![]() |
Elevate Engine 1
|
This is the complete list of members for Elevate::Shader, including all inherited members.
| 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 =0 | Elevate::Shader | protectedpure virtual |
| GetHashCode() const =0 | Elevate::Shader | pure virtual |
| GetID() const =0 | Elevate::Shader | pure virtual |
| GetLayout() | Elevate::Shader | inline |
| GetRendererID() const =0 | Elevate::Shader | pure virtual |
| IsInitialized() | Elevate::Shader | inline |
| Renderer | Elevate::Shader | friend |
| 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 =0 | Elevate::Shader | pure virtual |
| SetUniform1fv(const std::string &location, int count, float *value) const =0 | Elevate::Shader | pure virtual |
| SetUniform1i(const std::string &location, int value) const =0 | Elevate::Shader | pure virtual |
| SetUniform1iv(const std::string &location, int count, int *value) const =0 | Elevate::Shader | pure virtual |
| SetUniform2f(const std::string &location, float x, float y) const =0 | Elevate::Shader | pure virtual |
| SetUniform2f(const std::string &location, glm::vec2 value) const | Elevate::Shader | inline |
| SetUniform2fv(const std::string &location, int count, float *value) const =0 | Elevate::Shader | pure virtual |
| SetUniform2i(const std::string &location, int x, int y) const =0 | Elevate::Shader | pure virtual |
| SetUniform2iv(const std::string &location, int count, int *value) const =0 | Elevate::Shader | pure virtual |
| SetUniform3f(const std::string &location, float x, float y, float z) const =0 | Elevate::Shader | pure virtual |
| SetUniform3f(const std::string &location, glm::vec3 value) const | Elevate::Shader | inline |
| SetUniform3fv(const std::string &location, int count, float *value) const =0 | Elevate::Shader | pure virtual |
| SetUniform3i(const std::string &location, int x, int y, int z) const =0 | Elevate::Shader | pure virtual |
| SetUniform3iv(const std::string &location, int count, int *value) const =0 | Elevate::Shader | pure virtual |
| SetUniform4f(const std::string &location, float x, float y, float z, float w) const =0 | Elevate::Shader | pure virtual |
| SetUniform4f(const std::string &location, glm::vec4 value) const | Elevate::Shader | inline |
| SetUniform4fv(const std::string &location, int count, float *value) const =0 | Elevate::Shader | pure virtual |
| SetUniform4i(const std::string &location, int x, int y, int z, int w) const =0 | Elevate::Shader | pure virtual |
| SetUniform4iv(const std::string &location, int count, int *value) const =0 | Elevate::Shader | pure virtual |
| SetUniformMatrix2fv(const std::string &location, float *data) const =0 | Elevate::Shader | pure virtual |
| SetUniformMatrix2fv(const std::string &location, glm::mat2 data) const | Elevate::Shader | |
| SetUniformMatrix3fv(const std::string &location, float *data) const =0 | Elevate::Shader | pure virtual |
| SetUniformMatrix3fv(const std::string &location, glm::mat3 data) const | Elevate::Shader | |
| SetUniformMatrix4fv(const std::string &location, float *data) const =0 | Elevate::Shader | pure virtual |
| SetUniformMatrix4fv(const std::string &location, glm::mat4 data) const | Elevate::Shader | |
| UseDirLight(DirectionalLight *newDirLight) | Elevate::Shader | |
| UseLight(Light *newLightSetting, const std::string &lightName) | Elevate::Shader | |
| ~Shader() | Elevate::Shader | inline |