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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="unit">Unit CastleGLShaders</h1>
<table class="sections wide_list">
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Uses">Uses</a></td><td><a class="section" href="#PasDoc-Classes">Classes, Interfaces, Objects and Records</a></td><td><a class="section" href="#PasDoc-FuncsProcs">Functions and Procedures</a></td><td><a class="section" href="#PasDoc-Types">Types</a></td><td>Constants</td><td><a class="section" href="#PasDoc-Variables">Variables</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
OpenGL shaders in GLSL language.
<p></p>
<ul class="paragraph_spacing">
<li><p> Creating/destroying the <a class="normal" href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a> instance immediately creates/destroys appropriate program on GPU. So be sure to create/destroy it only when you have OpenGL context available (for example, create in <a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnOpen">TCastleWindowCustom.OnOpen</a> and destroy in <a class="normal" href="CastleWindow.TCastleWindowCustom.html#OnClose">TCastleWindowCustom.OnClose</a>).</p></li>
<li><p> Upon creation, we check current OpenGL context abilities. Currently three support levels are possible: no support at all (old OpenGL), support through ARB extensions, or support built-in (newer OpenGL versions, >= 2.0).
<p>All three cases are automatically handled inside, so usually you do not have to care about these details. Note that "none" support (on older OpenGL version with no appropriate ARB extensions) means that shaders are not really initialized at all.</p></li>
</ul>
<p></p>
<a name="PasDoc-Uses"></a><h2 class="uses">Uses</h2>
<ul class="useslist"><li>SysUtils</li><li>Classes</li><li>GL</li><li>GLU</li><li>GLExt</li><li><a href="CastleGLUtils.html">CastleGLUtils</a></li><li><a href="CastleUtils.html">CastleUtils</a></li><li><a href="CastleVectors.html">CastleVectors</a></li><li>FGL</li><li><a href="CastleShaders.html">CastleShaders</a></li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Classes"></a><h3 class="cio">Classes, Interfaces, Objects and Records</h3>
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<th class="itemname">Name</th>
<th class="itemdesc">Description</th>
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<td class="itemname">Class <a class="bold" href="CastleGLShaders.EGLSLError.html"><code>EGLSLError</code></a></td>
<td class="itemdesc">Common class for exceptions related to GLSL programs.</td>
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<td class="itemname">Class <a class="bold" href="CastleGLShaders.EGLSLShaderCompileError.html"><code>EGLSLShaderCompileError</code></a></td>
<td class="itemdesc"> </td>
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<td class="itemname">Class <a class="bold" href="CastleGLShaders.EGLSLProgramLinkError.html"><code>EGLSLProgramLinkError</code></a></td>
<td class="itemdesc"> </td>
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<td class="itemname">Class <a class="bold" href="CastleGLShaders.EGLSLRunningInSoftware.html"><code>EGLSLRunningInSoftware</code></a></td>
<td class="itemdesc"> </td>
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<td class="itemname">Class <a class="bold" href="CastleGLShaders.EGLSLAttributeNotFound.html"><code>EGLSLAttributeNotFound</code></a></td>
<td class="itemdesc"> </td>
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<td class="itemname">Class <a class="bold" href="CastleGLShaders.EGLSLUniformInvalid.html"><code>EGLSLUniformInvalid</code></a></td>
<td class="itemdesc"> </td>
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<td class="itemname">Class <a class="bold" href="CastleGLShaders.EGLSLUniformNotFound.html"><code>EGLSLUniformNotFound</code></a></td>
<td class="itemdesc"> </td>
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<td class="itemname">Class <a class="bold" href="CastleGLShaders.EGLSLUniformTypeMismatch.html"><code>EGLSLUniformTypeMismatch</code></a></td>
<td class="itemdesc"> </td>
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<td class="itemname">Class <a class="bold" href="CastleGLShaders.TGLSLProgram.html"><code>TGLSLProgram</code></a></td>
<td class="itemdesc">Easily handle program in GLSL (OpenGL Shading Language).</td>
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<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
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<td class="itemcode"><code>function <b><a href="CastleGLShaders.html#GetCurrentProgram">GetCurrentProgram</a></b>: <a href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleGLShaders.html#SetCurrentProgram">SetCurrentProgram</a></b>(const Value: <a href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a>);</code></td>
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<a name="PasDoc-Types"></a><h3 class="summary">Types</h3>
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<td class="itemcode"><code><b><a href="CastleGLShaders.html#TGLuintList">TGLuintList</a></b> = <a href="CastleUtils.TCardinalList.html">TCardinalList</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleGLShaders.html#TUniformNotFoundAction">TUniformNotFoundAction</a></b> = (...);</code></td>
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<td class="itemcode"><code><b><a href="CastleGLShaders.html#TUniformTypeMismatchAction">TUniformTypeMismatchAction</a></b> = (...);</code></td>
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<td class="itemcode"><code><b><a href="CastleGLShaders.html#TGLSLProgramList">TGLSLProgramList</a></b> = specialize TFPGObjectList<<a href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a>>;</code></td>
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<a name="PasDoc-Variables"></a><h3 class="summary">Variables</h3>
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<td class="itemcode"><code><b><a href="CastleGLShaders.html#LogShaders">LogShaders</a></b>: boolean;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGLShaders.html#CurrentProgram">CurrentProgram</a></b>: <a href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a>
read <a href="CastleGLShaders.html#GetCurrentProgram">GetCurrentProgram</a> write <a href="CastleGLShaders.html#SetCurrentProgram">SetCurrentProgram</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
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<td class="itemcode"><a name="GetCurrentProgram"></a><code>function <b>GetCurrentProgram</b>: <a href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a>;</code></td>
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<td class="itemcode"><a name="SetCurrentProgram"></a><code>procedure <b>SetCurrentProgram</b>(const Value: <a href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a>);</code></td>
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<h3 class="detail">Types</h3>
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<td class="itemcode"><a name="TGLuintList"></a><code><b>TGLuintList</b> = <a href="CastleUtils.TCardinalList.html">TCardinalList</a>;</code></td>
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<td class="itemcode"><a name="TUniformNotFoundAction"></a><code><b>TUniformNotFoundAction</b> = (...);</code></td>
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<p>
What to do when GLSL uniform variable is set (<a class="normal" href="CastleGLShaders.TGLSLProgram.html#SetUniform">TGLSLProgram.SetUniform</a>) but doesn't exist in the shader.</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
uaWarning: Report that uniform variable not found to <a class="normal" href="CastleWarnings.html#OnWarning">OnWarning</a>.</li>
<li>
uaException: Report that uniform variable not found by raising <a class="normal" href="CastleGLShaders.EGLSLUniformNotFound.html">EGLSLUniformNotFound</a>.</li>
<li>
uaIgnore: Ignore the fact that uniform variable doesn't exist in the GLSL shader. Do not warn anywhere.</li>
</ul>
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<td class="itemcode"><a name="TUniformTypeMismatchAction"></a><code><b>TUniformTypeMismatchAction</b> = (...);</code></td>
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<p>
What to do when GLSL uniform variable is set (by <a class="normal" href="CastleGLShaders.TGLSLProgram.html#SetUniform">TGLSLProgram.SetUniform</a>) to the type that doesn't match type declared in GLSL shader.</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
utGLError: Do not catch uniform type mismatch, leaving it to OpenGL. This will cause OpenGL error "invalid operation" (possibly resulting in an exception in some later code that checks OpenGL errors).
<p>This is unsafe (you may get OpenGL errors later), but is also fastest. Other options have to detect invalid types, which means checking the OpenGL error state each time you set uniform value.</li>
<li>
utWarning: Report type mismatch to <a class="normal" href="CastleWarnings.html#OnWarning">OnWarning</a>.</li>
<li>
utException: Report type mismatch by raising <a class="normal" href="CastleGLShaders.EGLSLUniformTypeMismatch.html">EGLSLUniformTypeMismatch</a>.</li>
</ul>
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<td class="itemcode"><a name="TGLSLProgramList"></a><code><b>TGLSLProgramList</b> = specialize TFPGObjectList<<a href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a>>;</code></td>
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<h3 class="detail">Variables</h3>
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<td class="itemcode"><a name="LogShaders"></a><code><b>LogShaders</b>: boolean;</code></td>
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<td class="itemcode"><a name="CurrentProgram"></a><code>property <b>CurrentProgram</b>: <a href="CastleGLShaders.TGLSLProgram.html">TGLSLProgram</a>
read <a href="CastleGLShaders.html#GetCurrentProgram">GetCurrentProgram</a> write <a href="CastleGLShaders.html#SetCurrentProgram">SetCurrentProgram</a>;</code></td>
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<p>
Currently enabled GLSL program. <code>Nil</code> if fixed-function pipeline should be used. Setting this property encapsulates the OpenGL glUseProgram (or equivalent ARB extension), additionally preventing redundant glUseProgram calls.</p>
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