, including all inherited members.
activeAttribInfo(const char *name) const | vl::GLSLProgram | [inline] |
activeAttribs() const | vl::GLSLProgram | [inline] |
activeUniformInfo(const char *name) const | vl::GLSLProgram | [inline] |
activeUniforms() const | vl::GLSLProgram | [inline] |
addAutoAttribLocation(int attr_index, const char *attr_name) | vl::GLSLProgram | [inline] |
apply(int index, 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 char *name) | vl::GLSLProgram | |
bindFragDataLocation(int color_number, const char *name) | vl::GLSLProgram | |
clearAutoAttribLocations() | vl::GLSLProgram | [inline] |
clone() const | vl::GLSLProgram | [inline, virtual] |
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 char *name) | vl::GLSLProgram | [inline] |
eraseUniform(const Uniform *uniform) | vl::GLSLProgram | [inline] |
fragDataLocation(const char *name) const | vl::GLSLProgram | |
fragDataLocations() const | vl::GLSLProgram | [inline] |
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 char *name, fvec2 &vec) const | vl::GLSLProgram | [inline] |
getUniform(const char *name, fvec3 &vec) const | vl::GLSLProgram | [inline] |
getUniform(const char *name, fvec4 &vec) const | vl::GLSLProgram | [inline] |
getUniform(const char *name, fmat2 &mat) const | vl::GLSLProgram | [inline] |
getUniform(const char *name, fmat3 &mat) const | vl::GLSLProgram | [inline] |
getUniform(const char *name, fmat4 &mat) const | vl::GLSLProgram | [inline] |
getUniform(const char *name, ivec2 &vec) const | vl::GLSLProgram | [inline] |
getUniform(const char *name, ivec3 &vec) const | vl::GLSLProgram | [inline] |
getUniform(const char *name, ivec4 &vec) const | vl::GLSLProgram | [inline] |
getUniform(const char *name) | vl::GLSLProgram | [inline] |
getUniformfv(int location, float *params) const | vl::GLSLProgram | [inline] |
getUniformfv(const char *name, float *params) const | vl::GLSLProgram | [inline] |
getUniformiv(int location, int *params) const | vl::GLSLProgram | [inline] |
getUniformiv(const char *name, int *params) const | vl::GLSLProgram | [inline] |
getUniformLocation(const char *name) const | vl::GLSLProgram | [inline] |
getUniformSet() | vl::GLSLProgram | [inline] |
getUniformSet() const | vl::GLSLProgram | [inline] |
GLSLProgram() | vl::GLSLProgram | |
gocUniform(const char *name) | vl::GLSLProgram | [inline] |
handle() const | vl::GLSLProgram | [inline] |
incReference() const | 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] |
mActiveAttribs | vl::GLSLProgram | [protected] |
mActiveUniforms | vl::GLSLProgram | [protected] |
mAutoAttribLocation | vl::GLSLProgram | [protected] |
mAutomaticDelete | vl::Object | [protected] |
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 | [mutable, 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 GLSLProgram &other) | vl::GLSLProgram | |
vl::RenderStateNonIndexed::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] |
RenderStateNonIndexed() | vl::RenderStateNonIndexed | [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 char *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 char *name) | vl::GLSLProgram | |
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] |