SFML - Simple and Fast Multimedia Library

SFML 2.5.1

- Main Page
- Related Pages
- Modules
- Namespaces
- Classes
- Files

- Namespace List
- Namespace Members

Typedefs
sf::Glsl Namespace Reference
Graphics module

Namespace with GLSL types. More...

## Typedefs
typedef Vector2< float > | Vec2
| 2D float vector (`vec2` in GLSL) More...
typedef Vector2< int > | Ivec2
| 2D int vector (`ivec2` in GLSL) More...
typedef Vector2< bool > | Bvec2
| 2D bool vector (`bvec2` in GLSL) More...
typedef Vector3< float > | Vec3
| 3D float vector (`vec3` in GLSL) More...
typedef Vector3< int > | Ivec3
| 3D int vector (`ivec3` in GLSL) More...
typedef Vector3< bool > | Bvec3
| 3D bool vector (`bvec3` in GLSL) More...
typedef implementation defined | Vec4
| 4D float vector (`vec4` in GLSL) More...
typedef implementation defined | Ivec4
| 4D int vector (`ivec4` in GLSL) More...
typedef implementation defined | Bvec4
| 4D bool vector (`bvec4` in GLSL) More...
typedef implementation defined | Mat3
| 3x3 float matrix (`mat3` in GLSL) More...
typedef implementation defined | Mat4
| 4x4 float matrix (`mat4` in GLSL) More...

## Detailed Description

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 typedefs, 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.

See also
  sf::Shader

## Typedef Documentation

## ◆ Bvec2

typedef Vector2<bool> sf::Glsl::Bvec2

2D bool vector (`bvec2` in GLSL)

Definition at line 76 of file Glsl.hpp.

## ◆ Bvec3

typedef Vector3<bool> sf::Glsl::Bvec3

3D bool vector (`bvec3` in GLSL)

Definition at line 94 of file Glsl.hpp.

## ◆ Bvec4

typedef implementation defined sf::Glsl::Bvec4

4D bool vector (`bvec4` in GLSL)

Definition at line 130 of file Glsl.hpp.

## ◆ Ivec2

typedef Vector2<int> sf::Glsl::Ivec2

2D int vector (`ivec2` in GLSL)

Definition at line 70 of file Glsl.hpp.

## ◆ Ivec3

typedef Vector3<int> sf::Glsl::Ivec3

3D int vector (`ivec3` in GLSL)

Definition at line 88 of file Glsl.hpp.

## ◆ Ivec4

typedef implementation defined sf::Glsl::Ivec4

4D int vector (`ivec4` in GLSL)

4D int vectors can be implicitly converted from sf::Color instances. Each color channel remains unchanged inside the integer interval [0, 255].

sf::Glsl::Ivec4 zeroVector;
sf::Glsl::Ivec4 vector(1, 2, 3, 4);
sf::Glsl::Ivec4 color = sf::Color::Cyan;
sf::Color::Cyan
static const Color Cyan
Cyan predefined color.
Definition: Color.hpp:90
sf::Glsl::Ivec4
implementation defined Ivec4
4D int vector (ivec4 in GLSL)
Definition: Glsl.hpp:124

Definition at line 124 of file Glsl.hpp.

## ◆ Mat3

typedef implementation defined sf::Glsl::Mat3

3x3 float matrix (`mat3` in GLSL)

The matrix can be constructed from an array with 3x3 elements, aligned in column-major order. For example, a translation by (x, y) looks as follows:

float array[9] =
{
1, 0, 0,
0, 1, 0,
x, y, 1
};
sf::Glsl::Mat3 matrix(array);
sf::Glsl::Mat3
implementation defined Mat3
3x3 float matrix (mat3 in GLSL)
Definition: Glsl.hpp:155

Mat3 can also be implicitly converted from sf::Transform:

sf::Transform transform;
sf::Glsl::Mat3 matrix = transform;
sf::Transform
Define a 3x3 transform matrix.
Definition: Transform.hpp:43

Definition at line 155 of file Glsl.hpp.

## ◆ Mat4

typedef implementation defined sf::Glsl::Mat4

4x4 float matrix (`mat4` in GLSL)

The matrix can be constructed from an array with 4x4 elements, aligned in column-major order. For example, a translation by (x, y, z) looks as follows:

float array[16] =
{
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
x, y, z, 1
};
sf::Glsl::Mat4 matrix(array);
sf::Glsl::Mat4
implementation defined Mat4
4x4 float matrix (mat4 in GLSL)
Definition: Glsl.hpp:181

Mat4 can also be implicitly converted from sf::Transform:

sf::Transform transform;
sf::Glsl::Mat4 matrix = transform;

Definition at line 181 of file Glsl.hpp.

## ◆ Vec2

typedef Vector2<float> sf::Glsl::Vec2

2D float vector (`vec2` in GLSL)

Definition at line 64 of file Glsl.hpp.

## ◆ Vec3

typedef Vector3<float> sf::Glsl::Vec3

3D float vector (`vec3` in GLSL)

Definition at line 82 of file Glsl.hpp.

## ◆ Vec4

typedef implementation defined sf::Glsl::Vec4

4D float vector (`vec4` in GLSL)

4D float vectors can be implicitly converted from sf::Color instances. Each color channel is normalized from integers in [0, 255] to floating point values in [0, 1].

sf::Glsl::Vec4 zeroVector;
sf::Glsl::Vec4 vector(1.f, 2.f, 3.f, 4.f);
sf::Glsl::Vec4 color = sf::Color::Cyan;
sf::Glsl::Vec4
implementation defined Vec4
4D float vector (vec4 in GLSL)
Definition: Glsl.hpp:110

Definition at line 110 of file Glsl.hpp.