explicit Shader(GLenum type);
~Shader();
- Shader(Shader &&);
- Shader &operator =(Shader &&);
+ Shader(Shader &&) noexcept;
+ Shader &operator =(Shader &&) noexcept;
Shader(const Shader &) = delete;
Shader &operator =(const Shader &) = delete;
- void Source(const GLchar *src);
- void Compile();
- bool Compiled() const;
+ void Source(const GLchar *src) noexcept;
+ void Compile() noexcept;
+ bool Compiled() const noexcept;
void Log(std::ostream &) const;
- void AttachToProgram(GLuint id) const;
+ void AttachToProgram(GLuint id) const noexcept;
private:
GLuint handle;
Program &operator =(const Program &) = delete;
const Shader &LoadShader(GLenum type, const GLchar *src);
- void Attach(Shader &);
- void Link();
- bool Linked() const;
+ void Attach(Shader &) noexcept;
+ void Link() noexcept;
+ bool Linked() const noexcept;
void Log(std::ostream &) const;
- GLint AttributeLocation(const GLchar *name) const;
- GLint UniformLocation(const GLchar *name) const;
+ GLint AttributeLocation(const GLchar *name) const noexcept;
+ GLint UniformLocation(const GLchar *name) const noexcept;
- void Use() const { glUseProgram(handle); }
+ void Use() const noexcept { glUseProgram(handle); }
private:
GLuint handle;
public:
DirectionalLighting();
- void Activate();
+ void Activate() noexcept;
- void SetLightDirection(const glm::vec3 &);
+ void SetLightDirection(const glm::vec3 &) noexcept;
- void SetFogDensity(float);
+ void SetFogDensity(float) noexcept;
- void SetM(const glm::mat4 &m);
- void SetProjection(const glm::mat4 &p);
- void SetView(const glm::mat4 &v);
- void SetVP(const glm::mat4 &v, const glm::mat4 &p);
- void SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p);
+ void SetM(const glm::mat4 &m) noexcept;
+ void SetProjection(const glm::mat4 &p) noexcept;
+ void SetView(const glm::mat4 &v) noexcept;
+ void SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept;
+ void SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept;
- const glm::mat4 &Projection() const { return projection; }
- const glm::mat4 &View() const { return view; }
- const glm::mat4 &GetVP() const { return vp; }
+ const glm::mat4 &Projection() const noexcept { return projection; }
+ const glm::mat4 &View() const noexcept { return view; }
+ const glm::mat4 &GetVP() const noexcept { return vp; }
private:
Program program;
public:
BlockLighting();
- void Activate();
+ void Activate() noexcept;
- void SetFogDensity(float);
+ void SetFogDensity(float) noexcept;
- void SetM(const glm::mat4 &m);
- void SetProjection(const glm::mat4 &p);
- void SetView(const glm::mat4 &v);
- void SetVP(const glm::mat4 &v, const glm::mat4 &p);
- void SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p);
+ void SetM(const glm::mat4 &m) noexcept;
+ void SetProjection(const glm::mat4 &p) noexcept;
+ void SetView(const glm::mat4 &v) noexcept;
+ void SetVP(const glm::mat4 &v, const glm::mat4 &p) noexcept;
+ void SetMVP(const glm::mat4 &m, const glm::mat4 &v, const glm::mat4 &p) noexcept;
- const glm::mat4 &Projection() const { return projection; }
- const glm::mat4 &View() const { return view; }
- const glm::mat4 &GetVP() const { return vp; }
+ const glm::mat4 &Projection() const noexcept { return projection; }
+ const glm::mat4 &View() const noexcept { return view; }
+ const glm::mat4 &GetVP() const noexcept { return vp; }
private:
Program program;