tlp::GlShaderProgram Class Reference#include <GlShaderManager.h>
List of all members. Public Member Functions
- GlShaderProgram (const std::string &name, const GLuint programObjectId)
- std::string getName () const
- GLuint getShaderProgramId () const
- void setUniformFloat (const std::string &variateName, const float f)
- void setUniformVec2Float (const std::string &variableName, const Vector< float, 2 > &vec2f)
- void setUniformVec2Float (const std::string &variableName, const float f1, const float f2)
- void setUniformVec3Float (const std::string &variableName, const Vector< float, 3 > &vec3f)
- void setUniformVec3Float (const std::string &variableName, const float f1, const float f2, const float f3)
- void setUniformVec4Float (const std::string &variableName, const Vector< float, 4 > &vec4f)
- void setUniformVec4Float (const std::string &variableName, const float f1, const float f2, const float f3, const float f4)
- void setUniformMat2Float (const std::string &variableName, const Matrix< float, 2 > &mat2f, const bool transpose=false)
- void setUniformMat2Float (const std::string &variableName, const float *f, const bool transpose=false)
- void setUniformMat3Float (const std::string &variableName, const Matrix< float, 3 > &mat3f, const bool transpose=false)
- void setUniformMat3Float (const std::string &variableName, const float *f, const bool transpose=false)
- void setUniformMat4Float (const std::string &variableName, const Matrix< float, 4 > &mat4f, const bool transpose=false)
- void setUniformMat4Float (const std::string &variableName, const float *f, const bool transpose=false)
- void setUniformInt (const std::string &variableName, const int f)
- void setUniformVec2Int (const std::string &variableName, const Vector< int, 2 > &vec2i)
- void setUniformVec2Int (const std::string &variableName, const float i1, const float i2)
- void setUniformVec3Int (const std::string &variableName, const Vector< int, 3 > &vec3i)
- void setUniformVec3Int (const std::string &variableName, const int i1, const int i2, const int i3)
- void setUniformVec4Int (const std::string &variableName, const Vector< int, 4 > &vec4i)
- void setUniformVec4Int (const std::string &variableName, const int i1, const int i2, const int i3, const int i4)
- void setUniformBool (const std::string &variableName, const bool b)
- void setUniformVec2Bool (const std::string &variableName, const Vector< bool, 2 > &vec2b)
- void setUniformVec2Bool (const std::string &variableName, const bool b1, const bool b2)
- void setUniformVec3Bool (const std::string &variableName, const Vector< bool, 3 > &vec3b)
- void setUniformVec3Bool (const std::string &variableName, const bool b1, const bool b2, const bool b3)
- void setUniformVec4Bool (const std::string &variableName, const Vector< bool, 4 > &vec4b)
- void setUniformVec4Bool (const std::string &variableName, const bool i1, const bool i2, const bool i3, const bool i4)
- void setAttributeFloat (const std::string &variableName, const float f)
- void setAttributeVec2Float (const std::string &variableName, const Vector< float, 2 > &vec2f)
- void setAttributeVec2Float (const std::string &variableName, const float f1, const float f2)
- void setAttributeVec3Float (const std::string &variableName, const Vector< float, 3 > &vec3f)
- void setAttributeVec3Float (const std::string &variableName, const float f1, const float f2, const float f3)
- void setAttributeVec4Float (const std::string &variableName, const Vector< float, 4 > &vec4f)
- void setAttributeVec4Float (const std::string &variableName, const float f1, const float f2, const float f3, const float f4)
- void setAttributeInt (const std::string &variableName, const int f)
- void setAttributeVec2Int (const std::string &variableName, const Vector< int, 2 > &vec2i)
- void setAttributeVec2Int (const std::string &variableName, const float i1, const float i2)
- void setAttributeVec3Int (const std::string &variableName, const Vector< int, 3 > &vec3i)
- void setAttributeVec3Int (const std::string &variableName, const int i1, const int i2, const int i3)
- void setAttributeVec4Int (const std::string &variableName, const Vector< int, 4 > &vec4i)
- void setAttributeVec4Int (const std::string &variableName, const int i1, const int i2, const int i3, const int i4)
- void setAttributeBool (const std::string &variableName, const bool b)
- void setAttributeVec2Bool (const std::string &variableName, const Vector< bool, 2 > &vec2b)
- void setAttributeVec2Bool (const std::string &variableName, const bool b1, const bool b2)
- void setAttributeVec3Bool (const std::string &variableName, const Vector< bool, 3 > &vec3b)
- void setAttributeVec3Bool (const std::string &variableName, const bool b1, const bool b2, const bool b3)
- void setAttributeVec4Bool (const std::string &variableName, const Vector< bool, 4 > &vec4b)
- void setAttributeVec4Bool (const std::string &variableName, const bool b1, const bool b2, const bool b3, const bool b4)
- void setUniformTextureSampler (const std::string &samplerVariateName, const int samplerId)
- void setUniformColor (const std::string &variableName, const Color &color)
- void setAttributeColor (const std::string &variableName, const Color &color)
- template<unsigned int SIZE> void setUniformFloatArray (const std::string &variableName, const Vector< float, SIZE > &vecf)
- void setUniformFloatArray (const std::string &variableName, const unsigned int fCount, const float *f)
- template<unsigned int SIZE> void setUniformVec2FloatArray (const std::string &variableName, const Vector< Vector< float, 2 >, SIZE > &vecvec2f)
- void setUniformVec2FloatArray (const std::string &variableName, const unsigned int vec2fCount, const float *f)
- template<unsigned int SIZE> void setUniformVec3FloatArray (const std::string &variableName, const Vector< Vector< float, 3 >, SIZE > &vecvec3f)
- void setUniformVec3FloatArray (const std::string &variableName, const unsigned int vec3fCount, const float *f)
- template<unsigned int SIZE> void setUniformVec4FloatArray (const std::string &variableName, const Vector< Vector< float, 4 >, SIZE > &vecvec4f)
- void setUniformVec4FloatArray (const std::string &variableName, const unsigned int vec4fCount, const float *f)
- template<unsigned int SIZE> void setUniformMat2FloatArray (const std::string &variableName, const Vector< Matrix< float, 2 >, SIZE > &vecmat2f, const bool transpose=false)
- void setUniformMat2FloatArray (const std::string &variableName, const unsigned int mat2fCount, const float *f, const bool transpose=false)
- template<unsigned int SIZE> void setUniformMat3FloatArray (const std::string &variableName, const Vector< Matrix< float, 3 >, SIZE > &vecmat3f, const bool transpose=false)
- void setUniformMat3FloatArray (const std::string &variableName, const unsigned int mat3fCount, const float *f, const bool transpose=false)
- template<unsigned int SIZE> void setUniformMat4FloatArray (const std::string &variableName, const Vector< Matrix< float, 4 >, SIZE > &vecmat4f, const bool transpose=false)
- void setUniformMat4FloatArray (const std::string &variableName, const unsigned int mat4fCount, const float *f, const bool transpose=false)
- template<unsigned int SIZE> void setUniformIntArray (const std::string &variableName, const Vector< int, SIZE > &veci)
- void setUniformIntArray (const std::string &variableName, const unsigned int iCount, const int *i)
- template<unsigned int SIZE> void setUniformVec2IntArray (const std::string &variableName, const Vector< Vector< int, 2 >, SIZE > &vecvec2i)
- void setUniformVec2IntArray (const std::string &variableName, const unsigned int vec2iCount, const int *i)
- template<unsigned int SIZE> void setUniformVec3IntArray (const std::string &variableName, const Vector< Vector< int, 3 >, SIZE > &vecvec3i)
- void setUniformVec3IntArray (const std::string &variableName, const unsigned int vec3iCount, const int *i)
- template<unsigned int SIZE> void setUniformVec4IntArray (const std::string &variableName, const Vector< Vector< int, 4 >, SIZE > &vecvec4i)
- void setUniformVec4IntArray (const std::string &variableName, const unsigned int vec4iCount, const int *i)
- template<unsigned int SIZE> void setUniformBoolArray (const std::string &variableName, const Vector< bool, SIZE > &vecb)
- void setUniformBoolArray (const std::string &variableName, const unsigned int bCount, const bool *b)
- template<unsigned int SIZE> void setUniformVec2BoolArray (const std::string &variableName, const Vector< Vector< bool, 2 >, SIZE > &vecvec2b)
- void setUniformVec2BoolArray (const std::string &variableName, const unsigned int vec2bCount, const bool *b)
- template<unsigned int SIZE> void setUniformVec3BoolArray (const std::string &variableName, const Vector< Vector< bool, 3 >, SIZE > &vecvec3b)
- void setUniformVec3BoolArray (const std::string &variableName, const unsigned int vec3bCount, const bool *b)
- template<unsigned int SIZE> void setUniformVec4BoolArray (const std::string &variableName, const Vector< Vector< bool, 4 >, SIZE > &vecvec4b)
- void setUniformVec4BoolArray (const std::string &variableName, const unsigned int vec4bCount, const bool *b)
- void getUniformFloatVariableValue (const std::string &variableName, float *value)
- void getUniformIntVariableValue (const std::string &variableName, int *value)
- void getUniformBoolVariableValue (const std::string &variableName, bool *value)
- void getUniformVec2BoolVariableValue (const std::string &variableName, bool *value)
- void getUniformVec3BoolVariableValue (const std::string &variableName, bool *value)
- void getUniformVec4BoolVariableValue (const std::string &variableName, bool *value)
Constructor & Destructor Documentation
tlp::GlShaderProgram::GlShaderProgram |
( |
const std::string & |
name, |
|
|
const GLuint |
programObjectId |
|
) |
|
|
Member Function Documentation
std::string tlp::GlShaderProgram::getName |
( |
|
) |
const [inline] |
|
GLuint tlp::GlShaderProgram::getShaderProgramId |
( |
|
) |
const [inline] |
|
void tlp::GlShaderProgram::getUniformBoolVariableValue |
( |
const std::string & |
variableName, |
|
|
bool * |
value |
|
) |
|
|
void tlp::GlShaderProgram::getUniformFloatVariableValue |
( |
const std::string & |
variableName, |
|
|
float * |
value |
|
) |
|
|
void tlp::GlShaderProgram::getUniformIntVariableValue |
( |
const std::string & |
variableName, |
|
|
int * |
value |
|
) |
|
|
void tlp::GlShaderProgram::getUniformVec2BoolVariableValue |
( |
const std::string & |
variableName, |
|
|
bool * |
value |
|
) |
|
|
void tlp::GlShaderProgram::getUniformVec3BoolVariableValue |
( |
const std::string & |
variableName, |
|
|
bool * |
value |
|
) |
|
|
void tlp::GlShaderProgram::getUniformVec4BoolVariableValue |
( |
const std::string & |
variableName, |
|
|
bool * |
value |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeBool |
( |
const std::string & |
variableName, |
|
|
const bool |
b |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeColor |
( |
const std::string & |
variableName, |
|
|
const Color & |
color |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeFloat |
( |
const std::string & |
variableName, |
|
|
const float |
f |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeInt |
( |
const std::string & |
variableName, |
|
|
const int |
f |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec2Bool |
( |
const std::string & |
variableName, |
|
|
const bool |
b1, |
|
|
const bool |
b2 |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec2Bool |
( |
const std::string & |
variableName, |
|
|
const Vector< bool, 2 > & |
vec2b |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec2Float |
( |
const std::string & |
variableName, |
|
|
const float |
f1, |
|
|
const float |
f2 |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec2Float |
( |
const std::string & |
variableName, |
|
|
const Vector< float, 2 > & |
vec2f |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec2Int |
( |
const std::string & |
variableName, |
|
|
const float |
i1, |
|
|
const float |
i2 |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec2Int |
( |
const std::string & |
variableName, |
|
|
const Vector< int, 2 > & |
vec2i |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec3Bool |
( |
const std::string & |
variableName, |
|
|
const bool |
b1, |
|
|
const bool |
b2, |
|
|
const bool |
b3 |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec3Bool |
( |
const std::string & |
variableName, |
|
|
const Vector< bool, 3 > & |
vec3b |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec3Float |
( |
const std::string & |
variableName, |
|
|
const float |
f1, |
|
|
const float |
f2, |
|
|
const float |
f3 |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec3Float |
( |
const std::string & |
variableName, |
|
|
const Vector< float, 3 > & |
vec3f |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec3Int |
( |
const std::string & |
variableName, |
|
|
const int |
i1, |
|
|
const int |
i2, |
|
|
const int |
i3 |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec3Int |
( |
const std::string & |
variableName, |
|
|
const Vector< int, 3 > & |
vec3i |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec4Bool |
( |
const std::string & |
variableName, |
|
|
const bool |
b1, |
|
|
const bool |
b2, |
|
|
const bool |
b3, |
|
|
const bool |
b4 |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec4Bool |
( |
const std::string & |
variableName, |
|
|
const Vector< bool, 4 > & |
vec4b |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec4Float |
( |
const std::string & |
variableName, |
|
|
const float |
f1, |
|
|
const float |
f2, |
|
|
const float |
f3, |
|
|
const float |
f4 |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec4Float |
( |
const std::string & |
variableName, |
|
|
const Vector< float, 4 > & |
vec4f |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec4Int |
( |
const std::string & |
variableName, |
|
|
const int |
i1, |
|
|
const int |
i2, |
|
|
const int |
i3, |
|
|
const int |
i4 |
|
) |
|
|
void tlp::GlShaderProgram::setAttributeVec4Int |
( |
const std::string & |
variableName, |
|
|
const Vector< int, 4 > & |
vec4i |
|
) |
|
|
void tlp::GlShaderProgram::setUniformBool |
( |
const std::string & |
variableName, |
|
|
const bool |
b |
|
) |
|
|
void tlp::GlShaderProgram::setUniformBoolArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
bCount, |
|
|
const bool * |
b |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformBoolArray |
( |
const std::string & |
variableName, |
|
|
const Vector< bool, SIZE > & |
vecb |
|
) |
|
|
void tlp::GlShaderProgram::setUniformColor |
( |
const std::string & |
variableName, |
|
|
const Color & |
color |
|
) |
|
|
void tlp::GlShaderProgram::setUniformFloat |
( |
const std::string & |
variateName, |
|
|
const float |
f |
|
) |
|
|
void tlp::GlShaderProgram::setUniformFloatArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
fCount, |
|
|
const float * |
f |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformFloatArray |
( |
const std::string & |
variableName, |
|
|
const Vector< float, SIZE > & |
vecf |
|
) |
|
|
void tlp::GlShaderProgram::setUniformInt |
( |
const std::string & |
variableName, |
|
|
const int |
f |
|
) |
|
|
void tlp::GlShaderProgram::setUniformIntArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
iCount, |
|
|
const int * |
i |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformIntArray |
( |
const std::string & |
variableName, |
|
|
const Vector< int, SIZE > & |
veci |
|
) |
|
|
void tlp::GlShaderProgram::setUniformMat2Float |
( |
const std::string & |
variableName, |
|
|
const float * |
f, |
|
|
const bool |
transpose = false |
|
) |
|
|
void tlp::GlShaderProgram::setUniformMat2Float |
( |
const std::string & |
variableName, |
|
|
const Matrix< float, 2 > & |
mat2f, |
|
|
const bool |
transpose = false |
|
) |
|
|
void tlp::GlShaderProgram::setUniformMat2FloatArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
mat2fCount, |
|
|
const float * |
f, |
|
|
const bool |
transpose = false |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformMat2FloatArray |
( |
const std::string & |
variableName, |
|
|
const Vector< Matrix< float, 2 >, SIZE > & |
vecmat2f, |
|
|
const bool |
transpose = false |
|
) |
|
|
void tlp::GlShaderProgram::setUniformMat3Float |
( |
const std::string & |
variableName, |
|
|
const float * |
f, |
|
|
const bool |
transpose = false |
|
) |
|
|
void tlp::GlShaderProgram::setUniformMat3Float |
( |
const std::string & |
variableName, |
|
|
const Matrix< float, 3 > & |
mat3f, |
|
|
const bool |
transpose = false |
|
) |
|
|
void tlp::GlShaderProgram::setUniformMat3FloatArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
mat3fCount, |
|
|
const float * |
f, |
|
|
const bool |
transpose = false |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformMat3FloatArray |
( |
const std::string & |
variableName, |
|
|
const Vector< Matrix< float, 3 >, SIZE > & |
vecmat3f, |
|
|
const bool |
transpose = false |
|
) |
|
|
void tlp::GlShaderProgram::setUniformMat4Float |
( |
const std::string & |
variableName, |
|
|
const float * |
f, |
|
|
const bool |
transpose = false |
|
) |
|
|
void tlp::GlShaderProgram::setUniformMat4Float |
( |
const std::string & |
variableName, |
|
|
const Matrix< float, 4 > & |
mat4f, |
|
|
const bool |
transpose = false |
|
) |
|
|
void tlp::GlShaderProgram::setUniformMat4FloatArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
mat4fCount, |
|
|
const float * |
f, |
|
|
const bool |
transpose = false |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformMat4FloatArray |
( |
const std::string & |
variableName, |
|
|
const Vector< Matrix< float, 4 >, SIZE > & |
vecmat4f, |
|
|
const bool |
transpose = false |
|
) |
|
|
void tlp::GlShaderProgram::setUniformTextureSampler |
( |
const std::string & |
samplerVariateName, |
|
|
const int |
samplerId |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec2Bool |
( |
const std::string & |
variableName, |
|
|
const bool |
b1, |
|
|
const bool |
b2 |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec2Bool |
( |
const std::string & |
variableName, |
|
|
const Vector< bool, 2 > & |
vec2b |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec2BoolArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
vec2bCount, |
|
|
const bool * |
b |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformVec2BoolArray |
( |
const std::string & |
variableName, |
|
|
const Vector< Vector< bool, 2 >, SIZE > & |
vecvec2b |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec2Float |
( |
const std::string & |
variableName, |
|
|
const float |
f1, |
|
|
const float |
f2 |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec2Float |
( |
const std::string & |
variableName, |
|
|
const Vector< float, 2 > & |
vec2f |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec2FloatArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
vec2fCount, |
|
|
const float * |
f |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformVec2FloatArray |
( |
const std::string & |
variableName, |
|
|
const Vector< Vector< float, 2 >, SIZE > & |
vecvec2f |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec2Int |
( |
const std::string & |
variableName, |
|
|
const float |
i1, |
|
|
const float |
i2 |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec2Int |
( |
const std::string & |
variableName, |
|
|
const Vector< int, 2 > & |
vec2i |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec2IntArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
vec2iCount, |
|
|
const int * |
i |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformVec2IntArray |
( |
const std::string & |
variableName, |
|
|
const Vector< Vector< int, 2 >, SIZE > & |
vecvec2i |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec3Bool |
( |
const std::string & |
variableName, |
|
|
const bool |
b1, |
|
|
const bool |
b2, |
|
|
const bool |
b3 |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec3Bool |
( |
const std::string & |
variableName, |
|
|
const Vector< bool, 3 > & |
vec3b |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec3BoolArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
vec3bCount, |
|
|
const bool * |
b |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformVec3BoolArray |
( |
const std::string & |
variableName, |
|
|
const Vector< Vector< bool, 3 >, SIZE > & |
vecvec3b |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec3Float |
( |
const std::string & |
variableName, |
|
|
const float |
f1, |
|
|
const float |
f2, |
|
|
const float |
f3 |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec3Float |
( |
const std::string & |
variableName, |
|
|
const Vector< float, 3 > & |
vec3f |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec3FloatArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
vec3fCount, |
|
|
const float * |
f |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformVec3FloatArray |
( |
const std::string & |
variableName, |
|
|
const Vector< Vector< float, 3 >, SIZE > & |
vecvec3f |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec3Int |
( |
const std::string & |
variableName, |
|
|
const int |
i1, |
|
|
const int |
i2, |
|
|
const int |
i3 |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec3Int |
( |
const std::string & |
variableName, |
|
|
const Vector< int, 3 > & |
vec3i |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec3IntArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
vec3iCount, |
|
|
const int * |
i |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformVec3IntArray |
( |
const std::string & |
variableName, |
|
|
const Vector< Vector< int, 3 >, SIZE > & |
vecvec3i |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec4Bool |
( |
const std::string & |
variableName, |
|
|
const bool |
i1, |
|
|
const bool |
i2, |
|
|
const bool |
i3, |
|
|
const bool |
i4 |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec4Bool |
( |
const std::string & |
variableName, |
|
|
const Vector< bool, 4 > & |
vec4b |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec4BoolArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
vec4bCount, |
|
|
const bool * |
b |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformVec4BoolArray |
( |
const std::string & |
variableName, |
|
|
const Vector< Vector< bool, 4 >, SIZE > & |
vecvec4b |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec4Float |
( |
const std::string & |
variableName, |
|
|
const float |
f1, |
|
|
const float |
f2, |
|
|
const float |
f3, |
|
|
const float |
f4 |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec4Float |
( |
const std::string & |
variableName, |
|
|
const Vector< float, 4 > & |
vec4f |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec4FloatArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
vec4fCount, |
|
|
const float * |
f |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformVec4FloatArray |
( |
const std::string & |
variableName, |
|
|
const Vector< Vector< float, 4 >, SIZE > & |
vecvec4f |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec4Int |
( |
const std::string & |
variableName, |
|
|
const int |
i1, |
|
|
const int |
i2, |
|
|
const int |
i3, |
|
|
const int |
i4 |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec4Int |
( |
const std::string & |
variableName, |
|
|
const Vector< int, 4 > & |
vec4i |
|
) |
|
|
void tlp::GlShaderProgram::setUniformVec4IntArray |
( |
const std::string & |
variableName, |
|
|
const unsigned int |
vec4iCount, |
|
|
const int * |
i |
|
) |
|
|
template<unsigned int SIZE> |
void tlp::GlShaderProgram::setUniformVec4IntArray |
( |
const std::string & |
variableName, |
|
|
const Vector< Vector< int, 4 >, SIZE > & |
vecvec4i |
|
) |
|
|
|