This is the complete list of members for Shader, including all inherited members.
| from_id(const uint32_t shader_id) | Shader | inlinestatic |
| get_binder() const | Shader | inlineprivate |
| get_program_id() const | Shader | inline |
| has_uniform(const std::string &name) const | Shader | inline |
| is_valid() const | Shader | inline |
| operator=(const Shader &)=delete | Shader | |
| operator=(Shader &&other) noexcept | Shader | inline |
| program_id_ | Shader | private |
| set_bool(const std::string &name, const bool value) const | Shader | inline |
| set_camera_position(const glm::vec3 &position) const | Shader | inline |
| set_directional_light(const int index, const glm::vec3 &direction, const glm::vec3 &color, const float intensity=1.0f) const | Shader | inline |
| set_float(const std::string &name, const float value) const | Shader | inline |
| set_int(const std::string &name, const int value) const | Shader | inline |
| set_light_counts(const int directional_lights, const int point_lights) const | Shader | inline |
| set_mat2(const std::string &name, const glm::mat2 &value) const | Shader | inline |
| set_mat3(const std::string &name, const glm::mat3 &value) const | Shader | inline |
| set_mat4(const std::string &name, const glm::mat4 &value) const | Shader | inline |
| set_point_light(const int index, const glm::vec3 &position, const glm::vec3 &color, const float constant=1.0f, const float linear=0.09f, const float quadratic=0.032f) const | Shader | inline |
| set_texture(const std::string &name, const int texture_unit) const | Shader | inline |
| set_time(const float time) const | Shader | inline |
| set_transform_matrices(const glm::mat4 &model, const glm::mat4 &view, const glm::mat4 &projection) const | Shader | inline |
| set_uint(const std::string &name, const uint32_t value) const | Shader | inline |
| set_vec2(const std::string &name, const glm::vec2 &value) const | Shader | inline |
| set_vec2(const std::string &name, const float x, const float y) const | Shader | inline |
| set_vec3(const std::string &name, const glm::vec3 &value) const | Shader | inline |
| set_vec3(const std::string &name, const float x, const float y, const float z) const | Shader | inline |
| set_vec4(const std::string &name, const glm::vec4 &value) const | Shader | inline |
| set_vec4(const std::string &name, float x, float y, float z, float w) const | Shader | inline |
| set_view_projection(const glm::mat4 &view, const glm::mat4 &projection) const | Shader | inline |
| Shader(const uint32_t program_id) | Shader | inlineexplicit |
| Shader() | Shader | inline |
| Shader(const Shader &)=delete | Shader | |
| Shader(Shader &&other) noexcept | Shader | inline |
| use() const | Shader | inline |