nCine::GLUniformCache class

Caches a uniform value and then updates it in the shader.

Constructors, destructors, conversion operators

GLUniformCache()
GLUniformCache(const GLUniform* uniform) explicit

Public functions

auto uniform() const -> const GLUniform*
auto dataPointer() const -> const GLubyte*
void setDataPointer(GLubyte* dataPointer)
auto floatVector() const -> const GLfloat*
auto floatValue(unsigned int index) const -> GLfloat
auto intVector() const -> const GLint*
auto intValue(unsigned int 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