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SFML
Simple and Fast Multimedia Library
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Namespace with GLSL types. More...
Typedefs | |
| using | Vec2 = Vector2<float> |
2D float vector (vec2 in GLSL) | |
| using | Ivec2 = Vector2<int> |
2D int vector (ivec2 in GLSL) | |
| using | Bvec2 = Vector2<bool> |
2D bool vector (bvec2 in GLSL) | |
| using | Vec3 = Vector3<float> |
3D float vector (vec3 in GLSL) | |
| using | Ivec3 = Vector3<int> |
3D int vector (ivec3 in GLSL) | |
| using | Bvec3 = Vector3<bool> |
3D bool vector (bvec3 in GLSL) | |
| using | Vec4 = priv::Vector4<float> |
| using | Ivec4 = priv::Vector4<int> |
| using | Bvec4 = priv::Vector4<bool> |
| using | Mat3 = priv::Matrix<3, 3> |
| using | Mat4 = priv::Matrix<4, 4> |
Namespace with GLSL types.
The sf::Glsl namespace contains types that match their equivalents in GLSL, the OpenGL shading language. These types are exclusively used by the sf::Shader class.
Types that already exist in SFML, such as sf::Vector2<T> and sf::Vector3<T>, are reused as type aliases, so you can use the types in this namespace as well as the original ones. Others are newly defined, such as Glsl::Vec4 or Glsl::Mat3. Their actual type is an implementation detail and should not be used.
All vector types support a default constructor that initializes every component to zero, in addition to a constructor with one parameter for each component. The components are stored in member variables called x, y, z, and w.
All matrix types support a constructor with a float* parameter that points to a float array of the appropriate size (that is, 9 in a 3x3 matrix, 16 in a 4x4 matrix). Furthermore, they can be converted from sf::Transform objects.
| using sf::Glsl::Bvec2 = Vector2<bool> |
2D bool vector (bvec2 in GLSL)
| using sf::Glsl::Bvec3 = Vector3<bool> |
3D bool vector (bvec3 in GLSL)
| using sf::Glsl::Bvec4 = priv::Vector4<bool> |
| using sf::Glsl::Ivec2 = Vector2<int> |
2D int vector (ivec2 in GLSL)
| using sf::Glsl::Ivec3 = Vector3<int> |
3D int vector (ivec3 in GLSL)
| using sf::Glsl::Ivec4 = priv::Vector4<int> |
| using sf::Glsl::Mat3 = priv::Matrix<3, 3> |
| using sf::Glsl::Mat4 = priv::Matrix<4, 4> |
| using sf::Glsl::Vec2 = Vector2<float> |
2D float vector (vec2 in GLSL)
| using sf::Glsl::Vec3 = Vector3<float> |
3D float vector (vec3 in GLSL)
| using sf::Glsl::Vec4 = priv::Vector4<float> |