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OGRE
1.10.8
Object-Oriented Graphics Rendering Engine
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C++ encapsulation of GLSL Program Object. More...
#include <OgreGLSLLinkProgram.h>
Public Member Functions | |
GLSLLinkProgram (GLSLProgram *vertexProgram, GLSLProgram *geometryProgram, GLSLProgram *fragmentProgram) | |
Constructor should only be used by GLSLLinkProgramManager. More... | |
~GLSLLinkProgram (void) | |
void | activate (void) |
Makes a program object active by making sure it is linked and then putting it in use. More... | |
GLhandleARB | getGLHandle (void) const |
Get the GL Handle for the program object. More... | |
void | updatePassIterationUniforms (GpuProgramParametersSharedPtr params) |
Updates program object uniforms using data from pass iteration GpuProgramParameters. More... | |
void | updateUniformBlocks (GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType) |
void | updateUniforms (GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType) |
Updates program object uniforms using data from GpuProgramParameters. More... | |
C++ encapsulation of GLSL Program Object.
Ogre::GLSL::GLSLLinkProgram::GLSLLinkProgram | ( | GLSLProgram * | vertexProgram, |
GLSLProgram * | geometryProgram, | ||
GLSLProgram * | fragmentProgram | ||
) |
Constructor should only be used by GLSLLinkProgramManager.
Ogre::GLSL::GLSLLinkProgram::~GLSLLinkProgram | ( | void | ) |
void Ogre::GLSL::GLSLLinkProgram::activate | ( | void | ) |
Makes a program object active by making sure it is linked and then putting it in use.
void Ogre::GLSL::GLSLLinkProgram::updateUniforms | ( | GpuProgramParametersSharedPtr | params, |
uint16 | mask, | ||
GpuProgramType | fromProgType | ||
) |
Updates program object uniforms using data from GpuProgramParameters.
normally called by GLSLGpuProgram::bindParameters() just before rendering occurs.
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inline |
void Ogre::GLSL::GLSLLinkProgram::updatePassIterationUniforms | ( | GpuProgramParametersSharedPtr | params | ) |
Updates program object uniforms using data from pass iteration GpuProgramParameters.
normally called by GLSLGpuProgram::bindMultiPassParameters() just before multi pass rendering occurs.
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inline |
Get the GL Handle for the program object.