Qt SVG Document
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PointLightMistProgram
- mist_locations_ : MistLocations
+ Initialize(vertex_shader_file : const char*, fragment_shader_file : const char*)
+ SetMistType(mist_type : GLint)
+ SetMist(mist : Mist)
BaseProgram
# program_ : GLuint
- vertex_shader_ : GLuint
- fragment_shader_ : GLuint
+ Initialize(vertex_shader_file : const char*, fragment_shader_file : const char*)
+ operator GLuint() «constructor»
+ ~ BaseProgram() «destructor»
- LoadAndCompileShaderOrDie(source_file : const char*, type : GLenum) : GLuint
- LinkProgramOrDie(vertex_shader : GLuint, fragment_shader : GLuint) : GLuint
# GetUniformLocationOrDie( : const char*) : GLint
- LinkProgramOrDie(vertex_shader : GLint, fragment_shader : GLint) : GLuint
PointLightProgram
- light_locations_ : LightLocations
+ SetLight(light : const PointLight&)
+ Initialize(vertex_shader_file : const char*, fragment_shader_file : const char*)
TextureCameraProgram
- texture_unit_location_ : GLint
+ Initialize(vertex_shader_file : const char*, fragment_shader_file : const char*)
+ SetTextureUnit( : GLint)
+ SetTextureUnit( : GLuint)
LightProgram
- normal_matrix_location_ : GLint
- material_locations_ : MaterialLocations
+ Initialize(vertex_shader_file : const char*, fragment_shader_file : const char*)
+ SetMaterial(material : const Material&)
+ SetNormalMatrix( : const Mat3&)
ModelProgram
- model_matrix_location_ : GLint
+ Initialize(vertex_shader_file : const char*, fragment_shader_file : const char*)
+ SetModelMatrix( : Mat4&)
+ SetModelMatrix( : const Mat4&)
CameraProgram
- projection_matrix_location_ : GLuint
- view_matrix_location_ : GLuint
+ Initialize(vertex_shader_file : const char*, fragment_shader_file : const char*)
+ SetViewMatrix( : const Mat4&)
+ SetProjectionMatrix( : const Mat4&)
# GetUniformLocationOrDie( : const char*) : GLint
TransparentMaterialModelProgram
- model_matrix_location_ : GLint
- material_locations_ : MaterialLocations
+ Initialize(vertex_shader_file : const char*, fragment_shader_file : const char*)
+ SetModelMatrix( : const Mat4&)
+ SetMaterial(material : const Material&)
PointLightTransparentProgram
- normal_matrix_location_ : GLint
- light_locations_ : LightLocations
+ Initialize(vertex_shader_file : const char*, fragment_shader_file : const char*)
+ SetNormalMatrix( : const Mat3&)
+ SetLight(light : const PointLight&)
TextureMistCameraProgram
- mist_locations_ : MistLocations
+ Initialize(vertex_shader_file : const char*, fragment_shader_file : const char*)
+ SetMistType(mist_type : GLint)
+ SetMist(mist : Mist)
ProjectionProgram
- projection_matrix_location_ : GLint
+ Initialize(vertex_shader_file : const char*, fragment_shader_file : const char*)
+ SetProjectionMatrix( : const Mat4&)
# GetUniformLocationOrDie( : const char*) : GLint
TimeTextureProjectionProgram
- time_location_ : GLint
+ Initialize(vertex_shader_file : const char*, fragment_shader_file : const char*)
+ SetTime( : GLfloat)
TextureProjectionProgram
- texture_unit_location_ : GLint
+ Initialize(vertex_shader_file : const char*, fragment_shader_file : const char*)
+ SetTextureUnit( : GLuint)