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Elevate Engine 1
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This is the complete list of members for Elevate::OpenGLShader, including all inherited members.
| Bind() const override | Elevate::OpenGLShader | virtual |
| Create(const std::string &vertexSource, const std::string &fragmentSouce) | Elevate::Shader | static |
| CreateDefault() | Elevate::Shader | static |
| CreateDefaultError() | Elevate::Shader | static |
| CreateDefaultErrorNative() | Elevate::Shader | static |
| CreateDefaultNative() | Elevate::Shader | static |
| CreateFromFiles(const std::string &vertexSrcPath, const std::string &fragSrcPath) | Elevate::Shader | static |
| CreateFromFiles(const std::string &vertexSrcPath, const std::string &fragSrcPath, const std::string &customVertCode, const std::string &customFragCode) | Elevate::Shader | static |
| ExtractReflectionData() const override | Elevate::OpenGLShader | protectedvirtual |
| GetHashCode() const override | Elevate::OpenGLShader | virtual |
| GetID() const override | Elevate::OpenGLShader | virtual |
| GetLayout() | Elevate::Shader | inline |
| GetRendererID() const override | Elevate::OpenGLShader | inlinevirtual |
| IsInitialized() | Elevate::Shader | inline |
| OpenGLShader(const std::string &vertexSource, const std::string &fragmentSouce) | Elevate::OpenGLShader | |
| SetCameraPosition(const glm::vec3 cameraPosition) const | Elevate::Shader | |
| SetInitializationStatus(bool initialized) | Elevate::Shader | inlineprotected |
| SetModelMatrix(const glm::mat4 &modelMatrix) | Elevate::Shader | |
| SetModelMatrix(const GameObject &object) | Elevate::Shader | |
| SetProjectionViewMatrix(const glm::mat4 viewProjMatrix) | Elevate::Shader | |
| SetProjectionViewMatrix(const Camera &cam) | Elevate::Shader | |
| SetUniform(const std::string &location, ShaderDataType type, void *value) | Elevate::Shader | virtual |
| SetUniform1f(const std::string &location, float value) const override | Elevate::OpenGLShader | virtual |
| SetUniform1fv(const std::string &location, int count, float *value) const override | Elevate::OpenGLShader | virtual |
| SetUniform1i(const std::string &location, int value) const override | Elevate::OpenGLShader | virtual |
| SetUniform1iv(const std::string &location, int count, int *value) const override | Elevate::OpenGLShader | virtual |
| SetUniform2f(const std::string &location, float x, float y) const override | Elevate::OpenGLShader | virtual |
| Elevate::Shader::SetUniform2f(const std::string &location, glm::vec2 value) const | Elevate::Shader | inline |
| SetUniform2fv(const std::string &location, int count, float *value) const override | Elevate::OpenGLShader | virtual |
| SetUniform2i(const std::string &location, int x, int y) const override | Elevate::OpenGLShader | virtual |
| SetUniform2iv(const std::string &location, int count, int *value) const override | Elevate::OpenGLShader | virtual |
| SetUniform3f(const std::string &location, float x, float y, float z) const override | Elevate::OpenGLShader | virtual |
| Elevate::Shader::SetUniform3f(const std::string &location, glm::vec3 value) const | Elevate::Shader | inline |
| SetUniform3fv(const std::string &location, int count, float *value) const override | Elevate::OpenGLShader | virtual |
| SetUniform3i(const std::string &location, int x, int y, int z) const override | Elevate::OpenGLShader | virtual |
| SetUniform3iv(const std::string &location, int count, int *value) const override | Elevate::OpenGLShader | virtual |
| SetUniform4f(const std::string &location, float x, float y, float z, float w) const override | Elevate::OpenGLShader | virtual |
| Elevate::Shader::SetUniform4f(const std::string &location, glm::vec4 value) const | Elevate::Shader | inline |
| SetUniform4fv(const std::string &location, int count, float *value) const override | Elevate::OpenGLShader | virtual |
| SetUniform4i(const std::string &location, int x, int y, int z, int w) const override | Elevate::OpenGLShader | virtual |
| SetUniform4iv(const std::string &location, int count, int *value) const override | Elevate::OpenGLShader | virtual |
| SetUniformMatrix2fv(const std::string &location, float *data) const override | Elevate::OpenGLShader | virtual |
| Elevate::Shader::SetUniformMatrix2fv(const std::string &location, glm::mat2 data) const | Elevate::Shader | |
| SetUniformMatrix3fv(const std::string &location, float *data) const override | Elevate::OpenGLShader | virtual |
| Elevate::Shader::SetUniformMatrix3fv(const std::string &location, glm::mat3 data) const | Elevate::Shader | |
| SetUniformMatrix4fv(const std::string &location, float *data) const override | Elevate::OpenGLShader | virtual |
| Elevate::Shader::SetUniformMatrix4fv(const std::string &location, glm::mat4 data) const | Elevate::Shader | |
| Unbind() const override | Elevate::OpenGLShader | virtual |
| UseDirLight(DirectionalLight *newDirLight) | Elevate::Shader | |
| UseLight(Light *newLightSetting, const std::string &lightName) | Elevate::Shader | |
| ~OpenGLShader() | Elevate::OpenGLShader | virtual |
| ~Shader() | Elevate::Shader | inline |