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1 /*
2  * Copyright (c) 2021 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #include "shader.h"
17 
Shader(const std::string & vertexSource,const std::string & fragmentSource)18 Shader::Shader(const std::string& vertexSource, const std::string& fragmentSource)
19 {
20 }
21 
~Shader()22 Shader::~Shader()
23 {
24 }
25 
Available()26 bool Shader::Available()
27 {
28     return false;
29 }
30 
Bind() const31 void Shader::Bind() const
32 {
33 }
34 
Unbind() const35 void Shader::Unbind() const
36 {
37 }
38 
SetUniform1i(const std::string & name,int32_t v)39 void Shader::SetUniform1i(const std::string& name, int32_t v)
40 {
41 }
42 
SetUniform1f(const std::string & name,float v)43 void Shader::SetUniform1f(const std::string& name, float v)
44 {
45 }
46 
SetUniform4f(const std::string & name,float v0,float v1,float v2,float v3)47 void Shader::SetUniform4f(const std::string& name, float v0, float v1, float v2, float v3)
48 {
49 }
50 
SetUniformMat4f(const std::string & name,const Matrix<float> & matrix)51 void Shader::SetUniformMat4f(const std::string& name, const Matrix<float>& matrix)
52 {
53 }
54 
GetAttribLocation(const std::string & name)55 int32_t Shader::GetAttribLocation(const std::string& name)
56 {
57     return -1;
58 }
59 
GetUniformLocation(const std::string & name)60 int32_t Shader::GetUniformLocation(const std::string& name)
61 {
62     return -1;
63 }
64 
CompileShader(uint32_t type,const std::string & source)65 uint32_t Shader::CompileShader(uint32_t type, const std::string& source)
66 {
67     return -1;
68 }
69 
CreateShader(const std::string & vertexShader,const std::string & fragmentShader)70 uint32_t Shader::CreateShader(const std::string& vertexShader, const std::string& fragmentShader)
71 {
72     return -1;
73 }
74