GPU Splatting
1.0
A deffered render that draws the surface of point cloud data.
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Encapsules an OpenGL shader program. More...
#include <GLProgram.h>
Public Member Functions | |
void | initialize () |
Creates a new program. | |
void | attachShader (const GLShader &shader) |
Attaches the given shader to this program. | |
void | link () |
Links the program, so it's complete. | |
void | bind () |
Binds the program so it's used for rendering. | |
int | getNumberOfAttributes () |
Returns the number of attributes available. | |
int | getNumberOfUniforms () |
Returns the number of Uniforms available. | |
int | getAttributeByName (char const *name) |
Returns the id of the requested attribute. | |
int | getUniformByName (char const *name) |
Returns the id of the requested uniform. | |
void | bindFragDataLocation (int loc, const char *variableName) |
Binds the fragment data with the given name to the location. | |
void | setUniform (const char *name, float u) |
Sets the value of the given uniform. | |
void | setUniform (const char *name, int u) |
Sets the value of the given uniform. | |
void | setUniform (const char *name, const glm::vec2 &u) |
Sets the value of the given uniform. | |
void | setUniform (const char *name, const glm::vec3 &u) |
Sets the value of the given uniform. | |
void | setUniform (const char *name, const glm::vec4 &u) |
Sets the value of the given uniform. | |
void | setUniform (const char *name, const glm::mat3 &u) |
Sets the value of the given uniform. | |
void | setUniform (const char *name, const glm::mat4 &u) |
Sets the value of the given uniform. | |
void | setUniform (const char *name, const std::vector< glm::mat4 > &u) |
Sets the value of the given uniform. | |
void | setUniform (const char *name, const GLTexture &tex, int iTextureSlot) |
Sets the value of the given uniform. | |
Encapsules an OpenGL shader program.