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::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 |