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Shader.h File Reference

Go to the source code of this file.

Functions

sfShadersfShader_createFromFile (const char *vertexShaderFilename, const char *geometryShaderFilename, const char *fragmentShaderFilename)
 Load the vertex, geometry and fragment shaders from files.
 
sfShadersfShader_createFromMemory (const char *vertexShader, const char *geometryShader, const char *fragmentShader)
 Load the vertex, geometry and fragment shaders from source code in memory.
 
sfShadersfShader_createFromStream (sfInputStream *vertexShaderStream, sfInputStream *geometryShaderStream, sfInputStream *fragmentShaderStream)
 Load the vertex, geometry and fragment shaders from custom streams.
 
void sfShader_destroy (const sfShader *shader)
 Destroy an existing shader.
 
void sfShader_setFloatUniform (sfShader *shader, const char *name, float x)
 Specify value for float uniform.
 
void sfShader_setVec2Uniform (sfShader *shader, const char *name, sfGlslVec2 vector)
 Specify value for vec2 uniform.
 
void sfShader_setVec3Uniform (sfShader *shader, const char *name, sfGlslVec3 vector)
 Specify value for vec3 uniform.
 
void sfShader_setVec4Uniform (sfShader *shader, const char *name, sfGlslVec4 vector)
 Specify value for vec4 uniform.
 
void sfShader_setColorUniform (sfShader *shader, const char *name, sfColor color)
 Specify value for vec4 uniform.
 
void sfShader_setIntUniform (sfShader *shader, const char *name, int x)
 Specify value for int uniform.
 
void sfShader_setIvec2Uniform (sfShader *shader, const char *name, sfGlslIvec2 vector)
 Specify value for ivec2 uniform.
 
void sfShader_setIvec3Uniform (sfShader *shader, const char *name, sfGlslIvec3 vector)
 Specify value for ivec3 uniform.
 
void sfShader_setIvec4Uniform (sfShader *shader, const char *name, sfGlslIvec4 vector)
 Specify value for ivec4 uniform.
 
void sfShader_setIntColorUniform (sfShader *shader, const char *name, sfColor color)
 Specify value for ivec4 uniform.
 
void sfShader_setBoolUniform (sfShader *shader, const char *name, bool x)
 Specify value for bool uniform.
 
void sfShader_setBvec2Uniform (sfShader *shader, const char *name, sfGlslBvec2 vector)
 Specify value for bvec2 uniform.
 
void sfShader_setBvec3Uniform (sfShader *shader, const char *name, sfGlslBvec3 vector)
 Specify value for Bvec3 uniform.
 
void sfShader_setBvec4Uniform (sfShader *shader, const char *name, sfGlslBvec4 vector)
 Specify value for bvec4 uniform.
 
void sfShader_setMat3Uniform (sfShader *shader, const char *name, const sfGlslMat3 *matrix)
 Specify value for mat3 matrix.
 
void sfShader_setMat4Uniform (sfShader *shader, const char *name, const sfGlslMat4 *matrix)
 Specify value for mat4 matrix.
 
void sfShader_setTextureUniform (sfShader *shader, const char *name, const sfTexture *texture)
 Specify a texture as sampler2D uniform.
 
void sfShader_setCurrentTextureUniform (sfShader *shader, const char *name)
 Specify current texture as sampler2D uniform.
 
void sfShader_setFloatUniformArray (sfShader *shader, const char *name, const float *scalarArray, size_t length)
 Specify values for float[] array uniform.
 
void sfShader_setVec2UniformArray (sfShader *shader, const char *name, const sfGlslVec2 *vectorArray, size_t length)
 Specify values for vec2[] array uniform.
 
void sfShader_setVec3UniformArray (sfShader *shader, const char *name, const sfGlslVec3 *vectorArray, size_t length)
 Specify values for vec3[] array uniform.
 
void sfShader_setVec4UniformArray (sfShader *shader, const char *name, const sfGlslVec4 *vectorArray, size_t length)
 Specify values for vec4[] array uniform.
 
void sfShader_setMat3UniformArray (sfShader *shader, const char *name, const sfGlslMat3 *matrixArray, size_t length)
 Specify values for mat3[] array uniform.
 
void sfShader_setMat4UniformArray (sfShader *shader, const char *name, const sfGlslMat4 *matrixArray, size_t length)
 Specify values for mat4[] array uniform.
 
unsigned int sfShader_getNativeHandle (const sfShader *shader)
 Get the underlying OpenGL handle of the shader.
 
void sfShader_bind (const sfShader *shader)
 Bind a shader for rendering (activate it)
 
bool sfShader_isAvailable (void)
 Tell whether or not the system supports shaders.
 
bool sfShader_isGeometryAvailable (void)
 Tell whether or not the system supports geometry shaders.
 

Function Documentation

◆ sfShader_bind()

void sfShader_bind ( const sfShader shader)

Bind a shader for rendering (activate it)

This function is not part of the graphics API, it mustn't be used when drawing SFML entities. It must be used only if you mix sfShader with OpenGL code.

sfShader *s1, *s2;
...
sfShader_bind(s1);
// draw OpenGL stuff that use s1...
// draw OpenGL stuff that use s2...
// draw OpenGL stuff that use no shader...
struct sfShader sfShader
void sfShader_bind(const sfShader *shader)
Bind a shader for rendering (activate it)
Parameters
shaderShader to bind, can be null to use no shader

◆ sfShader_createFromFile()

sfShader * sfShader_createFromFile ( const char *  vertexShaderFilename,
const char *  geometryShaderFilename,
const char *  fragmentShaderFilename 
)

Load the vertex, geometry and fragment shaders from files.

This function loads the vertex, geometry and fragment shaders. Pass NULL if you don't want to load a specific shader. The sources must be text files containing valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.

Parameters
vertexShaderFilenamePath of the vertex shader file to load, or NULL to skip this shader
geometryShaderFilenamePath of the geometry shader file to load, or NULL to skip this shader
fragmentShaderFilenamePath of the fragment shader file to load, or NULL to skip this shader
Returns
A new sfShader object, or NULL if it failed

◆ sfShader_createFromMemory()

sfShader * sfShader_createFromMemory ( const char *  vertexShader,
const char *  geometryShader,
const char *  fragmentShader 
)

Load the vertex, geometry and fragment shaders from source code in memory.

This function loads the vertex, geometry and fragment shaders. Pass NULL if you don't want to load a specific shader. The sources must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.

Parameters
vertexShaderString containing the source code of the vertex shader, or NULL to skip this shader
geometryShaderString containing the source code of the geometry shader, or NULL to skip this shader
fragmentShaderString containing the source code of the fragment shader, or NULL to skip this shader
Returns
A new sfShader object, or NULL if it failed

◆ sfShader_createFromStream()

sfShader * sfShader_createFromStream ( sfInputStream vertexShaderStream,
sfInputStream geometryShaderStream,
sfInputStream fragmentShaderStream 
)

Load the vertex, geometry and fragment shaders from custom streams.

This function loads the vertex, geometry and fragment shaders. Pass NULL if you don't want to load a specific shader. The source codes must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you'll probably need to read a good documentation for it before writing your own shaders.

Parameters
vertexShaderStreamSource stream to read the vertex shader from, or NULL to skip this shader
geometryShaderStreamSource stream to read the geometry shader from, or NULL to skip this shader
fragmentShaderStreamSource stream to read the fragment shader from, or NULL to skip this shader
Returns
A new sfShader object, or NULL if it failed

◆ sfShader_destroy()

void sfShader_destroy ( const sfShader shader)

Destroy an existing shader.

Parameters
shaderShader to delete

◆ sfShader_getNativeHandle()

unsigned int sfShader_getNativeHandle ( const sfShader shader)

Get the underlying OpenGL handle of the shader.

You shouldn't need to use this function, unless you have very specific stuff to implement that SFML doesn't support, or implement a temporary workaround until a bug is fixed.

Parameters
shaderShader object
Returns
OpenGL handle of the shader or 0 if not yet loaded

◆ sfShader_isAvailable()

bool sfShader_isAvailable ( void  )

Tell whether or not the system supports shaders.

This function should always be called before using the shader features. If it returns false, then any attempt to use sfShader will fail.

Returns
true if the system can use shaders, false otherwise

◆ sfShader_isGeometryAvailable()

bool sfShader_isGeometryAvailable ( void  )

Tell whether or not the system supports geometry shaders.

This function should always be called before using the geometry shader features. If it returns false, then any attempt to use sfShader geometry shader features will fail.

This function can only return true if isAvailable() would also return true, since shaders in general have to be supported in order for geometry shaders to be supported as well.

Note: The first call to this function, whether by your code or SFML will result in a context switch.

Returns
True if geometry shaders are supported, false otherwise

◆ sfShader_setBoolUniform()

void sfShader_setBoolUniform ( sfShader shader,
const char *  name,
bool  x 
)

Specify value for bool uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
xValue of the bool scalar

◆ sfShader_setBvec2Uniform()

void sfShader_setBvec2Uniform ( sfShader shader,
const char *  name,
sfGlslBvec2  vector 
)

Specify value for bvec2 uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
vectorValue of the bvec2 vector

◆ sfShader_setBvec3Uniform()

void sfShader_setBvec3Uniform ( sfShader shader,
const char *  name,
sfGlslBvec3  vector 
)

Specify value for Bvec3 uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
vectorValue of the Bvec3 vector

◆ sfShader_setBvec4Uniform()

void sfShader_setBvec4Uniform ( sfShader shader,
const char *  name,
sfGlslBvec4  vector 
)

Specify value for bvec4 uniform.

sfColor objects can be passed to this function via the use of sfGlslIvec4_fromsfColor(sfColor);

Parameters
shaderShader object
nameName of the uniform variable in GLSL
vectorValue of the bvec4 vector

◆ sfShader_setColorUniform()

void sfShader_setColorUniform ( sfShader shader,
const char *  name,
sfColor  color 
)

Specify value for vec4 uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
colorValue of the vec4 vector

◆ sfShader_setCurrentTextureUniform()

void sfShader_setCurrentTextureUniform ( sfShader shader,
const char *  name 
)

Specify current texture as sampler2D uniform.

This overload maps a shader texture variable to the texture of the object being drawn, which cannot be known in advance. The corresponding parameter in the shader must be a 2D texture (sampler2D GLSL type).

Example:

uniform sampler2D current; // this is the variable in the shader
void sfShader_setCurrentTextureUniform(sfShader *shader, const char *name)
Specify current texture as sampler2D uniform.
Parameters
shaderShader object
nameName of the texture in the shader

◆ sfShader_setFloatUniform()

void sfShader_setFloatUniform ( sfShader shader,
const char *  name,
float  x 
)

Specify value for float uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
xValue of the float scalar

◆ sfShader_setFloatUniformArray()

void sfShader_setFloatUniformArray ( sfShader shader,
const char *  name,
const float *  scalarArray,
size_t  length 
)

Specify values for float[] array uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
scalarArraypointer to array of float values
lengthNumber of elements in the array

◆ sfShader_setIntColorUniform()

void sfShader_setIntColorUniform ( sfShader shader,
const char *  name,
sfColor  color 
)

Specify value for ivec4 uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
colorValue of the ivec4 vector

◆ sfShader_setIntUniform()

void sfShader_setIntUniform ( sfShader shader,
const char *  name,
int  x 
)

Specify value for int uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
xValue of the integer scalar

◆ sfShader_setIvec2Uniform()

void sfShader_setIvec2Uniform ( sfShader shader,
const char *  name,
sfGlslIvec2  vector 
)

Specify value for ivec2 uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
vectorValue of the ivec2 vector

◆ sfShader_setIvec3Uniform()

void sfShader_setIvec3Uniform ( sfShader shader,
const char *  name,
sfGlslIvec3  vector 
)

Specify value for ivec3 uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
vectorValue of the ivec3 vector

◆ sfShader_setIvec4Uniform()

void sfShader_setIvec4Uniform ( sfShader shader,
const char *  name,
sfGlslIvec4  vector 
)

Specify value for ivec4 uniform.

sfColor objects can be passed to this function via the use of sfGlslIvec4_fromsfColor(sfColor);

Parameters
shaderShader object
nameName of the uniform variable in GLSL
vectorValue of the ivec4 vector

◆ sfShader_setMat3Uniform()

void sfShader_setMat3Uniform ( sfShader shader,
const char *  name,
const sfGlslMat3 matrix 
)

Specify value for mat3 matrix.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
matrixValue of the mat3 matrix

◆ sfShader_setMat3UniformArray()

void sfShader_setMat3UniformArray ( sfShader shader,
const char *  name,
const sfGlslMat3 matrixArray,
size_t  length 
)

Specify values for mat3[] array uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
matrixArraypointer to array of mat3 values
lengthNumber of elements in the array

◆ sfShader_setMat4Uniform()

void sfShader_setMat4Uniform ( sfShader shader,
const char *  name,
const sfGlslMat4 matrix 
)

Specify value for mat4 matrix.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
matrixValue of the mat4 matrix

◆ sfShader_setMat4UniformArray()

void sfShader_setMat4UniformArray ( sfShader shader,
const char *  name,
const sfGlslMat4 matrixArray,
size_t  length 
)

Specify values for mat4[] array uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
matrixArraypointer to array of mat4 values
lengthNumber of elements in the array

◆ sfShader_setTextureUniform()

void sfShader_setTextureUniform ( sfShader shader,
const char *  name,
const sfTexture texture 
)

Specify a texture as sampler2D uniform.

name is the name of the variable to change in the shader. The corresponding parameter in the shader must be a 2D texture (sampler2D GLSL type).

Example:

uniform sampler2D the_texture; // this is the variable in the shader
sfTexture texture;
...
sfShader_setTextureUniform(shader, "the_texture", &texture);
struct sfTexture sfTexture

It is important to note that texture must remain alive as long as the shader uses it, no copy is made internally.

To use the texture of the object being drawn, which cannot be known in advance, you can pass the special value sf::Shader::CurrentTexture:

shader.setUniform("the_texture", sf::Shader::CurrentTexture).
Parameters
shaderShader object
nameName of the texture in the shader
textureTexture to assign

◆ sfShader_setVec2Uniform()

void sfShader_setVec2Uniform ( sfShader shader,
const char *  name,
sfGlslVec2  vector 
)

Specify value for vec2 uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
vectorValue of the vec2 vector

◆ sfShader_setVec2UniformArray()

void sfShader_setVec2UniformArray ( sfShader shader,
const char *  name,
const sfGlslVec2 vectorArray,
size_t  length 
)

Specify values for vec2[] array uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
vectorArraypointer to array of vec2 values
lengthNumber of elements in the array

◆ sfShader_setVec3Uniform()

void sfShader_setVec3Uniform ( sfShader shader,
const char *  name,
sfGlslVec3  vector 
)

Specify value for vec3 uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
vectorValue of the vec3 vector

◆ sfShader_setVec3UniformArray()

void sfShader_setVec3UniformArray ( sfShader shader,
const char *  name,
const sfGlslVec3 vectorArray,
size_t  length 
)

Specify values for vec3[] array uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
vectorArraypointer to array of vec3 values
lengthNumber of elements in the array

◆ sfShader_setVec4Uniform()

void sfShader_setVec4Uniform ( sfShader shader,
const char *  name,
sfGlslVec4  vector 
)

Specify value for vec4 uniform.

sfColor objects can be passed to this function via the use of sfGlslVec4_fromsfColor(sfColor);

Parameters
shaderShader object
nameName of the uniform variable in GLSL
vectorValue of the vec4 vector

◆ sfShader_setVec4UniformArray()

void sfShader_setVec4UniformArray ( sfShader shader,
const char *  name,
const sfGlslVec4 vectorArray,
size_t  length 
)

Specify values for vec4[] array uniform.

Parameters
shaderShader object
nameName of the uniform variable in GLSL
vectorArraypointer to array of vec4 values
lengthNumber of elements in the array