add_attribute(const std::string &attributeVarName) | tatooine::gl::shader | |
add_stage(Args &&... args) | tatooine::gl::shader | inline |
add_uniform(const std::string &uniformVarName) | tatooine::gl::shader | |
attribute(const std::string &attributeVarName) | tatooine::gl::shader | |
bind() const | tatooine::gl::shader | |
create() | tatooine::gl::shader | |
default_val | tatooine::gl::id_holder< GLuint > | static |
delete_shader() | tatooine::gl::shader | |
fragment_shader | tatooine::rendering::interactive::renderer< tatooine::unstructured_triangular_grid< Real, 2 > >::property_shader | static |
get() -> auto & | tatooine::rendering::interactive::renderer< tatooine::unstructured_triangular_grid< Real, 2 > >::property_shader | inlinestatic |
id() const | tatooine::gl::id_holder< GLuint > | inline |
id_holder() | tatooine::gl::id_holder< GLuint > | inline |
id_holder(GLuint _id) | tatooine::gl::id_holder< GLuint > | inlineexplicit |
id_holder(id_holder const &other)=delete | tatooine::gl::id_holder< GLuint > | |
id_holder(id_holder &&other) noexcept | tatooine::gl::id_holder< GLuint > | inline |
id_ptr() | tatooine::gl::id_holder< GLuint > | inlineprotected |
id_ref() -> auto & | tatooine::gl::id_holder< GLuint > | inlineprotected |
info_log() | tatooine::gl::shader | |
invert_scale(bool const invert) -> void | tatooine::rendering::interactive::renderer< tatooine::unstructured_triangular_grid< Real, 2 > >::property_shader | inline |
m_attribute_locations | tatooine::gl::shader | private |
m_attribute_var_names | tatooine::gl::shader | private |
m_delete | tatooine::gl::shader | private |
m_id | tatooine::gl::id_holder< GLuint > | private |
m_shader_stages | tatooine::gl::shader | private |
m_uniform_locations | tatooine::gl::shader | private |
m_uniform_var_names | tatooine::gl::shader | private |
operator=(id_holder const &other) -> id_holder &=delete | tatooine::gl::id_holder< GLuint > | |
operator=(id_holder &&other) noexcept -> id_holder & | tatooine::gl::id_holder< GLuint > | inline |
property_shader() | tatooine::rendering::interactive::renderer< tatooine::unstructured_triangular_grid< Real, 2 > >::property_shader | inlineprivate |
set_id(GLuint id) | tatooine::gl::id_holder< GLuint > | inlineprotected |
set_max(GLfloat const max) -> void | tatooine::rendering::interactive::renderer< tatooine::unstructured_triangular_grid< Real, 2 > >::property_shader | inline |
set_min(GLfloat const min) -> void | tatooine::rendering::interactive::renderer< tatooine::unstructured_triangular_grid< Real, 2 > >::property_shader | inline |
set_model_view_matrix(Mat4< GLfloat > const &MV) -> void | tatooine::rendering::interactive::renderer< tatooine::unstructured_triangular_grid< Real, 2 > >::property_shader | inline |
set_projection_matrix(Mat4< GLfloat > const &P) -> void | tatooine::rendering::interactive::renderer< tatooine::unstructured_triangular_grid< Real, 2 > >::property_shader | inline |
set_solid_color(GLfloat r, GLfloat g, GLfloat b) -> void | tatooine::rendering::interactive::renderer< tatooine::unstructured_triangular_grid< Real, 2 > >::property_shader | inline |
set_solid_color(Vec3< GLfloat > const &col) -> void | tatooine::rendering::interactive::renderer< tatooine::unstructured_triangular_grid< Real, 2 > >::property_shader | inline |
set_uniform(const std::string &, GLfloat) | tatooine::gl::shader | |
set_uniform(const std::string &, GLint) | tatooine::gl::shader | |
set_uniform(const std::string &, GLuint) | tatooine::gl::shader | |
set_uniform(const std::string &, GLboolean) | tatooine::gl::shader | |
set_uniform(const std::string &, GLfloat, GLfloat) | tatooine::gl::shader | |
set_uniform(const std::string &, GLfloat, GLfloat, GLfloat) | tatooine::gl::shader | |
set_uniform(const std::string &, GLfloat, GLfloat, GLfloat, GLfloat) | tatooine::gl::shader | |
set_uniform(const std::string &, std::array< GLfloat, 2 > const &data) | tatooine::gl::shader | |
set_uniform(const std::string &, std::array< GLfloat, 3 > const &data) | tatooine::gl::shader | |
set_uniform(const std::string &, std::array< GLfloat, 4 > const &data) | tatooine::gl::shader | |
set_uniform(const std::string &, GLint, GLint) | tatooine::gl::shader | |
set_uniform(const std::string &, GLint, GLint, GLint) | tatooine::gl::shader | |
set_uniform(const std::string &, GLint, GLint, GLint, GLint) | tatooine::gl::shader | |
set_uniform(const std::string &, std::array< GLint, 2 > const &data) | tatooine::gl::shader | |
set_uniform(const std::string &, std::array< GLint, 3 > const &data) | tatooine::gl::shader | |
set_uniform(const std::string &, std::array< GLint, 4 > const &data) | tatooine::gl::shader | |
set_uniform(const std::string &, GLuint, GLuint) | tatooine::gl::shader | |
set_uniform(const std::string &, GLuint, GLuint, GLuint) | tatooine::gl::shader | |
set_uniform(const std::string &, GLuint, GLuint, GLuint, GLuint) | tatooine::gl::shader | |
set_uniform(const std::string &, std::array< GLuint, 2 > const &data) | tatooine::gl::shader | |
set_uniform(const std::string &, std::array< GLuint, 3 > const &data) | tatooine::gl::shader | |
set_uniform(const std::string &, std::array< GLuint, 4 > const &data) | tatooine::gl::shader | |
set_uniform(const std::string &, Vec2< GLfloat > const &) | tatooine::gl::shader | |
set_uniform(const std::string &, Vec2< GLint > const &) | tatooine::gl::shader | |
set_uniform(const std::string &, Vec2< GLuint > const &) | tatooine::gl::shader | |
set_uniform(const std::string &, Vec3< GLfloat > const &) | tatooine::gl::shader | |
set_uniform(const std::string &, Vec3< GLint > const &) | tatooine::gl::shader | |
set_uniform(const std::string &, Vec3< GLuint > const &) | tatooine::gl::shader | |
set_uniform(const std::string &, Vec4< GLfloat > const &) | tatooine::gl::shader | |
set_uniform(const std::string &, Vec4< GLint > const &) | tatooine::gl::shader | |
set_uniform(const std::string &, Vec4< GLuint > const &) | tatooine::gl::shader | |
set_uniform(const std::string &, Mat2< GLfloat > const &) | tatooine::gl::shader | |
set_uniform(const std::string &, Mat3< GLfloat > const &) | tatooine::gl::shader | |
set_uniform(const std::string &, Mat4< GLfloat > const &) | tatooine::gl::shader | |
set_uniform_mat2(const std::string &, GLfloat const *) | tatooine::gl::shader | |
set_uniform_mat3(const std::string &, GLfloat const *) | tatooine::gl::shader | |
set_uniform_mat4(const std::string &, GLfloat const *) | tatooine::gl::shader | |
set_uniform_vec2(const std::string &, GLfloat const *) | tatooine::gl::shader | |
set_uniform_vec2(const std::string &, GLint const *) | tatooine::gl::shader | |
set_uniform_vec2(const std::string &, GLuint const *) | tatooine::gl::shader | |
set_uniform_vec3(const std::string &, GLfloat const *) | tatooine::gl::shader | |
set_uniform_vec3(const std::string &, GLint const *) | tatooine::gl::shader | |
set_uniform_vec3(const std::string &, GLuint const *) | tatooine::gl::shader | |
set_uniform_vec4(const std::string &, GLfloat const *) | tatooine::gl::shader | |
set_uniform_vec4(const std::string &, GLint const *) | tatooine::gl::shader | |
set_uniform_vec4(const std::string &, GLuint const *) | tatooine::gl::shader | |
shader()=default | tatooine::gl::shader | |
show_solid_color(bool const show) -> void | tatooine::rendering::interactive::renderer< tatooine::unstructured_triangular_grid< Real, 2 > >::property_shader | inline |
swap(id_holder &other) | tatooine::gl::id_holder< GLuint > | inline |
unbind() const | tatooine::gl::shader | |
uniform(const std::string &uniformVarName) | tatooine::gl::shader | |
vertex_shader | tatooine::rendering::interactive::renderer< tatooine::unstructured_triangular_grid< Real, 2 > >::property_shader | static |
~id_holder()=default | tatooine::gl::id_holder< GLuint > | |
~shader() | tatooine::gl::shader | inline |