#include <object.h>
Public Types | |
typedef detail::NonCopyable | BaseType |
typedef BoundObject | ThisType |
Public Member Functions | |
BoundObject (void) | |
const ObjectHandle & | handle (void) const |
ObjectHandle & | handle (void) |
bool | isNull (void) const |
GLenum | target (void) const |
GLint | unit (void) const |
virtual | ~BoundObject (void) |
Protected Member Functions | |
virtual void | bind (void)=0 |
BoundObject (const ObjectHandle &handle, const ObjectBindingParams ¶ms) | |
const ObjectPtr & | object (void) const |
ObjectPtr & | object (void) |
virtual void | unbind (void)=0 |
Protected Attributes | |
ObjectHandle | m_handle |
GLenum | m_target |
GLint | m_unit |
Friends | |
class | Context |
Reimplemented from glw::detail::NonCopyable.
Reimplemented in glw::BoundReadDrawFramebuffer, glw::BoundDrawFramebuffer, glw::BoundFeedbackBuffer, glw::BoundReadFramebuffer, glw::BoundUniformBuffer, glw::BoundProgram, glw::BoundPixelUnpackBuffer, glw::BoundFramebuffer, glw::BoundPixelPackBuffer, glw::BoundIndexBuffer, glw::BoundVertexBuffer, glw::BoundBuffer, glw::BoundTextureCube, glw::BoundShader, glw::BoundTexture2D, glw::BoundRenderbuffer, glw::BoundTexture, glw::BoundRenderable, glw::BoundFragmentShader, glw::BoundGeometryShader, and glw::BoundVertexShader.
Reimplemented from glw::detail::NonCopyable.
Reimplemented in glw::BoundReadDrawFramebuffer, glw::BoundDrawFramebuffer, glw::BoundFeedbackBuffer, glw::BoundReadFramebuffer, glw::BoundUniformBuffer, glw::BoundProgram, glw::BoundPixelUnpackBuffer, glw::BoundFramebuffer, glw::BoundPixelPackBuffer, glw::BoundIndexBuffer, glw::BoundVertexBuffer, glw::BoundBuffer, glw::BoundTextureCube, glw::BoundShader, glw::BoundTexture2D, glw::BoundRenderbuffer, glw::BoundTexture, glw::BoundRenderable, glw::BoundFragmentShader, glw::BoundGeometryShader, and glw::BoundVertexShader.
glw::BoundObject::BoundObject | ( | void | ) | [inline] |
virtual glw::BoundObject::~BoundObject | ( | void | ) | [inline, virtual] |
glw::BoundObject::BoundObject | ( | const ObjectHandle & | handle, |
const ObjectBindingParams & | params | ||
) | [inline, protected] |
virtual void glw::BoundObject::bind | ( | void | ) | [protected, pure virtual] |
const ObjectHandle& glw::BoundObject::handle | ( | void | ) | const [inline] |
ObjectHandle& glw::BoundObject::handle | ( | void | ) | [inline] |
bool glw::BoundObject::isNull | ( | void | ) | const [inline] |
const ObjectPtr& glw::BoundObject::object | ( | void | ) | const [inline, protected] |
ObjectPtr& glw::BoundObject::object | ( | void | ) | [inline, protected] |
GLenum glw::BoundObject::target | ( | void | ) | const [inline] |
virtual void glw::BoundObject::unbind | ( | void | ) | [protected, pure virtual] |
GLint glw::BoundObject::unit | ( | void | ) | const [inline] |
friend class Context [friend] |
Reimplemented in glw::BoundReadDrawFramebuffer, glw::BoundDrawFramebuffer, glw::BoundFeedbackBuffer, glw::BoundReadFramebuffer, glw::BoundUniformBuffer, glw::BoundProgram, glw::BoundPixelUnpackBuffer, glw::BoundFramebuffer, glw::BoundPixelPackBuffer, glw::BoundIndexBuffer, glw::BoundVertexBuffer, glw::BoundBuffer, glw::BoundTextureCube, glw::BoundShader, glw::BoundTexture2D, glw::BoundRenderbuffer, glw::BoundTexture, glw::BoundRenderable, glw::BoundFragmentShader, glw::BoundGeometryShader, and glw::BoundVertexShader.
ObjectHandle glw::BoundObject::m_handle [protected] |
GLenum glw::BoundObject::m_target [protected] |
GLint glw::BoundObject::m_unit [protected] |