Abstract OpenGL ES shader object, implemented by GLFragmentShader and GLVertexShader

Introduced properties

fun is_compiled: Bool

glesv2 :: GLShader :: is_compiled

Has this shader been compiled?
fun is_deleted: Bool

glesv2 :: GLShader :: is_deleted

Has this shader been deleted?
fun source: nullable String

glesv2 :: GLShader :: source

Source of the shader, if available

Redefined properties

redef type SELF: GLShader

glesv2 $ GLShader :: SELF

Type of this instance, automatically specialized in every class

All properties

fun !=(other: nullable Object): Bool

core :: Object :: !=

Have self and other different values?
fun ==(other: nullable Object): Bool

core :: Object :: ==

Have self and other the same value?
type CLASS: Class[SELF]

core :: Object :: CLASS

The type of the class of self.
type SELF: Object

core :: Object :: SELF

Type of this instance, automatically specialized in every class
fun address_is_null: Bool

core :: Pointer :: address_is_null

Is the address behind this Object at NULL?
protected fun class_factory(name: String): CLASS

core :: Object :: class_factory

Implementation used by get_class to create the specific class.
fun class_name: String

core :: Object :: class_name

The class name of the object.
fun free

core :: Pointer :: free

Free the memory pointed by this pointer
fun get_class: CLASS

core :: Object :: get_class

The meta-object representing the dynamic type of self.
fun hash: Int

core :: Object :: hash

The hash code of the object.
init init

core :: Object :: init

fun inspect: String

core :: Object :: inspect

Developer readable representation of self.
protected fun inspect_head: String

core :: Object :: inspect_head

Return "CLASSNAME:#OBJECTID".
fun is_compiled: Bool

glesv2 :: GLShader :: is_compiled

Has this shader been compiled?
fun is_deleted: Bool

glesv2 :: GLShader :: is_deleted

Has this shader been deleted?
intern fun is_same_instance(other: nullable Object): Bool

core :: Object :: is_same_instance

Return true if self and other are the same instance (i.e. same identity).
fun is_same_serialized(other: nullable Object): Bool

core :: Object :: is_same_serialized

Is self the same as other in a serialization context?
intern fun is_same_type(other: Object): Bool

core :: Object :: is_same_type

Return true if self and other have the same dynamic type.
init nul: Pointer

core :: Pointer :: nul

C NULL pointer
intern fun object_id: Int

core :: Object :: object_id

An internal hash code for the object based on its identity.
fun output

core :: Object :: output

Display self on stdout (debug only).
intern fun output_class_name

core :: Object :: output_class_name

Display class name on stdout (debug only).
fun serialization_hash: Int

core :: Object :: serialization_hash

Hash value use for serialization
fun source: nullable String

glesv2 :: GLShader :: source

Source of the shader, if available
intern fun sys: Sys

core :: Object :: sys

Return the global sys object, the only instance of the Sys class.
abstract fun to_jvalue(env: JniEnv): JValue

core :: Object :: to_jvalue

fun to_s: String

core :: Object :: to_s

User readable representation of self.
package_diagram glesv2::GLShader GLShader core::Pointer Pointer glesv2::GLShader->core::Pointer core::Object Object core::Pointer->core::Object ...core::Object ... ...core::Object->core::Object glesv2::GLFragmentShader GLFragmentShader glesv2::GLFragmentShader->glesv2::GLShader glesv2::GLVertexShader GLVertexShader glesv2::GLVertexShader->glesv2::GLShader

Ancestors

interface Object

core :: Object

The root of the class hierarchy.

Parents

extern class Pointer

core :: Pointer

Pointer classes are used to manipulate extern C structures.

Children

extern class GLFragmentShader

glesv2 :: GLFragmentShader

An OpenGL ES 2.0 fragment shader
extern class GLVertexShader

glesv2 :: GLVertexShader

An OpenGL ES 2.0 vertex shader

Class definitions

glesv2 $ GLShader
# Abstract OpenGL ES shader object, implemented by `GLFragmentShader` and `GLVertexShader`
extern class GLShader `{GLuint`}

	# Source of the shader, if available
	#
	# Returns `null` if the source is not available, usually when the shader
	# was created from a binary file.
	fun source: nullable String
	do
		var size = glGetShaderiv(self, gl_SHADER_SOURCE_LENGTH)
		if size == 0 then return null
		return source_native(size).to_s
	end

	private fun source_native(size: Int): CString `{
		GLchar *code = malloc(size);
		glGetShaderSource(self, size, NULL, code);
		return code;
	`}

	# Has this shader been compiled?
	fun is_compiled: Bool do return glGetShaderiv(self, gl_COMPILE_STATUS) != 0

	# Has this shader been deleted?
	fun is_deleted: Bool do return glGetShaderiv(self, gl_DELETE_STATUS) != 0
end
lib/glesv2/glesv2.nit:227,1--252,3