Tucano
0.1
A library for rapid prototyping with modern OpenGL and GLSL
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This is the complete list of members for Tucano::Shader, including all inherited members.
bind(void) | Tucano::Shader | inline |
compute_shader_code | Tucano::Shader | private |
computeID_sptr | Tucano::Shader | private |
computeShader | Tucano::Shader | private |
computeShaderPath | Tucano::Shader | private |
createProgramID(void) | Tucano::Shader | inline |
createShaders(void) | Tucano::Shader | inline |
debug_level | Tucano::Shader | private |
fragID_sptr | Tucano::Shader | private |
fragment_code | Tucano::Shader | private |
fragmentShader | Tucano::Shader | private |
fragmentShaderPath | Tucano::Shader | private |
geometry_code | Tucano::Shader | private |
geometryShader | Tucano::Shader | private |
geometryShaderPath | Tucano::Shader | private |
geomID_sptr | Tucano::Shader | private |
getActiveAttributes(vector< string > &attribs) | Tucano::Shader | inline |
getAttributeLocation(const GLchar *name) const | Tucano::Shader | inline |
getComputeShader(void) | Tucano::Shader | inline |
getFragmentShader(void) | Tucano::Shader | inline |
getGeometryShader(void) | Tucano::Shader | inline |
getShaderName(void) | Tucano::Shader | inline |
getShaderProgram(void) | Tucano::Shader | inline |
getTessellationControlShader(void) | Tucano::Shader | inline |
getTessellationEvaluationShader(void) | Tucano::Shader | inline |
getUniformLocation(const GLchar *name) const | Tucano::Shader | inline |
getVertexShader(void) | Tucano::Shader | inline |
initialize(void) | Tucano::Shader | inline |
initializeFromStrings(string in_vertex_code, string in_fragment_code, string in_geometry_code="", string in_tessellation_evaluation_code="", string in_tessellation_control_code="") | Tucano::Shader | inline |
initializeTF(int size, const char **varlist, GLenum buffer_mode=GL_INTERLEAVED_ATTRIBS) | Tucano::Shader | inline |
linkProgram(void) | Tucano::Shader | inline |
load(string name, string shader_dir="") | Tucano::Shader | inline |
programID_sptr | Tucano::Shader | private |
readComputeShaderCode(void) | Tucano::Shader | inline |
readFragmentCode(void) | Tucano::Shader | inline |
readGeometryCode(void) | Tucano::Shader | inline |
readTessellationControlCode(void) | Tucano::Shader | inline |
readTessellationEvaluationCode(void) | Tucano::Shader | inline |
readVertexCode(void) | Tucano::Shader | inline |
reloadShaders(void) | Tucano::Shader | inline |
setComputeShader(string &computeShaderCode) | Tucano::Shader | inline |
setFragmentShader(string &fragmentShaderCode) | Tucano::Shader | inline |
setGeometryShader(string &geometryShaderCode) | Tucano::Shader | inline |
setShaderName(string name) | Tucano::Shader | inline |
setTessellationControlShader(string &tessellationControlCode) | Tucano::Shader | inline |
setTessellationEvaluationShader(string &tessellationEvaluationCode) | Tucano::Shader | inline |
setUniform(GLint location, GLint a, GLint b, GLint c, GLint d) | Tucano::Shader | inline |
setUniform(GLint location, GLint a, GLint b, GLint c) | Tucano::Shader | inline |
setUniform(GLint location, GLint a, GLint b) | Tucano::Shader | inline |
setUniform(GLint location, GLint a) | Tucano::Shader | inline |
setUniform(const GLchar *name, GLint a, GLint b, GLint c, GLint d) | Tucano::Shader | inline |
setUniform(const GLchar *name, GLint a, GLint b, GLint c) | Tucano::Shader | inline |
setUniform(const GLchar *name, GLint a, GLint b) | Tucano::Shader | inline |
setUniform(const GLchar *name, GLint a) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Vector4i &vec) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Vector3i &vec) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Vector2i &vec) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Vector4i &vec) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Vector3i &vec) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Vector2i &vec) | Tucano::Shader | inline |
setUniform(GLint location, GLfloat a, GLfloat b, GLfloat c, GLfloat d) | Tucano::Shader | inline |
setUniform(GLint location, GLfloat a, GLfloat b, GLfloat c) | Tucano::Shader | inline |
setUniform(GLint location, GLfloat a, GLfloat b) | Tucano::Shader | inline |
setUniform(GLint location, GLfloat a) | Tucano::Shader | inline |
setUniform(const GLchar *name, GLfloat a, GLfloat b, GLfloat c, GLfloat d) | Tucano::Shader | inline |
setUniform(const GLchar *name, GLfloat a, GLfloat b, GLfloat c) | Tucano::Shader | inline |
setUniform(const GLchar *name, GLfloat a, GLfloat b) | Tucano::Shader | inline |
setUniform(const GLchar *name, GLfloat a) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Vector4f &vec) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Vector3f &vec) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Vector2f &vec) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Vector4f &vec) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Vector3f &vec) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Vector2f &vec) | Tucano::Shader | inline |
setUniform(GLint location, GLdouble a, GLdouble b, GLdouble c, GLdouble d) | Tucano::Shader | inline |
setUniform(GLint location, GLdouble a, GLdouble b, GLdouble c) | Tucano::Shader | inline |
setUniform(GLint location, GLdouble a, GLdouble b) | Tucano::Shader | inline |
setUniform(GLint location, GLdouble a) | Tucano::Shader | inline |
setUniform(const GLchar *name, GLdouble a, GLdouble b, GLdouble c, GLdouble d) | Tucano::Shader | inline |
setUniform(const GLchar *name, GLdouble a, GLdouble b, GLdouble c) | Tucano::Shader | inline |
setUniform(const GLchar *name, GLdouble a, GLdouble b) | Tucano::Shader | inline |
setUniform(const GLchar *name, GLdouble a) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Vector4d vec) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Vector3d vec) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Vector2d vec) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Vector4d vec) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Vector3d vec) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Vector2d vec) | Tucano::Shader | inline |
setUniform(GLint location, const GLint *v, GLuint nvalues, GLsizei count=1) | Tucano::Shader | inline |
setUniform(GLint location, const GLfloat *v, GLuint nvalues, GLsizei count=1) | Tucano::Shader | inline |
setUniform(const GLchar *name, const GLint *v, GLuint nvalues, GLsizei count=1) | Tucano::Shader | inline |
setUniform(const GLchar *name, const GLfloat *v, GLuint nvalues, GLsizei count=1) | Tucano::Shader | inline |
setUniform(GLint location, const GLfloat *m, GLuint dim, GLboolean transpose=GL_FALSE, GLsizei count=1) | Tucano::Shader | inline |
setUniform(const GLchar *name, const GLfloat *m, GLuint dim, GLboolean transpose=GL_FALSE, GLsizei count=1) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Matrix4f &matrix) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Matrix3f &matrix) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Matrix2f &matrix) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Matrix4f &matrix) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Matrix3f &matrix) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Matrix2f &matrix) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Affine3f &affine_matrix) | Tucano::Shader | inline |
setUniform(GLint location, const Eigen::Affine2f &affine_matrix) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Affine3f &affine_matrix) | Tucano::Shader | inline |
setUniform(const GLchar *name, const Eigen::Affine2f &affine_matrix) | Tucano::Shader | inline |
setVertexShader(string &vertexShaderCode) | Tucano::Shader | inline |
Shader(string name, string vertex_shader_path, string fragment_shader_path, string geometry_shader_path="", string tessellation_evaluation_shader_path="", string tessellation_control_shader_path="") | Tucano::Shader | inline |
Shader(string name, string shader_dir) | Tucano::Shader | inline |
Shader() | Tucano::Shader | inline |
shaderName | Tucano::Shader | private |
shaderProgram | Tucano::Shader | private |
tessContID_sptr | Tucano::Shader | private |
tessellation_control_code | Tucano::Shader | private |
tessellation_evaluation_code | Tucano::Shader | private |
tessellationControlShader | Tucano::Shader | private |
tessellationControlShaderPath | Tucano::Shader | private |
tessellationEvaluationShader | Tucano::Shader | private |
tessellationEvaluationShaderPath | Tucano::Shader | private |
tessEvalID_sptr | Tucano::Shader | private |
unbind(void) | Tucano::Shader | inline |
vertex_code | Tucano::Shader | private |
vertexID_sptr | Tucano::Shader | private |
vertexShader | Tucano::Shader | private |
vertexShaderPath | Tucano::Shader | private |