# Visualization Library

A lightweight C++ OpenGL middleware for 2D/3D graphics

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# vl::GLSLProgram Member List

This is the complete list of members for vl::GLSLProgram, including all inherited members.

activeUniformLocations() const | vl::GLSLProgram | `[inline]`
addAutoAttribLocation(const char *attr_name, int attr_index) | vl::GLSLProgram | `[inline]`
apply(const Camera *, OpenGLContext *ctx) const | vl::GLSLProgram | `[virtual]`
applyUniformSet(const UniformSet *uniforms) const | vl::GLSLProgram |
as() | vl::Object | `[inline]`
as() const | vl::Object | `[inline]`
attachShader(GLSLShader *shader) | vl::GLSLProgram |
autoAttribLocations() const | vl::GLSLProgram | `[inline]`
automaticDelete() const | vl::Object | `[inline]`
bindAttribLocation(unsigned int index, const std::string &name) | vl::GLSLProgram |
bindFragDataLocation(int color_number, const std::string &name) | vl::GLSLProgram |
className() | vl::GLSLProgram | `[inline, virtual]`
clearAutoAttribLocations() | vl::GLSLProgram | `[inline]`
createProgram() | vl::GLSLProgram |
decReference() | vl::Object | `[inline]`
deleteProgram() | vl::GLSLProgram |
detachAllShaders() | vl::GLSLProgram |
detachShader(GLSLShader *shader) | vl::GLSLProgram |
discardAllShaders() | vl::GLSLProgram |
eraseAllUniforms() | vl::GLSLProgram | `[inline]`
eraseUniform(const std::string &name) | vl::GLSLProgram | `[inline]`
eraseUniform(const Uniform *uniform) | vl::GLSLProgram | `[inline]`
fragDataLocationBinding(const std::string &name) const | vl::GLSLProgram |
geometryInputType() const | vl::GLSLProgram | `[inline]`
geometryOutputType() const | vl::GLSLProgram | `[inline]`
geometryVerticesOut() const | vl::GLSLProgram | `[inline]`
getAttribLocation(const char *name) const | vl::GLSLProgram | `[inline]`
getProgramBinary(GLenum &binary_format, std::vector< unsigned char > &binary) const | vl::GLSLProgram |
getUniform(int location, fvec2 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(int location, fvec3 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(int location, fvec4 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(int location, fmat2 &mat) const | vl::GLSLProgram | `[inline]`
getUniform(int location, fmat3 &mat) const | vl::GLSLProgram | `[inline]`
getUniform(int location, fmat4 &mat) const | vl::GLSLProgram | `[inline]`
getUniform(int location, ivec2 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(int location, ivec3 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(int location, ivec4 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, fvec2 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, fvec3 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, fvec4 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, fmat2 &mat) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, fmat3 &mat) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, fmat4 &mat) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, ivec2 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, ivec3 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, ivec4 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name) | vl::GLSLProgram | `[inline]`
getUniformfv(int location, float *params) const | vl::GLSLProgram | `[inline]`
getUniformfv(const std::string &name, float *params) const | vl::GLSLProgram | `[inline]`
getUniformiv(int location, int *params) const | vl::GLSLProgram | `[inline]`
getUniformiv(const std::string &name, int *params) const | vl::GLSLProgram | `[inline]`
getUniformLocation(const std::string &name) const | vl::GLSLProgram | `[inline]`
getUniformLocation(const char *name) const | vl::GLSLProgram | `[inline]`
GLSLProgram() | vl::GLSLProgram |
gocUniform(const std::string &name) | vl::GLSLProgram | `[inline]`
handle() const | vl::GLSLProgram | `[inline]`
incReference() | vl::Object | `[inline]`
infoLog() const | vl::GLSLProgram |
linked() const | vl::GLSLProgram | `[inline]`
linkProgram(bool force_relink=false) | vl::GLSLProgram |
linkStatus() const | vl::GLSLProgram |
m_vl_ModelViewMatrix | vl::GLSLProgram | `[protected]`
m_vl_ModelViewProjectionMatrix | vl::GLSLProgram | `[protected]`
m_vl_NormalMatrix | vl::GLSLProgram | `[protected]`
m_vl_ProjectionMatrix | vl::GLSLProgram | `[protected]`
mActiveUniformLocation | vl::GLSLProgram | `[protected]`
mAutoAttribLocation | vl::GLSLProgram | `[protected]`
mAutomaticDelete | vl::Object | `[protected]`
maxVertexAttribs() | vl::GLSLProgram | `[static]`
mFragDataLocation | vl::GLSLProgram | `[protected]`
mGeometryInputType | vl::GLSLProgram | `[protected]`
mGeometryOutputType | vl::GLSLProgram | `[protected]`
mGeometryVerticesOut | vl::GLSLProgram | `[protected]`
mHandle | vl::GLSLProgram | `[protected]`
mObjectName | vl::Object | `[protected]`
mProgramBinaryRetrievableHint | vl::GLSLProgram | `[protected]`
mProgramSeparable | vl::GLSLProgram | `[protected]`
mRefCountMutex | vl::Object | `[protected]`
mReferenceCount | vl::Object | `[protected]`
mScheduleLink | vl::GLSLProgram | `[protected]`
mShaders | vl::GLSLProgram | `[protected]`
mUniformSet | vl::GLSLProgram | `[protected]`
Object() | vl::Object | `[inline]`
Object(const Object &other) | vl::Object | `[inline]`
objectName() const | vl::Object | `[inline]`
operator=(const Object &other) | vl::Object | `[inline]`
programBinary(GLenum binary_format, const std::vector< unsigned char > &binary) | vl::GLSLProgram | `[inline]`
programBinary(GLenum binary_format, const void *binary, int length) | vl::GLSLProgram |
programBinaryRetrievableHint() const | vl::GLSLProgram | `[inline]`
programSeparable() const | vl::GLSLProgram | `[inline]`
refCountMutex() | vl::Object | `[inline]`
refCountMutex() const | vl::Object | `[inline]`
referenceCount() const | vl::Object | `[inline]`
removeAutoAttribLocation(const char *attr_name) | vl::GLSLProgram | `[inline]`
Renderer class | vl::GLSLProgram | `[friend]`
RenderState() | vl::RenderState | `[inline]`
scheduleRelinking() | vl::GLSLProgram | `[inline]`
setAutoAttribLocations(const std::map< std::string, int > &attrib_bindings) | vl::GLSLProgram | `[inline]`
setAutomaticDelete(bool autodel_on) | vl::Object | `[inline]`
setGeometryInputType(EGeometryInputType type) | vl::GLSLProgram | `[inline]`
setGeometryOutputType(EGeometryOutputType type) | vl::GLSLProgram | `[inline]`
setGeometryVerticesOut(int vertex_count) | vl::GLSLProgram | `[inline]`
setObjectName(const std::string &name) | vl::Object | `[inline]`
setProgramBinaryRetrievableHint(bool hint) | vl::GLSLProgram | `[inline]`
setProgramSeparable(bool separable) | vl::GLSLProgram | `[inline]`
setRefCountMutex(IMutex *mutex) | vl::Object | `[inline]`
setUniform(Uniform *uniform) | vl::GLSLProgram | `[inline]`
setUniformSet(UniformSet *uniforms) | vl::GLSLProgram | `[inline]`
shader(int i) const | vl::GLSLProgram | `[inline]`
shader(int i) | vl::GLSLProgram | `[inline]`
shaderCount() const | vl::GLSLProgram | `[inline]`
type() const | vl::GLSLProgram | `[inline, virtual]`
unbindFragDataLocation(const std::string &name) | vl::GLSLProgram |
uniformSet() | vl::GLSLProgram | `[inline]`
uniformSet() const | vl::GLSLProgram | `[inline]`
useProgram() const | vl::GLSLProgram |
validateProgram() const | vl::GLSLProgram |
vl_ModelViewMatrix() const | vl::GLSLProgram | `[inline]`
vl_ModelViewProjectionMatrix() const | vl::GLSLProgram | `[inline]`
vl_NormalMatrix() const | vl::GLSLProgram | `[inline]`
vl_ProjectionMatrix() const | vl::GLSLProgram | `[inline]`
~GLSLProgram() | vl::GLSLProgram |
~Object() | vl::Object | `[protected, virtual]`

Visualization Library v2011.05.1142 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu May 26 2011 22:51:41.
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