Elevate Engine 1
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Elevate::Shader Member List

This is the complete list of members for Elevate::Shader, including all inherited members.

Create(const std::string &vertexSource, const std::string &fragmentSouce)Elevate::Shaderstatic
CreateDefault()Elevate::Shaderstatic
CreateDefaultError()Elevate::Shaderstatic
CreateDefaultErrorNative()Elevate::Shaderstatic
CreateDefaultNative()Elevate::Shaderstatic
CreateFromFiles(const std::string &vertexSrcPath, const std::string &fragSrcPath)Elevate::Shaderstatic
CreateFromFiles(const std::string &vertexSrcPath, const std::string &fragSrcPath, const std::string &customVertCode, const std::string &customFragCode)Elevate::Shaderstatic
ExtractReflectionData() const =0Elevate::Shaderprotectedpure virtual
GetHashCode() const =0Elevate::Shaderpure virtual
GetID() const =0Elevate::Shaderpure virtual
GetLayout()Elevate::Shaderinline
GetRendererID() const =0Elevate::Shaderpure virtual
IsInitialized()Elevate::Shaderinline
RendererElevate::Shaderfriend
SetCameraPosition(const glm::vec3 cameraPosition) constElevate::Shader
SetInitializationStatus(bool initialized)Elevate::Shaderinlineprotected
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::Shadervirtual
SetUniform1f(const std::string &location, float value) const =0Elevate::Shaderpure virtual
SetUniform1fv(const std::string &location, int count, float *value) const =0Elevate::Shaderpure virtual
SetUniform1i(const std::string &location, int value) const =0Elevate::Shaderpure virtual
SetUniform1iv(const std::string &location, int count, int *value) const =0Elevate::Shaderpure virtual
SetUniform2f(const std::string &location, float x, float y) const =0Elevate::Shaderpure virtual
SetUniform2f(const std::string &location, glm::vec2 value) constElevate::Shaderinline
SetUniform2fv(const std::string &location, int count, float *value) const =0Elevate::Shaderpure virtual
SetUniform2i(const std::string &location, int x, int y) const =0Elevate::Shaderpure virtual
SetUniform2iv(const std::string &location, int count, int *value) const =0Elevate::Shaderpure virtual
SetUniform3f(const std::string &location, float x, float y, float z) const =0Elevate::Shaderpure virtual
SetUniform3f(const std::string &location, glm::vec3 value) constElevate::Shaderinline
SetUniform3fv(const std::string &location, int count, float *value) const =0Elevate::Shaderpure virtual
SetUniform3i(const std::string &location, int x, int y, int z) const =0Elevate::Shaderpure virtual
SetUniform3iv(const std::string &location, int count, int *value) const =0Elevate::Shaderpure virtual
SetUniform4f(const std::string &location, float x, float y, float z, float w) const =0Elevate::Shaderpure virtual
SetUniform4f(const std::string &location, glm::vec4 value) constElevate::Shaderinline
SetUniform4fv(const std::string &location, int count, float *value) const =0Elevate::Shaderpure virtual
SetUniform4i(const std::string &location, int x, int y, int z, int w) const =0Elevate::Shaderpure virtual
SetUniform4iv(const std::string &location, int count, int *value) const =0Elevate::Shaderpure virtual
SetUniformMatrix2fv(const std::string &location, float *data) const =0Elevate::Shaderpure virtual
SetUniformMatrix2fv(const std::string &location, glm::mat2 data) constElevate::Shader
SetUniformMatrix3fv(const std::string &location, float *data) const =0Elevate::Shaderpure virtual
SetUniformMatrix3fv(const std::string &location, glm::mat3 data) constElevate::Shader
SetUniformMatrix4fv(const std::string &location, float *data) const =0Elevate::Shaderpure virtual
SetUniformMatrix4fv(const std::string &location, glm::mat4 data) constElevate::Shader
UseDirLight(DirectionalLight *newDirLight)Elevate::Shader
UseLight(Light *newLightSetting, const std::string &lightName)Elevate::Shader
~Shader()Elevate::Shaderinline