public

Inheritance Graph

graph BT
	ShaderUniformState
	ShaderUniformState --> State
	click ShaderUniformState "classMinSG_1_1ShaderUniformState"
	click State "classMinSG_1_1State"

Description

[ ShaderUniformState ] > [ State ]

Public Types

   
   
typedef std::map< Util::StringIdentifier , Rendering::Uniform > uniformMap_t

Public Functions

     
     
  ShaderUniformState()  
     
  ShaderUniformState(const ShaderUniformState & source)  
     
  ~ShaderUniformState()  
     
void setUniform(const Rendering::Uniform & value)  
     
const uniformMap_t & getUniforms() const  
     
bool hasUniform(const Util::StringIdentifier name) const  
     
const Rendering::Uniform & getUniform(const Util::StringIdentifier name) const  
     
void removeUniform(const Util::StringIdentifier nameId)  
     
void removeUniform(const Rendering::Uniform & u)  
     
void removeUniforms()  
     
ShaderUniformState * clone() const
> [ Node ]

Documentation

typedef
MinSG::ShaderUniformState::uniformMap_t

public
 
 
typedef std::map< Util::StringIdentifier , Rendering::Uniform > uniformMap_t

Defined in MinSG/Core/States/ShaderUniformState.h:32


function
MinSG::ShaderUniformState::ShaderUniformState

public
   
   
ShaderUniformState( )

Defined in MinSG/Core/States/ShaderUniformState.h:34


function
MinSG::ShaderUniformState::ShaderUniformState

public
     
     
ShaderUniformState( const ShaderUniformState & source )

Defined in MinSG/Core/States/ShaderUniformState.h:35


function
MinSG::ShaderUniformState::~ShaderUniformState

public virtual
   
   
~ShaderUniformState( )

Defined in MinSG/Core/States/ShaderUniformState.h:36


function
MinSG::ShaderUniformState::setUniform

public
     
     
void setUniform( const Rendering::Uniform & value )

sets the uniform value. the uniform will be applied on next enable.

Defined in MinSG/Core/States/ShaderUniformState.h:42


function
MinSG::ShaderUniformState::getUniforms

public const inline
   
   
const uniformMap_t & getUniforms( ) const

Defined in MinSG/Core/States/ShaderUniformState.h:44


function
MinSG::ShaderUniformState::hasUniform

public const inline
     
     
bool hasUniform( const Util::StringIdentifier name ) const

Defined in MinSG/Core/States/ShaderUniformState.h:45


function
MinSG::ShaderUniformState::getUniform

public const
     
     
const Rendering::Uniform & getUniform( const Util::StringIdentifier name ) const

Defined in MinSG/Core/States/ShaderUniformState.h:46


function
MinSG::ShaderUniformState::removeUniform

public inline
     
     
void removeUniform( const Util::StringIdentifier nameId )

Defined in MinSG/Core/States/ShaderUniformState.h:48


function
MinSG::ShaderUniformState::removeUniform

public inline
     
     
void removeUniform( const Rendering::Uniform & u )

Defined in MinSG/Core/States/ShaderUniformState.h:49


function
MinSG::ShaderUniformState::removeUniforms

public inline
   
   
void removeUniforms( )

Defined in MinSG/Core/States/ShaderUniformState.h:50


function
MinSG::ShaderUniformState::clone

public const virtual
   
   
ShaderUniformState * clone( ) const
> [ Node ]

Defined in MinSG/Core/States/ShaderUniformState.h:53