Visualization Library

A lightweight C++ OpenGL middleware for 2D/3D graphics
[Home] [Tutorials] [All Classes] [Grouped Classes]

vl::GLSLProgram Member List

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

apply(const Camera *) 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
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]
createProgram()vl::GLSLProgram
decReference()vl::Object [inline]
deleteProgram()vl::GLSLProgram
detachAllShaders()vl::GLSLProgram
detachShader(GLSLShader *shader)vl::GLSLProgram
disable() const vl::RenderState [inline, virtual]
enable() const vl::RenderState [inline, virtual]
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]
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]
GLSLProgram()vl::GLSLProgram
gocUniform(const std::string &name)vl::GLSLProgram [inline]
handle() const vl::GLSLProgram [inline]
incReference()vl::Object [inline]
infoLog() const vl::GLSLProgram
initResources()vl::GLSLProgram [virtual]
linked() const vl::GLSLProgram [inline]
linkProgram(bool force_relink=false)vl::GLSLProgram
linkStatus() const vl::GLSLProgram
maxVertexAttributes()vl::GLSLProgram [static]
mFragDataLocationvl::GLSLProgram [protected]
mGeometryInputTypevl::GLSLProgram [protected]
mGeometryOutputTypevl::GLSLProgram [protected]
mGeometryVerticesOutvl::GLSLProgram [protected]
mHandlevl::GLSLProgram [protected]
mNamevl::Object [protected]
mScheduleLinkvl::GLSLProgram [protected]
mShadersvl::GLSLProgram [protected]
mTextureUnitvl::RenderState [protected]
mUniformLocationvl::GLSLProgram [protected]
mUniformSetvl::GLSLProgram [protected]
name() const vl::Object [inline]
Object()vl::Object [inline]
Object(const Object &other)vl::Object [inline]
operator=(const Object &other)vl::Object [inline]
referenceCount() const vl::Object [inline]
Renderer classvl::GLSLProgram [friend]
RenderState()vl::RenderState [inline]
scheduleRelinking()vl::GLSLProgram
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]
setName(const std::string &name)vl::Object [inline]
setUniform(Uniform *uniform)vl::GLSLProgram [inline]
setUniformSet(UniformSet *uniforms)vl::GLSLProgram [inline]
setUnitIndex(int unit_index)vl::RenderState [inline]
shader(int i) const vl::GLSLProgram [inline]
shader(int i)vl::GLSLProgram [inline]
shaderCount() const vl::GLSLProgram [inline]
textureUnit() const vl::RenderState [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
~GLSLProgram()vl::GLSLProgram
~Object()vl::Object [protected, virtual]
~RenderState()vl::RenderState [inline, virtual]


Visualization Library v2009.08 Reference Documentation
Copyright 2005-2009 Michele Bosi. All rights reserved.
Updated on Sun Nov 8 14:28:58 2009.
Permission is granted to use this page to write and publish articles regarding Visualization Library.