C++ encapsulation of GLSL ES Program Object.
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#include <OgreGLSLESLinkProgram.h>
C++ encapsulation of GLSL ES Program Object.
◆ GLSLESLinkProgram()
Constructor should only be used by GLSLESLinkProgramManager.
◆ ~GLSLESLinkProgram()
virtual Ogre::GLSLESLinkProgram::~GLSLESLinkProgram |
( |
void |
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virtual |
◆ activate()
void Ogre::GLSLESLinkProgram::activate |
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void |
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virtual |
Makes a program object active by making sure it is linked and then putting it in use.
Implements Ogre::GLSLProgramCommon.
◆ updateUniforms()
◆ updateUniformBlocks()
◆ updatePassIterationUniforms()
Updates program object uniforms using data from pass iteration GpuProgramParameters.
normally called by GLSLESGpuProgram::bindMultiPassParameters() just before multi pass rendering occurs.
Implements Ogre::GLSLProgramCommon.
◆ bindFixedAttributes()
void Ogre::GLSLESProgramCommon::bindFixedAttributes |
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GLuint |
program | ) |
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inherited |
◆ getVertexProgram()
GLSLESProgram* Ogre::GLSLESProgramCommon::getVertexProgram |
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void |
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const |
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inlineinherited |
◆ getFragmentProgram()
GLSLESProgram* Ogre::GLSLESProgramCommon::getFragmentProgram |
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void |
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const |
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inlineinherited |
◆ isUsingShader()
bool Ogre::GLSLESProgramCommon::isUsingShader |
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GLSLShaderCommon * |
shader | ) |
const |
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inlinevirtualinherited |
◆ setSkeletalAnimationIncluded()
void Ogre::GLSLProgramCommon::setSkeletalAnimationIncluded |
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bool |
included | ) |
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inlineinherited |
Sets whether the linked program includes the required instructions to perform skeletal animation.
◆ isSkeletalAnimationIncluded()
bool Ogre::GLSLProgramCommon::isSkeletalAnimationIncluded |
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void |
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const |
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inlineinherited |
Returns whether the linked program includes the required instructions to perform skeletal animation.
◆ getGLProgramHandle()
uint Ogre::GLSLProgramCommon::getGLProgramHandle |
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void |
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const |
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inlineinherited |
◆ getFixedAttributeIndex()
Get the fixed attribute bindings normally used by GL for a semantic.
◆ useTightAttributeLayout()
static void Ogre::GLSLProgramCommon::useTightAttributeLayout |
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staticinherited |
use alternate vertex attribute layout using only 8 vertex attributes
For "Vivante GC1000" and "VideoCore IV" (notably in Raspberry Pi) on GLES2
The documentation for this class was generated from the following file: