Files Class List
GLSLProgram Member List

This is the complete list of members for GLSLProgram, including all inherited members.

AttachShader(GLSLShader const &shader)GLSLProgram
AttachShader(GLuint shaderID)GLSLProgram
AttribLocation(char const *name) const (defined in GLSLProgram)GLSLProgram
Bind() constGLSLProgram
Build(GLSLShader const *vertexShader, GLSLShader const *fragmentShader, GLSLShader const *geometryShader=nullptr, GLSLShader const *tessControlShader=nullptr, GLSLShader const *tessEvaluationShader=nullptr, std::ostream *outStream=&std::cout)GLSLProgram
BuildFiles(char const *vertexShaderFile, char const *fragmentShaderFile, char const *geometryShaderFile=nullptr, char const *tessControlShaderFile=nullptr, char const *tessEvaluationShaderFile=nullptr, std::ostream *outStream=&std::cout)GLSLProgram
BuildFiles(char const *vertexShaderFile, char const *fragmentShaderFile, char const *geometryShaderFile, char const *tessControlShaderFile, char const *tessEvaluationShaderFile, char const *prependSource, std::ostream *outStream=&std::cout)GLSLProgram
BuildFiles(char const *vertexShaderFile, char const *fragmentShaderFile, char const *geometryShaderFile, char const *tessControlShaderFile, char const *tessEvaluationShaderFile, int prependSourceCount, char const **prependSource, std::ostream *outStream=&std::cout)GLSLProgram
BuildSources(char const *vertexShaderSourceCode, char const *fragmentShaderSourceCode, char const *geometryShaderSourceCode=nullptr, char const *tessControlShaderSourceCode=nullptr, char const *tessEvaluationShaderSourceCode=nullptr, std::ostream *outStream=&std::cout)GLSLProgram
BuildSources(char const *vertexShaderSourceCode, char const *fragmentShaderSourceCode, char const *geometryShaderSourceCode, char const *tessControlShaderSourceCode, char const *tessEvaluationShaderSourceCode, char const *prependSource, std::ostream *outStream=&std::cout)GLSLProgram
BuildSources(char const *vertexShaderSourceCode, char const *fragmentShaderSourceCode, char const *geometryShaderSourceCode, char const *tessControlShaderSourceCode, char const *tessEvaluationShaderSourceCode, int prependSourceCount, char const **prependSource, std::ostream *outStream=&std::cout)GLSLProgram
CreateProgram()GLSLProgram
Delete()GLSLProgram
DisableAttrib(char const *name) (defined in GLSLProgram)GLSLProgram
EnableAttrib(char const *name) (defined in GLSLProgram)GLSLProgram
GetID() constGLSLProgram
GLSLProgram()GLSLProgram
IsNull() constGLSLProgram
Link(std::ostream *outStream=&std::cout)GLSLProgram
operator[](char const *name) (defined in GLSLProgram)GLSLProgram
RegisterUniform(unsigned int index, char const *name, std::ostream *outStream=&std::cout)GLSLProgram
RegisterUniforms(char const *names, unsigned int startingIndex=0, std::ostream *outStream=&std::cout)GLSLProgram
SetAttribBuffer(char const *name, GLint arrayBufferID, int dimensions, GLenum type=GL_FLOAT, GLboolean normalized=GL_FALSE, GLsizei stride=0, size_t offset=0) (defined in GLSLProgram)GLSLProgram
SetUniform(int index, float x)GLSLProgram
SetUniform(int index, float x, float y)GLSLProgram
SetUniform(int index, float x, float y, float z)GLSLProgram
SetUniform(int index, float x, float y, float z, float w)GLSLProgram
SetUniform(int index, int x)GLSLProgram
SetUniform(int index, int x, int y)GLSLProgram
SetUniform(int index, int x, int y, int z)GLSLProgram
SetUniform(int index, int x, int y, int z, int w)GLSLProgram
SetUniform(int index, GLuint x)GLSLProgram
SetUniform(int index, GLuint x, GLuint y)GLSLProgram
SetUniform(int index, GLuint x, GLuint y, GLuint z)GLSLProgram
SetUniform(int index, GLuint x, GLuint y, GLuint z, GLuint w)GLSLProgram
SetUniform(int index, double x)GLSLProgram
SetUniform(int index, double x, double y)GLSLProgram
SetUniform(int index, double x, double y, double z)GLSLProgram
SetUniform(int index, double x, double y, double z, double w)GLSLProgram
SetUniform(char const *name, float x)GLSLProgram
SetUniform(char const *name, float x, float y)GLSLProgram
SetUniform(char const *name, float x, float y, float z)GLSLProgram
SetUniform(char const *name, float x, float y, float z, float w)GLSLProgram
SetUniform(char const *name, int x)GLSLProgram
SetUniform(char const *name, int x, int y)GLSLProgram
SetUniform(char const *name, int x, int y, int z)GLSLProgram
SetUniform(char const *name, int x, int y, int z, int w)GLSLProgram
SetUniform(char const *name, GLuint x)GLSLProgram
SetUniform(char const *name, GLuint x, GLuint y)GLSLProgram
SetUniform(char const *name, GLuint x, GLuint y, GLuint z)GLSLProgram
SetUniform(char const *name, GLuint x, GLuint y, GLuint z, GLuint w)GLSLProgram
SetUniform(char const *name, double x)GLSLProgram
SetUniform(char const *name, double x, double y)GLSLProgram
SetUniform(char const *name, double x, double y, double z)GLSLProgram
SetUniform(char const *name, double x, double y, double z, double w)GLSLProgram
SetUniform1(int index, float const *data, int count=1)GLSLProgram
SetUniform1(int index, int const *data, int count=1)GLSLProgram
SetUniform1(int index, GLuint const *data, int count=1)GLSLProgram
SetUniform1(int index, double const *data, int count=1)GLSLProgram
SetUniform1(char const *name, float const *data, int count=1)GLSLProgram
SetUniform1(char const *name, int const *data, int count=1)GLSLProgram
SetUniform1(char const *name, GLuint const *data, int count=1)GLSLProgram
SetUniform1(char const *name, double const *data, int count=1)GLSLProgram
SetUniform2(int index, float const *data, int count=1)GLSLProgram
SetUniform2(int index, int const *data, int count=1)GLSLProgram
SetUniform2(int index, GLuint const *data, int count=1)GLSLProgram
SetUniform2(int index, double const *data, int count=1)GLSLProgram
SetUniform2(char const *name, float const *data, int count=1)GLSLProgram
SetUniform2(char const *name, int const *data, int count=1)GLSLProgram
SetUniform2(char const *name, GLuint const *data, int count=1)GLSLProgram
SetUniform2(char const *name, double const *data, int count=1)GLSLProgram
SetUniform3(int index, float const *data, int count=1)GLSLProgram
SetUniform3(int index, int const *data, int count=1)GLSLProgram
SetUniform3(int index, GLuint const *data, int count=1)GLSLProgram
SetUniform3(int index, double const *data, int count=1)GLSLProgram
SetUniform3(char const *name, float const *data, int count=1)GLSLProgram
SetUniform3(char const *name, int const *data, int count=1)GLSLProgram
SetUniform3(char const *name, GLuint const *data, int count=1)GLSLProgram
SetUniform3(char const *name, double const *data, int count=1)GLSLProgram
SetUniform4(int index, float const *data, int count=1)GLSLProgram
SetUniform4(int index, int const *data, int count=1)GLSLProgram
SetUniform4(int index, GLuint const *data, int count=1)GLSLProgram
SetUniform4(int index, double const *data, int count=1)GLSLProgram
SetUniform4(char const *name, float const *data, int count=1)GLSLProgram
SetUniform4(char const *name, int const *data, int count=1)GLSLProgram
SetUniform4(char const *name, GLuint const *data, int count=1)GLSLProgram
SetUniform4(char const *name, double const *data, int count=1)GLSLProgram
SetUniformMatrix2(int index, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix2(int index, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix2(char const *name, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix2(char const *name, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix2x3(int index, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix2x3(int index, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix2x3(char const *name, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix2x3(char const *name, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix2x4(int index, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix2x4(int index, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix2x4(char const *name, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix2x4(char const *name, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix3(int index, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix3(int index, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix3(char const *name, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix3(char const *name, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix3x2(int index, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix3x2(int index, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix3x2(char const *name, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix3x2(char const *name, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix3x4(int index, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix3x4(int index, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix3x4(char const *name, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix3x4(char const *name, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix4(int index, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix4(int index, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix4(char const *name, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix4(char const *name, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix4x2(int index, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix4x2(int index, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix4x2(char const *name, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix4x2(char const *name, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix4x3(int index, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix4x3(int index, double const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix4x3(char const *name, float const *m, int count=1, bool transpose=false)GLSLProgram
SetUniformMatrix4x3(char const *name, double const *m, int count=1, bool transpose=false)GLSLProgram
~GLSLProgram()GLSLProgramvirtual