|
Developer Documentation
|
Public Member Functions | |
| GLuint | getProgramId () |
Compilation/Linking | |
| void | attach (PtrConstShader _shader) |
| void | detach (PtrConstShader _shader) |
| void | link () |
Localizations | |
| int | getAttributeLocation (const char *_name) |
| int | getUniformLocation (const char *_name) |
| int | getFragDataLocation (const char *_name) |
| void | bindAttributeLocation (unsigned int _index, const char *_name) |
| void | bindFragDataLocation (unsigned int _index, const char *_name) |
Uniform setters | |
| void | setUniform (const char *_name, GLint _value) |
| void | setUniform (const char *_name, const ACG::Vec2i &_value) |
| void | setUniform (const char *_name, const ACG::Vec3i &_value) |
| void | setUniform (const char *_name, const ACG::Vec4i &_value) |
| void | setUniform (const char *_name, GLuint _value) |
| void | setUniform (const char *_name, const ACG::Vec2ui &_value) |
| void | setUniform (const char *_name, const ACG::Vec3ui &_value) |
| void | setUniform (const char *_name, const ACG::Vec4ui &_value) |
| void | setUniform (const char *_name, GLfloat _value) |
| void | setUniform (const char *_name, const ACG::Vec2f &_value) |
| void | setUniform (const char *_name, const ACG::Vec3f &_value) |
| void | setUniform (const char *_name, const ACG::Vec4f &_value) |
| void | setUniform (const char *_name, const ACG::GLMatrixf &_value, bool _transposed=false) |
| void | setUniformMat3 (const char *_name, const ACG::GLMatrixf &_value, bool _transposed=false) |
| void | setUniform (const char *_name, const GLint *_values, int _count) |
| void | setUniform (const char *_name, const GLfloat *_values, int _count) |
| void | setUniform (const char *_name, const ACG::Vec2f *_values, int _count) |
| void | setUniform (const char *_name, const ACG::Vec3f *_values, int _count) |
| void | setUniform (const char *_name, const ACG::Vec4f *_values, int _count) |
| void | setUniform (const char *_name, int _index, bool _value) |
| void | setUniform (const char *_name, int _index, int _value) |
| void | setUniform (const char *_name, int _index, float _value) |
Uniform buffer blocks | |
| GLuint | getUniformBlockIndex (const char *_name) |
| void | setUniformBlockBinding (GLuint _index, int _binding) |
| void | setUniformBlockBinding (const char *_name, int _binding) |
| int | getUniformBlockSize (GLuint _index) |
| int | getUniformBlockSize (const char *_name) |
| void | getUniformBlockOffsets (int _numUniforms, const char **_names, int *_outOffsets) |
Geometry shader parameters | |
| void | setGeometryInputType (GLint _type) |
| void | setGeometryOutputType (GLint _type) |
| void | setGeometryVertexCount (GLint _numVerticesOut) |
Enable/disable functions | |
| void | use () |
| void | disable () |
| bool | isActive () |
| bool | isLinked () |
Private Attributes | |
| std::list< PtrConstShader > | m_linkedShaders |
| GLint | m_programId |
| GLint | m_linkStatus |
GLSL program class.
A GLSL program links together the vertex and fragment shaders.
Definition at line 217 of file MeshNode2T.cc.