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_ModelViewMatrixvl::GLSLProgram [protected]
m_vl_ModelViewProjectionMatrixvl::GLSLProgram [protected]
m_vl_NormalMatrixvl::GLSLProgram [protected]
m_vl_ProjectionMatrixvl::GLSLProgram [protected]
mActiveUniformLocationvl::GLSLProgram [protected]
mAutoAttribLocationvl::GLSLProgram [protected]
mAutomaticDeletevl::Object [protected]
maxVertexAttribs()vl::GLSLProgram [static]
mFragDataLocationvl::GLSLProgram [protected]
mGeometryInputTypevl::GLSLProgram [protected]
mGeometryOutputTypevl::GLSLProgram [protected]
mGeometryVerticesOutvl::GLSLProgram [protected]
mHandlevl::GLSLProgram [protected]
mObjectNamevl::Object [protected]
mProgramBinaryRetrievableHintvl::GLSLProgram [protected]
mProgramSeparablevl::GLSLProgram [protected]
mRefCountMutexvl::Object [protected]
mReferenceCountvl::Object [protected]
mScheduleLinkvl::GLSLProgram [protected]
mShadersvl::GLSLProgram [protected]
mUniformSetvl::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 classvl::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 v2011.05.1144 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Tue Sep 13 2011 21:59:14.
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