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() const | GLSLProgram | |
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() const | GLSLProgram | |
GLSLProgram() | GLSLProgram | |
IsNull() const | GLSLProgram | |
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() | GLSLProgram | virtual |