, 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 | |
setMaxGeometryShaderOutputVertices(const int maxOutputVertices) | tlp::GlShaderProgram | |
setUniformBool(const std::string &variableName, const bool b) | tlp::GlShaderProgram | |
setUniformBoolArray(const std::string &variableName, const Array< bool, SIZE > &vecb) | tlp::GlShaderProgram | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
setUniformVec4IntArray(const std::string &variableName, const unsigned int vec4iCount, const int *i) | tlp::GlShaderProgram | |
shaderProgramsSupported() | tlp::GlShaderProgram | [static] |
~GlShaderProgram() | tlp::GlShaderProgram | |