class
#include <nCine/Graphics/GL/GLUniformCache.h>
GLUniformCache Caches a uniform value and then updates it in the shader.
Constructors, destructors, conversion operators
- GLUniformCache()
- GLUniformCache(const GLUniform* uniform) explicit
Public functions
- auto GetUniform() const -> const GLUniform*
- auto GetDataPointer() const -> const GLubyte*
- void SetDataPointer(GLubyte* dataPointer)
- auto GetFloatVector() const -> const GLfloat*
-
auto GetFloatValue(std::
uint32_t index) const -> GLfloat - auto GetIntVector() const -> const GLint*
-
auto GetIntValue(std::
uint32_t index) const -> GLint - auto SetFloatVector(const GLfloat* vec) -> bool
- auto SetFloatValue(GLfloat v0) -> bool
- auto SetFloatValue(GLfloat v0, GLfloat v1) -> bool
- auto SetFloatValue(GLfloat v0, GLfloat v1, GLfloat v2) -> bool
- auto SetFloatValue(GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) -> bool
- auto SetIntVector(const GLint* vec) -> bool
- auto SetIntValue(GLint v0) -> bool
- auto SetIntValue(GLint v0, GLint v1) -> bool
- auto SetIntValue(GLint v0, GLint v1, GLint v2) -> bool
- auto SetIntValue(GLint v0, GLint v1, GLint v2, GLint v3) -> bool
- auto IsDirty() const -> bool
- void SetDirty(bool isDirty)
- auto CommitValue() -> bool