ゲームグラフィックス特論
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継承メンバを含む gg::GgSimpleShader::LightBuffer の全メンバ一覧です。
bind() const | gg::GgUniformBuffer< Light > | inline |
copy(GLuint src_buffer, GLint src_first=0, GLint dst_first=0, GLsizei count=0) const | gg::GgUniformBuffer< Light > | inline |
fill(const GLvoid *data, GLint offset=0, GLsizei size=sizeof(Light), GLint first=0, GLsizei count=0) const | gg::GgUniformBuffer< Light > | inline |
getBuffer() const | gg::GgUniformBuffer< Light > | inline |
getCount() const | gg::GgUniformBuffer< Light > | inline |
getStride() const | gg::GgUniformBuffer< Light > | inline |
getTarget() const | gg::GgUniformBuffer< Light > | inline |
GgUniformBuffer() | gg::GgUniformBuffer< Light > | inline |
GgUniformBuffer(const Light *data, GLsizei count, GLenum usage=GL_STATIC_DRAW) | gg::GgUniformBuffer< Light > | inline |
GgUniformBuffer(const Light &data, GLsizei count, GLenum usage=GL_STATIC_DRAW) | gg::GgUniformBuffer< Light > | inline |
LightBuffer(const Light *light=nullptr, GLsizei count=1, GLenum usage=GL_STATIC_DRAW) | gg::GgSimpleShader::LightBuffer | inline |
LightBuffer(const Light &light, GLsizei count=1, GLenum usage=GL_STATIC_DRAW) | gg::GgSimpleShader::LightBuffer | inline |
load(const Light *light, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
load(const Light &light, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
GgUniformBuffer< Light >::load(const Light *data, GLsizei count, GLenum usage=GL_STATIC_DRAW) | gg::GgUniformBuffer< Light > | inline |
GgUniformBuffer< Light >::load(const Light &data, GLsizei count, GLenum usage=GL_STATIC_DRAW) | gg::GgUniformBuffer< Light > | inline |
loadAmbient(GLfloat r, GLfloat g, GLfloat b, GLfloat a=1.0f, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | |
loadAmbient(const GLfloat *ambient, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
loadColor(const Light &color, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | |
loadDiffuse(GLfloat r, GLfloat g, GLfloat b, GLfloat a=1.0f, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | |
loadDiffuse(const GLfloat *diffuse, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
loadPosition(GLfloat x, GLfloat y, GLfloat z, GLfloat w=1.0f, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | |
loadPosition(const GgVector &position, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | |
loadPosition(const GLfloat *position, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
loadPosition(const GgVector *position, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
loadSpecular(GLfloat r, GLfloat g, GLfloat b, GLfloat a=1.0f, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | |
loadSpecular(const GLfloat *specular, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
map() const | gg::GgUniformBuffer< Light > | inline |
map(GLint first, GLsizei count) const | gg::GgUniformBuffer< Light > | inline |
read(GLvoid *data, GLint offset=0, GLsizei size=sizeof(Light), GLint first=0, GLsizei count=0) const | gg::GgUniformBuffer< Light > | inline |
select(GLint i=0) const | gg::GgSimpleShader::LightBuffer | inline |
send(const GLvoid *data, GLint offset=0, GLsizei size=sizeof(Light), GLint first=0, GLsizei count=0) const | gg::GgUniformBuffer< Light > | inline |
unbind() const | gg::GgUniformBuffer< Light > | inline |
unmap() const | gg::GgUniformBuffer< Light > | inline |
~GgUniformBuffer() | gg::GgUniformBuffer< Light > | inlinevirtual |
~LightBuffer() | gg::GgSimpleShader::LightBuffer | inlinevirtual |