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| UniformPool () |
| Constructor.
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| UniformPool (const UniformPool &_pool) |
| Copy Constructor.
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void | bind (PtrProgram _prog) const |
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void | bind (GLuint _prog) const |
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void | setUniform (const char *_name, GLint _value) |
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void | setUniform (const char *_name, const ACG::Vec2i &_value) |
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void | setUniform (const char *_name, const ACG::Vec3i &_value) |
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void | setUniform (const char *_name, const ACG::Vec4i &_value) |
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void | setUniform (const char *_name, GLuint _value) |
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void | setUniform (const char *_name, const ACG::Vec2ui &_value) |
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void | setUniform (const char *_name, const ACG::Vec3ui &_value) |
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void | setUniform (const char *_name, const ACG::Vec4ui &_value) |
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void | setUniform (const char *_name, GLfloat _value) |
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void | setUniform (const char *_name, const ACG::Vec2f &_value) |
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void | setUniform (const char *_name, const ACG::Vec3f &_value) |
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void | setUniform (const char *_name, const ACG::Vec4f &_value) |
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void | setUniform (const char *_name, const ACG::GLMatrixf &_value, bool _transposed=false) |
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void | setUniformMat3 (const char *_name, const ACG::GLMatrixf &_value, bool _transposed=false) |
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void | setUniform (const char *_name, GLint *_values, int _count) |
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void | setUniform (const char *_name, GLfloat *_values, int _count) |
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void | addPool (const UniformPool &_src) |
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void | clear () |
| Clear the pool. More...
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bool | empty () const |
| returns if the pool is empty More...
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| UniformPool () |
| Constructor.
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| UniformPool (const UniformPool &_pool) |
| Copy Constructor.
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void | bind (PtrProgram _prog) const |
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void | bind (GLuint _prog) const |
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void | setUniform (const char *_name, GLint _value) |
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void | setUniform (const char *_name, const ACG::Vec2i &_value) |
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void | setUniform (const char *_name, const ACG::Vec3i &_value) |
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void | setUniform (const char *_name, const ACG::Vec4i &_value) |
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void | setUniform (const char *_name, GLuint _value) |
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void | setUniform (const char *_name, const ACG::Vec2ui &_value) |
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void | setUniform (const char *_name, const ACG::Vec3ui &_value) |
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void | setUniform (const char *_name, const ACG::Vec4ui &_value) |
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void | setUniform (const char *_name, GLfloat _value) |
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void | setUniform (const char *_name, const ACG::Vec2f &_value) |
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void | setUniform (const char *_name, const ACG::Vec3f &_value) |
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void | setUniform (const char *_name, const ACG::Vec4f &_value) |
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void | setUniform (const char *_name, const ACG::GLMatrixf &_value, bool _transposed=false) |
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void | setUniformMat3 (const char *_name, const ACG::GLMatrixf &_value, bool _transposed=false) |
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void | setUniform (const char *_name, GLint *_values, int _count) |
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void | setUniform (const char *_name, GLfloat *_values, int _count) |
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void | addPool (const UniformPool &_src) |
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void | clear () |
| Clear the pool. More...
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bool | empty () const |
| returns if the pool is empty More...
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UniformListIt | findEntry (std::string _name) |
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void | addVecf (const UniformVecf &_vec) |
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void | addVeci (const UniformVeci &_vec) |
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void | addVecui (const UniformVecui &_vec) |
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void | addMatrix (const UniformMat &_mat) |
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void | addBuf (const char *_name, void *_values, int _count, bool _integer) |
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UniformListIt | findEntry (std::string _name) |
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void | addVecf (const UniformVecf &_vec) |
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void | addVeci (const UniformVeci &_vec) |
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void | addVecui (const UniformVecui &_vec) |
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void | addMatrix (const UniformMat &_mat) |
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void | addBuf (const char *_name, void *_values, int _count, bool _integer) |
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GLSL uniform pool.
A uniform pool collects values for shader uniforms
Definition at line 71 of file MeshNode2T.cc.