23 #ifndef vtkOpenGLUniforms_h
24 #define vtkOpenGLUniforms_h
26 #include "vtkRenderingOpenGL2Module.h"
30 VTK_ABI_NAMESPACE_BEGIN
31 class vtkUniformInternals;
70 const std::vector<int>&
value)
override;
72 const std::vector<float>&
value)
override;
94 void SetUniform3fv(
const char* name,
int count,
const float (*f)[3])
override;
95 void SetUniform4fv(
const char* name,
int count,
const float (*f)[4])
override;
104 void SetUniform3f(
const char* name,
const double v[3])
override;
105 void SetUniform3uc(
const char* name,
const unsigned char v[3])
override;
106 void SetUniform4uc(
const char* name,
const unsigned char v[4])
override;
113 bool GetUniformi(
const char* name,
int& v)
override;
114 bool GetUniformf(
const char* name,
float& v)
override;
116 bool GetUniform2f(
const char* name,
float v[2])
override;
117 bool GetUniform3f(
const char* name,
float v[3])
override;
118 bool GetUniform4f(
const char* name,
float v[4])
override;
128 bool GetUniform3f(
const char* name,
double v[3])
override;
129 bool GetUniform3uc(
const char* name,
unsigned char v[3])
override;
130 bool GetUniform4uc(
const char* name,
unsigned char v[4])
override;
137 bool GetUniform1iv(
const char* name, std::vector<int>& f)
override;
138 bool GetUniform1fv(
const char* name, std::vector<float>& f)
override;
139 bool GetUniform2fv(
const char* name, std::vector<float>& f)
override;
140 bool GetUniform3fv(
const char* name, std::vector<float>& f)
override;
141 bool GetUniform4fv(
const char* name, std::vector<float>& f)
override;
176 vtkUniformInternals* Internals;
179 VTK_ABI_NAMESPACE_END
represent and manipulate 4x4 transformation matrices
vtkTypeUInt32 vtkMTimeType
a simple class to control print indentation
represent and manipulate 3x3 transformation matrices
The ShaderProgram uses one or more Shader objects.