Uniforms

clay.graphics.Uniforms (Class)

Instance Members

gpuShader: clay.GpuShader

setInt(name: String, value: Int): Void
Name Type
name String
value Int

setIntArray(name: String, value: clay.buffers.Int32Array): Void
Name Type
name String
value clay.buffers.Int32Array

setFloat(name: String, value: Float): Void
Name Type
name String
value Float

setFloatArray(name: String, value: clay.buffers.Float32Array): Void
Name Type
name String
value clay.buffers.Float32Array

setVector2(name: String, x: Float, y: Float): Void
Name Type
name String
x Float
y Float

setVector3(name: String, x: Float, y: Float, z: Float): Void
Name Type
name String
x Float
y Float
z Float

setVector4(name: String, x: Float, y: Float, z: Float, w: Float): Void
Name Type
name String
x Float
y Float
z Float
w Float

setMatrix4(name: String, value: clay.buffers.Float32Array): Void
Name Type
name String
value clay.buffers.Float32Array

setColor(name: String, r: Float, g: Float, b: Float, a: Float): Void
Name Type
name String
r Float
g Float
b Float
a Float

setTexture(name: String, slot: Int, texture: Texture): Void
Name Type
name String
slot Int
texture Texture

apply(): Void

clone(): Uniforms
Returns
Uniforms

new(gpuShader: clay.GpuShader): Void
Name Type
gpuShader clay.GpuShader

Private Members

ints: Map

intArrays: Map

floats: Map

floatArrays: Map

vector2s: Map

vector3s: Map

vector4s: Map

matrix4s: Map

colors: Map

textures: Map

dirtyInts: Array<String>

dirtyIntArrays: Array<String>

dirtyFloats: Array<String>

dirtyFloatArrays: Array<String>

dirtyVector2s: Array<String>

dirtyVector3s: Array<String>

dirtyVector4s: Array<String>

dirtyMatrix4s: Array<String>

dirtyColors: Array<String>

dirtyTextures: Array<String>