GPU Splatting  1.0
A deffered render that draws the surface of point cloud data.
GL::GLProgram Class Reference

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.
 

Detailed Description

Encapsules an OpenGL shader program.


The documentation for this class was generated from the following files: