Overview | Modules | Class Hierarchy | Classes | Members
# tlp::GlShaderProgram Class Reference `#include <GlShaderProgram.h>` Collaboration diagram for tlp::GlShaderProgram: [legend] List of all members. ## Detailed Description A class to manage OpenGL shader program. This class allows to create and use shader programs by linking several shader objects. At least one shader object must be provided in order to use the shader program. Multiple shader objects of the same type can be added but exactly one of these shader objects must have a main() function. As in C, in order to use a function defined in a separate shader object from another shader object, this function has to be declared with the same prototype in the source code of the last one. This class also allows to specify uniform and attribute variables values of the shader program. ## Public Member Functions GlShaderProgram (const std::string &name="") ~GlShaderProgram () std::string getName () const GLuint getShaderProgramId () const void addShader (GlShader *shader) void removeShader (GlShader *shader) void removeAllShaders () void addShaderFromSourceCode (const ShaderType shaderType, const char *shaderSrc) void addShaderFromSourceCode (const ShaderType shaderType, const std::string &shaderSrc) void addShaderFromSourceFile (const ShaderType shaderType, const std::string &shaderSrcFilename) void addGeometryShaderFromSourceCode (const char *geometryShaderSrc, GLenum inputPrimitiveType, GLenum outputPrimitiveType) void addGeometryShaderFromSourceCode (const std::string &geometryShaderSrc, GLenum inputPrimitiveType, GLenum outputPrimitiveType) void addGeometryShaderFromSourceFile (const std::string &geometryShaderSrcFilename, GLenum inputPrimitiveType, GLenum outputPrimitiveType) void link () bool isLinked () const void printInfoLog () void activate () void desactivate () 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) ## Static Public Member Functions static bool shaderProgramsSupported () static bool geometryShaderSupported () static GlShaderProgram * getCurrentActiveShader () ## Constructor & Destructor Documentation
tlp::GlShaderProgram::GlShaderProgram | ( | const std::string & | name = `""` | ) |
  | GlShaderProgram constructor Parameters:
  | name | An optionnal name can be provided to identify the shader program
tlp::GlShaderProgram::~GlShaderProgram | ( |  | ) |
| GlShaderProgram destructor
## Member Function Documentation
void tlp::GlShaderProgram::activate | ( |  | ) |
| Activate the shader program. If the shader program has not been linked, the link method will be called.
void tlp::GlShaderProgram::addGeometryShaderFromSourceCode | ( | const std::string & | geometryShaderSrc,
|  | GLenum | inputPrimitiveType,
|  | GLenum | outputPrimitiveType
| ) |
  | Convenient method to add a geometry shader object from a source code stored in a C++ string The created shader object will be automatically destroyed when removing all attached shader objects or destroying the shader program Parameters:
  | geometryShaderSrc | the C++ string containing the geometry shader object source code
  | inputPrimitiveType | the type of graphic primitive the geometry shader takes as input. (must be one from the following list : GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_EXT, GL_TRIANGLES, GL_TRIANGLES_ADJACENCY_EXT)
  | outputPrimitiveType | the type of graphics primitives the geometry shader will output (must be one of the following list : GL_POINTS, GL_LINE_STRIP, GL_TRIANGLE_STRIP)
void tlp::GlShaderProgram::addGeometryShaderFromSourceCode | ( | const char * | geometryShaderSrc,
|  | GLenum | inputPrimitiveType,
|  | GLenum | outputPrimitiveType
| ) |
  | Convenient method to add a geometry shader object from a source code stored in a C string The created shader object will be automatically destroyed when removing all attached shader objects or destroying the shader program Parameters:
  | geometryShaderSrc | the C string containing the geometry shader object source code
  | inputPrimitiveType | the type of graphic primitive the geometry shader takes as input. (must be one from the following list : GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_EXT, GL_TRIANGLES, GL_TRIANGLES_ADJACENCY_EXT)
  | outputPrimitiveType | the type of graphics primitives the geometry shader will output (must be one of the following list : GL_POINTS, GL_LINE_STRIP, GL_TRIANGLE_STRIP)
void tlp::GlShaderProgram::addGeometryShaderFromSourceFile | ( | const std::string & | geometryShaderSrcFilename,
|  | GLenum | inputPrimitiveType,
|  | GLenum | outputPrimitiveType
| ) |
  | Convenient method to add a geometry shader object from a source code stored in a file The created shader object will be automatically destroyed when removing all attached shader objects or destroying the shader program Parameters:
  | geometryShaderSrcFilename | the absolute path to the file containing the geometry shader object source code
  | inputPrimitiveType | the type of graphic primitive the geometry shader takes as input. (must be one from the following list : GL_POINTS, GL_LINES, GL_LINES_ADJACENCY_EXT, GL_TRIANGLES, GL_TRIANGLES_ADJACENCY_EXT)
  | outputPrimitiveType | the type of graphics primitives the geometry shader will output (must be one of the following list : GL_POINTS, GL_LINE_STRIP, GL_TRIANGLE_STRIP)
void tlp::GlShaderProgram::addShader | ( | GlShader * | shader | ) |
  | Add a shader object to this shader program Parameters:
  | shader | the shader object to add to this shader program
void tlp::GlShaderProgram::addShaderFromSourceCode | ( | const ShaderType | shaderType,
|  | const std::string & | shaderSrc
| ) |
  | Convenient method to add a shader object (from type Vertex or Fragment) from a source code stored in a C++ string The created shader object will be automatically destroyed when removing all attached shader objects or destroying the shader program Parameters:
  | shaderType | the type of the shader object to add (must be Vertex or Fragment)
  | shaderSrc | the C++ string containing the shader object source code
void tlp::GlShaderProgram::addShaderFromSourceCode | ( | const ShaderType | shaderType,
|  | const char * | shaderSrc
| ) |
  | Convenient method to add a shader object (from type Vertex or Fragment) from a source code stored in a C string The created shader object will be automatically destroyed when removing all attached shader objects or destroying the shader program Parameters:
  | shaderType | the type of the shader object to add (must be Vertex or Fragment)
  | shaderSrc | the C string containing the shader object source code
void tlp::GlShaderProgram::addShaderFromSourceFile | ( | const ShaderType | shaderType,
|  | const std::string & | shaderSrcFilename
| ) |
  | Convenient method to add a shader object (from type Vertex or Fragment) from a source code stored in a file The created shader object will be automatically destroyed when removing all attached shader objects or destroying the shader program Parameters:
  | shaderType | the type of the shader object to add (must be Vertex or Fragment)
  | shaderSrcFilename | the aboslute path to the file containing the shader object source code
void tlp::GlShaderProgram::desactivate | ( |  | ) |
| Deactivate the shader program.
static bool tlp::GlShaderProgram::geometryShaderSupported | ( |  | ) | `[static]`
| A static function which returns true if geometry shaders are supported by the host graphic card
static GlShaderProgram* tlp::GlShaderProgram::getCurrentActiveShader | ( |  | ) | `[static]`
| A static function which returns the current active shader if any
std::string tlp::GlShaderProgram::getName | ( |  | ) | const`[inline]`
| Return the string identifier of this shader program
GLuint tlp::GlShaderProgram::getShaderProgramId | ( |  | ) | const`[inline]`
| Return the OpenGL identifier of this shader program
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
| ) |
bool tlp::GlShaderProgram::isLinked | ( |  | ) | const`[inline]`
| return true if the shader program has been successfully linked, false otherwise
void tlp::GlShaderProgram::link | ( |  | ) |
| Link the shader program.
void tlp::GlShaderProgram::printInfoLog | ( |  | ) |
| Print the info log containing errors and warnings related to shader objects compilation and shader program linkage
void tlp::GlShaderProgram::removeAllShaders | ( |  | ) |
| remove all shaders from this shader program
void tlp::GlShaderProgram::removeShader | ( | GlShader * | shader | ) |
  | Remove a shader object from this shader program Note that the shader object will not be destroyed Parameters:
  | shader | the shader object to remove from this shader program
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
| ) |
static bool tlp::GlShaderProgram::shaderProgramsSupported | ( |  | ) | `[static]`
| A static function which returns true if vertex and fragment shaders are supported by the host graphic card

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