containers.Number32BitArray
- integer startIndex
- integer length
SetShaderInputMatrix(integer uniformID, Libraries.Compute.Matrix3 matrix, boolean transpose)
Parameters
- integer uniformID
- Libraries.Compute.Matrix3
- boolean transpose
SetShaderInputMatrix(text name, Libraries.Compute.Matrix3 matrix)
Parameters
- text name
- Libraries.Compute.Matrix3
SetShaderInputMatrix(text name, Libraries.Compute.Matrix4 matrix)
Parameters
- text name
- Libraries.Compute.Matrix4
SetShaderInputMatrix(integer uniformID, Libraries.Compute.Matrix4 matrix)
Parameters
- integer uniformID
- Libraries.Compute.Matrix4
SetShaderInputMatrix(integer uniformID, Libraries.Compute.Matrix3 matrix)
Parameters
- integer uniformID
- Libraries.Compute.Matrix3
SetShaderInputMatrix(text name, Libraries.Compute.Matrix3 matrix, boolean transpose)
Parameters
- text name
- Libraries.Compute.Matrix3
- boolean transpose
SetShaderInputMatrix(text name, Libraries.Compute.Matrix4 matrix, boolean transpose)
Parameters
- text name
- Libraries.Compute.Matrix4
- boolean transpose
SetShaderInputMatrix(integer uniformID, Libraries.Compute.Matrix4 matrix, boolean transpose)
Parameters
- integer uniformID
- Libraries.Compute.Matrix4
- boolean transpose
SetShaderInputMatrix3(integer uniformID, Libraries.Containers.Number32BitArray matrix)
Parameters
- integer uniformID
- Libraries.Containers.Number32BitArray
SetShaderInputMatrix3(integer uniformID, Libraries.Containers.Number32BitArray matrix, boolean transpose)
Parameters
- integer uniformID
- Libraries.Containers.Number32BitArray
- boolean transpose
SetShaderInputMatrix4(integer uniformID, Libraries.Containers.Number32BitArray matrix, boolean transpose)
Parameters
- integer uniformID
- Libraries.Containers.Number32BitArray
- boolean transpose
SetShaderInputMatrix4(integer uniformID, Libraries.Containers.Number32BitArray matrix)
Parameters
- integer uniformID
- Libraries.Containers.Number32BitArray
SetShaderInputVector2Array(integer uniformID, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
Parameters
- integer uniformID
- Libraries.Containers.Number32BitArray
- integer startIndex
- integer length
SetShaderInputVector2Array(text name, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
Parameters
- text name
- Libraries.Containers.Number32BitArray
- integer startIndex
- integer length
SetShaderInputVector3Array(text name, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
Parameters
- text name
- Libraries.Containers.Number32BitArray
- integer startIndex
- integer length
SetShaderInputVector3Array(integer uniformID, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
Parameters
- integer uniformID
- Libraries.Containers.Number32BitArray
- integer startIndex
- integer length
SetShaderInputVector4Array(text name, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
Parameters
- text name
- Libraries.Containers.Number32BitArray
- integer startIndex
- integer length
SetShaderInputVector4Array(integer uniformID, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
Parameters
- integer uniformID
- Libraries.Containers.Number32BitArray
- integer startIndex
- integer length
SetShaderMapping(Libraries.Game.Graphics.Shaders.ShaderMapping shaderMapping)
SetVertexInput(text name, integer size, integer type, boolean normalize, integer stride, integer offset)
Parameters
- text name
- integer size
- integer type
- boolean normalize
- integer stride
- integer offset
SetVertexInput(integer inputID, integer size, integer type, boolean normalize, integer stride, integer offset)
Parameters
- integer inputID
- integer size
- integer type
- boolean normalize
- integer stride
- integer offset
On this page
Variables TableAction Documentation- Add(Libraries.Game.Graphics.Shaders.Shader shader)
- AddOrderedVertexInput(text name)
- Begin()
- Compare(Libraries.Language.Object object)
- Compile()
- DisableVertexInput(integer inputID)
- DisableVertexInput(text inputName)
- Dispose()
- Draw(Libraries.Game.Graphics.Drawable drawable, integer startIndex, integer totalIndices)
- Draw(Libraries.Game.Graphics.Mesh mesh, Libraries.Game.Graphics.Camera camera, integer startIndex, integer totalIndices, Libraries.Containers.Array
vertexLocations) - Draw(Libraries.Game.Graphics.Mesh mesh, Libraries.Game.Graphics.Camera camera, integer startIndex, integer totalIndices)
- Draw(Libraries.Game.Graphics.Drawable drawable)
- EnableVertexInput(text inputName)
- EnableVertexInput(integer inputID)
- End()
- Equals(Libraries.Language.Object object)
- GetHashCode()
- GetID()
- GetIterator()
- GetName()
- GetOrderedVertexInputs()
- GetShaderInputLocation(text name)
- GetShaderInputNames()
- GetShaderInputSize(text name)
- GetShaderInputType(text name)
- GetShaderMapping()
- GetVertexInputLocation(text name)
- GetVertexInputNames()
- GetVertexInputSize(text name)
- GetVertexInputType(text name)
- HasShaderInput(text name)
- HasVertexInput(text name)
- Invalidate()
- IsCompiled()
- IsInvalidated()
- Reload()
- Remove(Libraries.Game.Graphics.Shaders.Shader shader)
- Render(Libraries.Game.Graphics.Renderable renderable)
- SetDefaultVertexInputValue(integer inputID, number x, number y, number z, number w)
- SetDefaultVertexInputValue(integer inputID, number x)
- SetDefaultVertexInputValue(text inputName, number x)
- SetDefaultVertexInputValue(integer inputID, number x, number y, number z)
- SetDefaultVertexInputValue(text inputName, number x, number y, number z)
- SetDefaultVertexInputValue(integer inputID, number x, number y)
- SetDefaultVertexInputValue(text inputName, number x, number y)
- SetDefaultVertexInputValue(text inputName, number x, number y, number z, number w)
- SetName(text name)
- SetShaderInput(integer uniformID, boolean value)
- SetShaderInput(integer uniformID, number value1, number value2, number value3)
- SetShaderInput(text name, number value1, number value2)
- SetShaderInput(text name, boolean value)
- SetShaderInput(text name, integer value1, integer value2, integer value3)
- SetShaderInput(integer uniformID, integer value)
- SetShaderInput(integer uniformID, integer value1, integer value2, integer value3, integer value4)
- SetShaderInput(integer uniformID, Libraries.Game.Graphics.Color color)
- SetShaderInput(text name, number value1, number value2, number value3, number value4)
- SetShaderInput(text name, integer value)
- SetShaderInput(integer uniformID, integer value1, integer value2)
- SetShaderInput(text name, number value)
- SetShaderInput(integer uniformID, number value1, number value2)
- SetShaderInput(integer uniformID, number value1, number value2, number value3, number value4)
- SetShaderInput(integer uniformID, Libraries.Compute.Vector3 values)
- SetShaderInput(integer uniformID, Libraries.Compute.Vector2 values)
- SetShaderInput(text name, integer value1, integer value2, integer value3, integer value4)
- SetShaderInput(integer uniformID, integer value1, integer value2, integer value3)
- SetShaderInput(text name, number value1, number value2, number value3)
- SetShaderInput(text name, Libraries.Game.Graphics.Color color)
- SetShaderInput(integer uniformID, number value)
- SetShaderInput(text name, Libraries.Compute.Vector2 values)
- SetShaderInput(text name, Libraries.Compute.Vector3 values)
- SetShaderInput(text name, integer value1, integer value2)
- SetShaderInputArray(text name, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
- SetShaderInputArray(integer uniformID, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
- SetShaderInputMatrix(integer uniformID, Libraries.Compute.Matrix3 matrix, boolean transpose)
- SetShaderInputMatrix(text name, Libraries.Compute.Matrix3 matrix)
- SetShaderInputMatrix(text name, Libraries.Compute.Matrix4 matrix)
- SetShaderInputMatrix(integer uniformID, Libraries.Compute.Matrix4 matrix)
- SetShaderInputMatrix(integer uniformID, Libraries.Compute.Matrix3 matrix)
- SetShaderInputMatrix(text name, Libraries.Compute.Matrix3 matrix, boolean transpose)
- SetShaderInputMatrix(text name, Libraries.Compute.Matrix4 matrix, boolean transpose)
- SetShaderInputMatrix(integer uniformID, Libraries.Compute.Matrix4 matrix, boolean transpose)
- SetShaderInputMatrix3(integer uniformID, Libraries.Containers.Number32BitArray matrix)
- SetShaderInputMatrix3(integer uniformID, Libraries.Containers.Number32BitArray matrix, boolean transpose)
- SetShaderInputMatrix4(integer uniformID, Libraries.Containers.Number32BitArray matrix, boolean transpose)
- SetShaderInputMatrix4(integer uniformID, Libraries.Containers.Number32BitArray matrix)
- SetShaderInputVector2Array(integer uniformID, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
- SetShaderInputVector2Array(text name, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
- SetShaderInputVector3Array(text name, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
- SetShaderInputVector3Array(integer uniformID, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
- SetShaderInputVector4Array(text name, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
- SetShaderInputVector4Array(integer uniformID, Libraries.Containers.Number32BitArray values, integer startIndex, integer length)
- SetShaderMapping(Libraries.Game.Graphics.Shaders.ShaderMapping shaderMapping)
- SetVertexInput(text name, integer size, integer type, boolean normalize, integer stride, integer offset)
- SetVertexInput(integer inputID, integer size, integer type, boolean normalize, integer stride, integer offset)