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