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tlp::GlShaderProgram Member List

This is the complete list of members for tlp::GlShaderProgram, including all inherited members.
activate()tlp::GlShaderProgram
addGeometryShaderFromSourceCode(const char *geometryShaderSrc, GLenum inputPrimitiveType, GLenum outputPrimitiveType)tlp::GlShaderProgram
addGeometryShaderFromSourceCode(const std::string &geometryShaderSrc, GLenum inputPrimitiveType, GLenum outputPrimitiveType)tlp::GlShaderProgram
addGeometryShaderFromSourceFile(const std::string &geometryShaderSrcFilename, GLenum inputPrimitiveType, GLenum outputPrimitiveType)tlp::GlShaderProgram
addShader(GlShader *shader)tlp::GlShaderProgram
addShaderFromSourceCode(const ShaderType shaderType, const char *shaderSrc)tlp::GlShaderProgram
addShaderFromSourceCode(const ShaderType shaderType, const std::string &shaderSrc)tlp::GlShaderProgram
addShaderFromSourceFile(const ShaderType shaderType, const std::string &shaderSrcFilename)tlp::GlShaderProgram
desactivate()tlp::GlShaderProgram
geometryShaderSupported()tlp::GlShaderProgram [static]
getCurrentActiveShader()tlp::GlShaderProgram [static]
getName() const tlp::GlShaderProgram [inline]
getShaderProgramId() const tlp::GlShaderProgram [inline]
getUniformBoolVariableValue(const std::string &variableName, bool *value)tlp::GlShaderProgram
getUniformFloatVariableValue(const std::string &variableName, float *value)tlp::GlShaderProgram
getUniformIntVariableValue(const std::string &variableName, int *value)tlp::GlShaderProgram
getUniformVec2BoolVariableValue(const std::string &variableName, bool *value)tlp::GlShaderProgram
getUniformVec3BoolVariableValue(const std::string &variableName, bool *value)tlp::GlShaderProgram
getUniformVec4BoolVariableValue(const std::string &variableName, bool *value)tlp::GlShaderProgram
GlShaderProgram(const std::string &name="")tlp::GlShaderProgram
isLinked() const tlp::GlShaderProgram [inline]
link()tlp::GlShaderProgram
printInfoLog()tlp::GlShaderProgram
removeAllShaders()tlp::GlShaderProgram
removeShader(GlShader *shader)tlp::GlShaderProgram
setAttributeBool(const std::string &variableName, const bool b)tlp::GlShaderProgram
setAttributeColor(const std::string &variableName, const Color &color)tlp::GlShaderProgram
setAttributeFloat(const std::string &variableName, const float f)tlp::GlShaderProgram
setAttributeInt(const std::string &variableName, const int f)tlp::GlShaderProgram
setAttributeVec2Bool(const std::string &variableName, const Array< bool, 2 > &vec2b)tlp::GlShaderProgram
setAttributeVec2Bool(const std::string &variableName, const bool b1, const bool b2)tlp::GlShaderProgram
setAttributeVec2Float(const std::string &variableName, const Vector< float, 2 > &vec2f)tlp::GlShaderProgram
setAttributeVec2Float(const std::string &variableName, const float f1, const float f2)tlp::GlShaderProgram
setAttributeVec2Int(const std::string &variableName, const Vector< int, 2 > &vec2i)tlp::GlShaderProgram
setAttributeVec2Int(const std::string &variableName, const int i1, const int i2)tlp::GlShaderProgram
setAttributeVec3Bool(const std::string &variableName, const Array< bool, 3 > &vec3b)tlp::GlShaderProgram
setAttributeVec3Bool(const std::string &variableName, const bool b1, const bool b2, const bool b3)tlp::GlShaderProgram
setAttributeVec3Float(const std::string &variableName, const Vector< float, 3 > &vec3f)tlp::GlShaderProgram
setAttributeVec3Float(const std::string &variableName, const float f1, const float f2, const float f3)tlp::GlShaderProgram
setAttributeVec3Int(const std::string &variableName, const Vector< int, 3 > &vec3i)tlp::GlShaderProgram
setAttributeVec3Int(const std::string &variableName, const int i1, const int i2, const int i3)tlp::GlShaderProgram
setAttributeVec4Bool(const std::string &variableName, const Array< bool, 4 > &vec4b)tlp::GlShaderProgram
setAttributeVec4Bool(const std::string &variableName, const bool b1, const bool b2, const bool b3, const bool b4)tlp::GlShaderProgram
setAttributeVec4Float(const std::string &variableName, const Vector< float, 4 > &vec4f)tlp::GlShaderProgram
setAttributeVec4Float(const std::string &variableName, const float f1, const float f2, const float f3, const float f4)tlp::GlShaderProgram
setAttributeVec4Int(const std::string &variableName, const Vector< int, 4 > &vec4i)tlp::GlShaderProgram
setAttributeVec4Int(const std::string &variableName, const int i1, const int i2, const int i3, const int i4)tlp::GlShaderProgram
setUniformBool(const std::string &variableName, const bool b)tlp::GlShaderProgram
setUniformBoolArray(const std::string &variableName, const Array< bool, SIZE > &vecb)tlp::GlShaderProgram [inline]
setUniformBoolArray(const std::string &variableName, const unsigned int bCount, const bool *b)tlp::GlShaderProgram
setUniformColor(const std::string &variableName, const Color &color)tlp::GlShaderProgram
setUniformFloat(const std::string &variateName, const float f)tlp::GlShaderProgram
setUniformFloatArray(const std::string &variableName, const Vector< float, SIZE > &vecf)tlp::GlShaderProgram [inline]
setUniformFloatArray(const std::string &variableName, const unsigned int fCount, const float *f)tlp::GlShaderProgram
setUniformInt(const std::string &variableName, const int f)tlp::GlShaderProgram
setUniformIntArray(const std::string &variableName, const Vector< int, SIZE > &veci)tlp::GlShaderProgram [inline]
setUniformIntArray(const std::string &variableName, const unsigned int iCount, const int *i)tlp::GlShaderProgram
setUniformMat2Float(const std::string &variableName, const Matrix< float, 2 > &mat2f, const bool transpose=false)tlp::GlShaderProgram
setUniformMat2Float(const std::string &variableName, const float *f, const bool transpose=false)tlp::GlShaderProgram
setUniformMat2FloatArray(const std::string &variableName, const Vector< Matrix< float, 2 >, SIZE > &vecmat2f, const bool transpose=false)tlp::GlShaderProgram [inline]
setUniformMat2FloatArray(const std::string &variableName, const unsigned int mat2fCount, const float *f, const bool transpose=false)tlp::GlShaderProgram
setUniformMat3Float(const std::string &variableName, const Matrix< float, 3 > &mat3f, const bool transpose=false)tlp::GlShaderProgram
setUniformMat3Float(const std::string &variableName, const float *f, const bool transpose=false)tlp::GlShaderProgram
setUniformMat3FloatArray(const std::string &variableName, const Vector< Matrix< float, 3 >, SIZE > &vecmat3f, const bool transpose=false)tlp::GlShaderProgram [inline]
setUniformMat3FloatArray(const std::string &variableName, const unsigned int mat3fCount, const float *f, const bool transpose=false)tlp::GlShaderProgram
setUniformMat4Float(const std::string &variableName, const Matrix< float, 4 > &mat4f, const bool transpose=false)tlp::GlShaderProgram
setUniformMat4Float(const std::string &variableName, const float *f, const bool transpose=false)tlp::GlShaderProgram
setUniformMat4FloatArray(const std::string &variableName, const Vector< Matrix< float, 4 >, SIZE > &vecmat4f, const bool transpose=false)tlp::GlShaderProgram [inline]
setUniformMat4FloatArray(const std::string &variableName, const unsigned int mat4fCount, const float *f, const bool transpose=false)tlp::GlShaderProgram
setUniformTextureSampler(const std::string &samplerVariateName, const int samplerId)tlp::GlShaderProgram
setUniformVec2Bool(const std::string &variableName, const Array< bool, 2 > &vec2b)tlp::GlShaderProgram
setUniformVec2Bool(const std::string &variableName, const bool b1, const bool b2)tlp::GlShaderProgram
setUniformVec2BoolArray(const std::string &variableName, const Array< Array< bool, 2 >, SIZE > &vecvec2b)tlp::GlShaderProgram [inline]
setUniformVec2BoolArray(const std::string &variableName, const unsigned int vec2bCount, const bool *b)tlp::GlShaderProgram
setUniformVec2Float(const std::string &variableName, const Vector< float, 2 > &vec2f)tlp::GlShaderProgram
setUniformVec2Float(const std::string &variableName, const float f1, const float f2)tlp::GlShaderProgram
setUniformVec2FloatArray(const std::string &variableName, const Array< Vector< float, 2 >, SIZE > &vecvec2f)tlp::GlShaderProgram [inline]
setUniformVec2FloatArray(const std::string &variableName, const unsigned int vec2fCount, const float *f)tlp::GlShaderProgram
setUniformVec2Int(const std::string &variableName, const Vector< int, 2 > &vec2i)tlp::GlShaderProgram
setUniformVec2Int(const std::string &variableName, const int i1, const int i2)tlp::GlShaderProgram
setUniformVec2IntArray(const std::string &variableName, const Array< Vector< int, 2 >, SIZE > &vecvec2i)tlp::GlShaderProgram [inline]
setUniformVec2IntArray(const std::string &variableName, const unsigned int vec2iCount, const int *i)tlp::GlShaderProgram
setUniformVec3Bool(const std::string &variableName, const Array< bool, 3 > &vec3b)tlp::GlShaderProgram
setUniformVec3Bool(const std::string &variableName, const bool b1, const bool b2, const bool b3)tlp::GlShaderProgram
setUniformVec3BoolArray(const std::string &variableName, const Array< Array< bool, 3 >, SIZE > &vecvec3b)tlp::GlShaderProgram [inline]
setUniformVec3BoolArray(const std::string &variableName, const unsigned int vec3bCount, const bool *b)tlp::GlShaderProgram
setUniformVec3Float(const std::string &variableName, const Vector< float, 3 > &vec3f)tlp::GlShaderProgram
setUniformVec3Float(const std::string &variableName, const float f1, const float f2, const float f3)tlp::GlShaderProgram
setUniformVec3FloatArray(const std::string &variableName, const Array< Vector< float, 3 >, SIZE > &vecvec3f)tlp::GlShaderProgram [inline]
setUniformVec3FloatArray(const std::string &variableName, const unsigned int vec3fCount, const float *f)tlp::GlShaderProgram
setUniformVec3Int(const std::string &variableName, const Vector< int, 3 > &vec3i)tlp::GlShaderProgram
setUniformVec3Int(const std::string &variableName, const int i1, const int i2, const int i3)tlp::GlShaderProgram
setUniformVec3IntArray(const std::string &variableName, const Array< Vector< int, 3 >, SIZE > &vecvec3i)tlp::GlShaderProgram [inline]
setUniformVec3IntArray(const std::string &variableName, const unsigned int vec3iCount, const int *i)tlp::GlShaderProgram
setUniformVec4Bool(const std::string &variableName, const Array< bool, 4 > &vec4b)tlp::GlShaderProgram
setUniformVec4Bool(const std::string &variableName, const bool i1, const bool i2, const bool i3, const bool i4)tlp::GlShaderProgram
setUniformVec4BoolArray(const std::string &variableName, const Array< Array< bool, 4 >, SIZE > &vecvec4b)tlp::GlShaderProgram [inline]
setUniformVec4BoolArray(const std::string &variableName, const unsigned int vec4bCount, const bool *b)tlp::GlShaderProgram
setUniformVec4Float(const std::string &variableName, const Vector< float, 4 > &vec4f)tlp::GlShaderProgram
setUniformVec4Float(const std::string &variableName, const float f1, const float f2, const float f3, const float f4)tlp::GlShaderProgram
setUniformVec4FloatArray(const std::string &variableName, const Array< Vector< float, 4 >, SIZE > &vecvec4f)tlp::GlShaderProgram [inline]
setUniformVec4FloatArray(const std::string &variableName, const unsigned int vec4fCount, const float *f)tlp::GlShaderProgram
setUniformVec4Int(const std::string &variableName, const Vector< int, 4 > &vec4i)tlp::GlShaderProgram
setUniformVec4Int(const std::string &variableName, const int i1, const int i2, const int i3, const int i4)tlp::GlShaderProgram
setUniformVec4IntArray(const std::string &variableName, const Array< Vector< int, 4 >, SIZE > &vecvec4i)tlp::GlShaderProgram [inline]
setUniformVec4IntArray(const std::string &variableName, const unsigned int vec4iCount, const int *i)tlp::GlShaderProgram
shaderProgramsSupported()tlp::GlShaderProgram [static]
~GlShaderProgram()tlp::GlShaderProgram


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