| OpenGL-2.2.3.0: A binding for the OpenGL graphics system | Contents | Index

Graphics.Rendering.OpenGL.GL.Shaders

Portability | portable
Stability | stable
Maintainer | sven.panne@aedion.de

Contents

Shader Objects
Program Objects
Vertex attributes
Uniform variables
Implementation limits related to GLSL

Description
This module corresponds to sections 2.15 (Vertex Shaders) and section 3.11 (Fragment Shaders) of the OpenGL 2.1 specs.
Synopsis

class (Eq s, Ord s, Show s, ObjectName s) => Shader s
data VertexShader
data FragmentShader
shaderDeleteStatus :: Shader s => s -> GettableStateVar Bool
shaderSource :: Shader s => s -> StateVar [String]
compileShader :: Shader s => s -> IO ()
compileStatus :: Shader s => s -> GettableStateVar Bool
shaderInfoLog :: Shader s => s -> GettableStateVar String
data Program
programDeleteStatus :: Program -> GettableStateVar Bool
attachedShaders :: Program -> StateVar ([VertexShader], [FragmentShader])
linkProgram :: Program -> IO ()
linkStatus :: Program -> GettableStateVar Bool
programInfoLog :: Program -> GettableStateVar String
validateProgram :: Program -> IO ()
validateStatus :: Program -> GettableStateVar Bool
currentProgram :: StateVar (Maybe Program)
attribLocation :: Program -> String -> StateVar AttribLocation

data VariableType

= Float'
| FloatVec2
| FloatVec3
| FloatVec4
| Int'
| IntVec2
| IntVec3
| IntVec4
| UnsignedInt'
| UnsignedIntVec2
| UnsignedIntVec3
| UnsignedIntVec4
| Bool
| BoolVec2
| BoolVec3
| BoolVec4
| FloatMat2
| FloatMat3
| FloatMat4
| FloatMat2x3
| FloatMat2x4
| FloatMat3x2
| FloatMat3x4
| FloatMat4x2
| FloatMat4x3
| Sampler1D
| Sampler2D
| Sampler3D
| SamplerCube
| Sampler1DShadow
| Sampler2DShadow
| Sampler1DArray
| Sampler2DArray
| Sampler1DArrayShadow
| Sampler2DArrayShadow
| SamplerCubeShadow
| Sampler2DRect
| Sampler2DRectShadow
| IntSampler1D
| IntSampler2D
| IntSampler3D
| IntSamplerCube
| IntSampler1DArray
| IntSampler2DArray
| UnsignedIntSampler1D
| UnsignedIntSampler2D
| UnsignedIntSampler3D
| UnsignedIntSamplerCube
| UnsignedIntSampler1DArray
| UnsignedIntSampler2DArray

activeAttribs :: Program -> GettableStateVar [(GLint, VariableType, String)]
data UniformLocation
uniformLocation :: Program -> String -> GettableStateVar UniformLocation
activeUniforms :: Program -> GettableStateVar [(GLint, VariableType, String)]
class Uniform a where

uniform :: UniformLocation -> StateVar a
uniformv :: UniformLocation -> GLsizei -> Ptr a -> IO ()

class Storable a => UniformComponent a
maxVertexTextureImageUnits :: GettableStateVar GLsizei
maxTextureImageUnits :: GettableStateVar GLsizei
maxCombinedTextureImageUnits :: GettableStateVar GLsizei
maxTextureCoords :: GettableStateVar GLsizei
maxVertexUniformComponents :: GettableStateVar GLsizei
maxFragmentUniformComponents :: GettableStateVar GLsizei
maxVertexAttribs :: GettableStateVar GLsizei
maxVaryingFloats :: GettableStateVar GLsizei

Shader Objects
class (Eq s, Ord s, Show s, ObjectName s) => Shader s

Instances

Shader FragmentShader |
Shader VertexShader |

data VertexShader

Instances

Eq VertexShader |
Ord VertexShader |
Show VertexShader |
ObjectName VertexShader |
Shader VertexShader |

data FragmentShader

Instances

Eq FragmentShader |
Ord FragmentShader |
Show FragmentShader |
ObjectName FragmentShader |
Shader FragmentShader |

shaderDeleteStatus :: Shader s => s -> GettableStateVar Bool
shaderSource :: Shader s => s -> StateVar [String]
compileShader :: Shader s => s -> IO ()
compileStatus :: Shader s => s -> GettableStateVar Bool
shaderInfoLog :: Shader s => s -> GettableStateVar String
Program Objects
data Program

Instances

Eq Program |
Ord Program |
Show Program |
ObjectName Program |

programDeleteStatus :: Program -> GettableStateVar Bool
attachedShaders :: Program -> StateVar ([VertexShader], [FragmentShader])
linkProgram :: Program -> IO ()
linkStatus :: Program -> GettableStateVar Bool
programInfoLog :: Program -> GettableStateVar String
validateProgram :: Program -> IO ()
validateStatus :: Program -> GettableStateVar Bool
currentProgram :: StateVar (Maybe Program)
Vertex attributes
attribLocation :: Program -> String -> StateVar AttribLocation
data VariableType

Constructors

Float' |
FloatVec2 |
FloatVec3 |
FloatVec4 |
Int' |
IntVec2 |
IntVec3 |
IntVec4 |
UnsignedInt' |
UnsignedIntVec2 |
UnsignedIntVec3 |
UnsignedIntVec4 |
Bool |
BoolVec2 |
BoolVec3 |
BoolVec4 |
FloatMat2 |
FloatMat3 |
FloatMat4 |
FloatMat2x3 |
FloatMat2x4 |
FloatMat3x2 |
FloatMat3x4 |
FloatMat4x2 |
FloatMat4x3 |
Sampler1D |
Sampler2D |
Sampler3D |
SamplerCube |
Sampler1DShadow |
Sampler2DShadow |
Sampler1DArray |
Sampler2DArray |
Sampler1DArrayShadow |
Sampler2DArrayShadow |
SamplerCubeShadow |
Sampler2DRect |
Sampler2DRectShadow |
IntSampler1D |
IntSampler2D |
IntSampler3D |
IntSamplerCube |
IntSampler1DArray |
IntSampler2DArray |
UnsignedIntSampler1D |
UnsignedIntSampler2D |
UnsignedIntSampler3D |
UnsignedIntSamplerCube |
UnsignedIntSampler1DArray |
UnsignedIntSampler2DArray |

Instances

Eq VariableType |
Ord VariableType |
Show VariableType |

activeAttribs :: Program -> GettableStateVar [(GLint, VariableType, String)]
Uniform variables
data UniformLocation

Instances

Eq UniformLocation |
Ord UniformLocation |
Show UniformLocation |

uniformLocation :: Program -> String -> GettableStateVar UniformLocation
activeUniforms :: Program -> GettableStateVar [(GLint, VariableType, String)]
class Uniform a where

Methods

uniform :: UniformLocation -> StateVar a
uniformv :: UniformLocation -> GLsizei -> Ptr a -> IO ()

Instances

UniformComponent a => Uniform (Vertex4 a) |
UniformComponent a => Uniform (Vertex3 a) |
UniformComponent a => Uniform (Vertex2 a) |
UniformComponent a => Uniform (Index1 a) |
UniformComponent a => Uniform (Color4 a) |
UniformComponent a => Uniform (Color3 a) |
UniformComponent a => Uniform (FogCoord1 a) |
UniformComponent a => Uniform (Normal3 a) |
UniformComponent a => Uniform (TexCoord4 a) |
UniformComponent a => Uniform (TexCoord3 a) |
UniformComponent a => Uniform (TexCoord2 a) |
UniformComponent a => Uniform (TexCoord1 a) |

class Storable a => UniformComponent a

Instances

UniformComponent Float |
UniformComponent Int32 |
UniformComponent Word32 |

Implementation limits related to GLSL
maxVertexTextureImageUnits :: GettableStateVar GLsizei
Contains the number of hardware units that can be used to access texture maps from the vertex processor. The minimum legal value is 0.
maxTextureImageUnits :: GettableStateVar GLsizei
Contains the total number of hardware units that can be used to access texture maps from the fragment processor. The minimum legal value is 2.
maxCombinedTextureImageUnits :: GettableStateVar GLsizei
Contains the total number of hardware units that can be used to access texture maps from the vertex processor and the fragment processor combined. Note: If the vertex shader and the fragment processing stage access the same texture image unit, then that counts as using two texture image units. The minimum legal value is 2.
maxTextureCoords :: GettableStateVar GLsizei
Contains the number of texture coordinate sets that are available. The minimum legal value is 2.
maxVertexUniformComponents :: GettableStateVar GLsizei
Contains the number of individual components (i.e., floating-point, integer or boolean values) that are available for vertex shader uniform variables. The minimum legal value is 512.
maxFragmentUniformComponents :: GettableStateVar GLsizei
Contains the number of individual components (i.e., floating-point, integer or boolean values) that are available for fragment shader uniform variables. The minimum legal value is 64.
maxVertexAttribs :: GettableStateVar GLsizei
Contains the number of active vertex attributes that are available. The minimum legal value is 16.
maxVaryingFloats :: GettableStateVar GLsizei
Contains the number of individual floating-point values available for varying variables. The minimum legal value is 32.
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