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virtual void | updateAt (gl::GLint location) const override |
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void | changed () |
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void | update (bool invalidateLocation) const |
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void | setValue (gl::GLint location, const float &value) const |
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void | setValue (gl::GLint location, const int &value) const |
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void | setValue (gl::GLint location, const unsigned int &value) const |
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void | setValue (gl::GLint location, const bool &value) const |
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void | setValue (gl::GLint location, const glm::vec2 &value) const |
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void | setValue (gl::GLint location, const glm::vec3 &value) const |
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void | setValue (gl::GLint location, const glm::vec4 &value) const |
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void | setValue (gl::GLint location, const glm::ivec2 &value) const |
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void | setValue (gl::GLint location, const glm::ivec3 &value) const |
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void | setValue (gl::GLint location, const glm::ivec4 &value) const |
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void | setValue (gl::GLint location, const glm::uvec2 &value) const |
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void | setValue (gl::GLint location, const glm::uvec3 &value) const |
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void | setValue (gl::GLint location, const glm::uvec4 &value) const |
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void | setValue (gl::GLint location, const glm::mat2 &value) const |
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void | setValue (gl::GLint location, const glm::mat3 &value) const |
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void | setValue (gl::GLint location, const glm::mat4 &value) const |
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void | setValue (gl::GLint location, const glm::mat2x3 &value) const |
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void | setValue (gl::GLint location, const glm::mat3x2 &value) const |
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void | setValue (gl::GLint location, const glm::mat2x4 &value) const |
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void | setValue (gl::GLint location, const glm::mat4x2 &value) const |
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void | setValue (gl::GLint location, const glm::mat3x4 &value) const |
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void | setValue (gl::GLint location, const glm::mat4x3 &value) const |
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void | setValue (gl::GLint location, const gl::GLuint64 &value) const |
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void | setValue (gl::GLint location, const TextureHandle &value) const |
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void | setValue (gl::GLint location, const std::vector< float > &value) const |
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void | setValue (gl::GLint location, const std::vector< int > &value) const |
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void | setValue (gl::GLint location, const std::vector< unsigned int > &value) const |
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void | setValue (gl::GLint location, const std::vector< bool > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::vec2 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::vec3 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::vec4 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::ivec2 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::ivec3 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::ivec4 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::uvec2 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::uvec3 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::uvec4 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::mat2 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::mat3 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::mat4 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::mat2x3 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::mat3x2 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::mat2x4 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::mat4x2 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::mat3x4 > &value) const |
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void | setValue (gl::GLint location, const std::vector< glm::mat4x3 > &value) const |
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void | setValue (gl::GLint location, const std::vector< gl::GLuint64 > &value) const |
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void | setValue (gl::GLint location, const std::vector< TextureHandle > &value) const |
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template<typename T , std::size_t Count> |
void | setValue (gl::GLint location, const std::array< T, Count > &value) const |
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template<typename T>
class globjects::Uniform< T >
Wraps access to typed global GLSL variables.
The Uniform class wraps access to typed global GLSL variables (uniforms). These are stored in the OpenGL program objects itself.
Supported OpenGL uniform setters are wrapped via specialized template set implementations. Note that unsupported uniform types result in compile time errors due to the default implementation of set.
Simple usage of an Uniform:
u->set(1.618f);
program->addUniform(u.get());
- See also
- AbstractUniform
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Program
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http://www.opengl.org/wiki/Uniform