Files | |
file | ccGLStateCache.h |
Namespaces | |
cocos2d::GL | |
Classes | |
struct | VertexAttrib |
struct | Uniform |
class | GLProgram |
GLProgram Class that implements a glProgram. More... | |
struct | GLProgram::flag_struct |
class | GLProgramCache |
GLProgramCache Singleton that stores manages GLProgram objects (shaders) More... | |
Typedefs | |
typedef void(* | GLInfoFunction )(GLuint program, GLenum pname, GLint *params) |
typedef void(* | GLLogFunction )(GLuint program, GLsizei bufsize, GLsizei *length, GLchar *infolog) |
Enumerations | |
enum | { VERTEX_ATTRIB_POSITION, VERTEX_ATTRIB_COLOR, VERTEX_ATTRIB_TEX_COORD, VERTEX_ATTRIB_NORMAL, VERTEX_ATTRIB_BLEND_WEIGHT, VERTEX_ATTRIB_BLEND_INDEX, VERTEX_ATTRIB_MAX, VERTEX_ATTRIB_TEX_COORDS = VERTEX_ATTRIB_TEX_COORD } |
enum | { UNIFORM_P_MATRIX, UNIFORM_MV_MATRIX, UNIFORM_MVP_MATRIX, UNIFORM_TIME, UNIFORM_SIN_TIME, UNIFORM_COS_TIME, UNIFORM_RANDOM01, UNIFORM_SAMPLER0, UNIFORM_SAMPLER1, UNIFORM_SAMPLER2, UNIFORM_SAMPLER3, UNIFORM_MAX } |
enum | { VERTEX_ATTRIB_FLAG_NONE = 0, VERTEX_ATTRIB_FLAG_POSITION = 1 << 0, VERTEX_ATTRIB_FLAG_COLOR = 1 << 1, VERTEX_ATTRIB_FLAG_TEX_COORD = 1 << 2, VERTEX_ATTRIB_FLAG_POS_COLOR_TEX = (VERTEX_ATTRIB_FLAG_POSITION | VERTEX_ATTRIB_FLAG_COLOR | VERTEX_ATTRIB_FLAG_TEX_COORD) } |
vertex attrib flags More... | |
Functions | |
GLProgram () | |
virtual | ~GLProgram () |
local | ~GLProgram () |
static GLProgram * | createWithPrecompiledProgramByteArray (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
Initializes the GLProgram with a vertex and fragment with bytes array. More... | |
local | initWithString ( local vShaderByteArray, local fShaderByteArray) |
Initializes the GLProgram with a vertex and fragment with bytes array. More... | |
bool | initWithPrecompiledProgramByteArray (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
static GLProgram * | createWithByteArrays (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
Initializes the GLProgram with a vertex and fragment with bytes array. More... | |
bool | initWithByteArrays (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
static GLProgram * | createWithFilenames (const std::string &vShaderFilename, const std::string &fShaderFilename) |
Initializes the GLProgram with a vertex and fragment with contents of filenames. More... | |
bool | initWithFilenames (const std::string &vShaderFilename, const std::string &fShaderFilename) |
Uniform * | getUniform (const std::string &name) |
VertexAttrib * | getVertexAttrib (const std::string &name) |
var | getVertexAttrib ( var name) |
local | getVertexAttrib ( local name) |
void | bindAttribLocation (const std::string &attributeName, GLuint index) const |
It will add a new attribute to the shader by calling glBindAttribLocation. More... | |
var | bindAttribLocation ( var attributeName, var index) |
It will add a new attribute to the shader by calling glBindAttribLocation. More... | |
local | bindAttribLocation ( local attributeName, local index) |
It will add a new attribute to the shader by calling glBindAttribLocation. More... | |
GLint | getAttribLocation (const std::string &attributeName) const |
calls glGetAttribLocation More... | |
GLint | getUniformLocation (const std::string &attributeName) const |
calls glGetUniformLocation() More... | |
bool | link () |
links the glProgram More... | |
var | link () |
links the glProgram More... | |
local | link () |
links the glProgram More... | |
void | use () |
it will call glUseProgram() More... | |
void | updateUniforms () |
It will create 4 uniforms: More... | |
var | updateUniforms () |
It will create 4 uniforms: More... | |
local | updateUniforms () |
It will create 4 uniforms: More... | |
GLint | getUniformLocationForName (const char *name) const |
calls retrieves the named uniform location for this shader program. More... | |
local | getUniformLocationForName ( local name) |
calls retrieves the named uniform location for this shader program. More... | |
void | setUniformLocationWith1i (GLint location, GLint i1) |
calls glUniform1i only if the values are different than the previous call for this same shader program. More... | |
var | setUniformLocationI32 ( var location, var i1) |
calls glUniform1i only if the values are different than the previous call for this same shader program. More... | |
local | setUniformLocationI32 ( local location, local i1) |
calls glUniform1i only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith2i (GLint location, GLint i1, GLint i2) |
calls glUniform2i only if the values are different than the previous call for this same shader program. More... | |
var | setUniformLocationWith2i ( var location, var i1, var i2) |
calls glUniform2i only if the values are different than the previous call for this same shader program. More... | |
local | setUniformLocationWith2i ( local location, local i1, local i2) |
calls glUniform2i only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith3i (GLint location, GLint i1, GLint i2, GLint i3) |
calls glUniform3i only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith4i (GLint location, GLint i1, GLint i2, GLint i3, GLint i4) |
calls glUniform4i only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith2iv (GLint location, GLint *ints, unsigned int numberOfArrays) |
calls glUniform2iv only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith3iv (GLint location, GLint *ints, unsigned int numberOfArrays) |
calls glUniform3iv only if the values are different than the previous call for this same shader program. More... | |
var | setUniformLocationWith3iv ( var location, var ints, var numberOfArrays) |
calls glUniform3iv only if the values are different than the previous call for this same shader program. More... | |
local | setUniformLocationWith3iv ( local location, local ints, local numberOfArrays) |
calls glUniform3iv only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith4iv (GLint location, GLint *ints, unsigned int numberOfArrays) |
calls glUniform4iv only if the values are different than the previous call for this same shader program. More... | |
var | setUniformLocationWith4iv ( var location, var ints, var numberOfArrays) |
calls glUniform4iv only if the values are different than the previous call for this same shader program. More... | |
local | setUniformLocationWith4iv ( local location, local ints, local numberOfArrays) |
calls glUniform4iv only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith1f (GLint location, GLfloat f1) |
calls glUniform1f only if the values are different than the previous call for this same shader program. More... | |
local | setUniformLocationWith1f ( local location, local f1) |
calls glUniform1f only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith2f (GLint location, GLfloat f1, GLfloat f2) |
calls glUniform2f only if the values are different than the previous call for this same shader program. More... | |
local | setUniformLocationWith2f ( local location, local f1, local f2) |
calls glUniform2f only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith3f (GLint location, GLfloat f1, GLfloat f2, GLfloat f3) |
calls glUniform3f only if the values are different than the previous call for this same shader program. More... | |
local | setUniformLocationWith3f ( local location, local f1, local f2, local f3) |
calls glUniform3f only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith4f (GLint location, GLfloat f1, GLfloat f2, GLfloat f3, GLfloat f4) |
calls glUniform4f only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith2fv (GLint location, const GLfloat *floats, unsigned int numberOfArrays) |
calls glUniform2fv only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith3fv (GLint location, const GLfloat *floats, unsigned int numberOfArrays) |
calls glUniform3fv only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith4fv (GLint location, const GLfloat *floats, unsigned int numberOfArrays) |
calls glUniform4fv only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWithMatrix2fv (GLint location, const GLfloat *matrixArray, unsigned int numberOfMatrices) |
calls glUniformMatrix2fv only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWithMatrix3fv (GLint location, const GLfloat *matrixArray, unsigned int numberOfMatrices) |
calls glUniformMatrix3fv only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWithMatrix4fv (GLint location, const GLfloat *matrixArray, unsigned int numberOfMatrices) |
calls glUniformMatrix4fv only if the values are different than the previous call for this same shader program. More... | |
void | setUniformsForBuiltins () |
will update the builtin uniforms if they are different than the previous call for this same shader program. More... | |
void | setUniformsForBuiltins (const Mat4 &modelView) |
var | setUniformsForBuiltins ( var modelView) |
local | setUniformsForBuiltins ( local modelView) |
std::string | getVertexShaderLog () const |
returns the vertexShader error log More... | |
var | getVertexShaderLog () |
returns the vertexShader error log More... | |
local | getVertexShaderLog () |
returns the vertexShader error log More... | |
std::string | getFragmentShaderLog () const |
returns the fragmentShader error log More... | |
var | getFragmentShaderLog () |
returns the fragmentShader error log More... | |
local | getFragmentShaderLog () |
returns the fragmentShader error log More... | |
std::string | getProgramLog () const |
returns the program error log More... | |
var | getProgramLog () |
returns the program error log More... | |
local | getProgramLog () |
returns the program error log More... | |
void | reset () |
const GLuint | getProgram () const |
var | getProgram () |
local | getProgram () |
bool | initWithVertexShaderByteArray (const GLchar *vertexByteArray, const GLchar *fragByteArray) |
var | initWithVertexShaderByteArray ( var vertexByteArray, var fragByteArray) |
local | initWithVertexShaderByteArray ( local vertexByteArray, local fragByteArray) |
bool | initWithVertexShaderFilename (const std::string &vertexFilename, const std::string &fragFilename) |
void | addAttribute (const std::string &attributeName, GLuint index) const |
bool | updateUniformLocation (GLint location, const GLvoid *data, unsigned int bytes) |
var | updateUniformLocation ( var location, var data, var bytes) |
local | updateUniformLocation ( local location, local data, local bytes) |
virtual std::string | getDescription () const |
var | getDescription () |
local | getDescription () |
void | bindPredefinedVertexAttribs () |
var | bindPredefinedVertexAttribs () |
local | bindPredefinedVertexAttribs () |
void | parseVertexAttribs () |
var | parseVertexAttribs () |
local | parseVertexAttribs () |
void | parseUniforms () |
var | parseUniforms () |
local | parseUniforms () |
bool | compileShader (GLuint *shader, GLenum type, const GLchar *source) |
var | compileShader ( var shader, var type, var source) |
local | compileShader ( local shader, local type, local source) |
std::string | logForOpenGLObject (GLuint object, GLInfoFunction infoFunc, GLLogFunction logFunc) const |
local | logForOpenGLObject ( local object, local infoFunc, local logFunc) |
flag_struct () | |
void CC_DLL | (void) |
Invalidates the GL state cache. More... | |
var | () |
Invalidates the GL state cache. More... | |
local | () |
Invalidates the GL state cache. More... | |
void CC_DLL | (GLuint program) |
Uses the GL program in case program is different than the current one. More... | |
var | ( var program) |
Uses the GL program in case program is different than the current one. More... | |
local | ( local program) |
Uses the GL program in case program is different than the current one. More... | |
void CC_DLL | (GLenum sfactor, GLenum dfactor) |
Uses a blending function in case it not already used. More... | |
var | ( var sfactor, var dfactor) |
Uses a blending function in case it not already used. More... | |
local | ( local sfactor, local dfactor) |
Uses a blending function in case it not already used. More... | |
void CC_DLL | (uint32_t flags) |
Will enable the vertex attribs that are passed as flags. More... | |
void CC_DLL | (GLuint textureUnit, GLuint textureId) |
If the texture is not already bound to a given unit, it binds it. More... | |
void CC_DLL | (GLenum texture) |
Select active texture unit. More... | |
Friends | |
class | GLProgramState |
typedef void(* GLInfoFunction)(GLuint program, GLenum pname, GLint *params) |
typedef void(* GLInfoFunction)(GLuint program, GLenum pname, GLint *params) |
typedef void(* GLInfoFunction)(GLuint program, GLenum pname, GLint *params) |
typedef void(* GLLogFunction)(GLuint program, GLsizei bufsize, GLsizei *length, GLchar *infolog) |
typedef void(* GLLogFunction)(GLuint program, GLsizei bufsize, GLsizei *length, GLchar *infolog) |
typedef void(* GLLogFunction)(GLuint program, GLsizei bufsize, GLsizei *length, GLchar *infolog) |
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GLProgram | ( | ) |
var GLProgram | ( | ) |
local GLProgram | ( | ) |
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void bindAttribLocation | ( | const std::string & | attributeName, |
GLuint | index | ||
) | const |
It will add a new attribute to the shader by calling glBindAttribLocation.
var bindAttribLocation | ( | var | attributeName, |
var | index | ||
) |
It will add a new attribute to the shader by calling glBindAttribLocation.
local bindAttribLocation | ( | local | attributeName, |
local | index | ||
) |
It will add a new attribute to the shader by calling glBindAttribLocation.
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Initializes the GLProgram with a vertex and fragment with bytes array.
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Initializes the GLProgram with a vertex and fragment with bytes array.
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Initializes the GLProgram with a vertex and fragment with bytes array.
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Initializes the GLProgram with a vertex and fragment with contents of filenames.
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Initializes the GLProgram with a vertex and fragment with contents of filenames.
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Initializes the GLProgram with a vertex and fragment with contents of filenames.
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Initializes the GLProgram with a vertex and fragment with bytes array.
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Initializes the GLProgram with a vertex and fragment with bytes array.
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Initializes the GLProgram with a vertex and fragment with bytes array.
GLint getAttribLocation | ( | const std::string & | attributeName | ) | const |
calls glGetAttribLocation
var getAttribLocation | ( | var | attributeName | ) |
calls glGetAttribLocation
local getAttribLocation | ( | local | attributeName | ) |
calls glGetAttribLocation
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std::string getFragmentShaderLog | ( | ) | const |
returns the fragmentShader error log
var getFragmentShaderLog | ( | ) |
returns the fragmentShader error log
local getFragmentShaderLog | ( | ) |
returns the fragmentShader error log
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std::string getProgramLog | ( | ) | const |
returns the program error log
var getProgramLog | ( | ) |
returns the program error log
local getProgramLog | ( | ) |
returns the program error log
Uniform* getUniform | ( | const std::string & | name | ) |
var getUniform | ( | var | name | ) |
local getUniform | ( | local | name | ) |
GLint getUniformLocation | ( | const std::string & | attributeName | ) | const |
calls glGetUniformLocation()
var getUniformLocation | ( | var | attributeName | ) |
calls glGetUniformLocation()
local getUniformLocation | ( | local | attributeName | ) |
calls glGetUniformLocation()
GLint getUniformLocationForName | ( | const char * | name | ) | const |
calls retrieves the named uniform location for this shader program.
var getUniformLocationForName | ( | var | name | ) |
calls retrieves the named uniform location for this shader program.
local getUniformLocationForName | ( | local | name | ) |
calls retrieves the named uniform location for this shader program.
VertexAttrib* getVertexAttrib | ( | const std::string & | name | ) |
var getVertexAttrib | ( | var | name | ) |
local getVertexAttrib | ( | local | name | ) |
std::string getVertexShaderLog | ( | ) | const |
returns the vertexShader error log
var getVertexShaderLog | ( | ) |
returns the vertexShader error log
local getVertexShaderLog | ( | ) |
returns the vertexShader error log
var initWithByteArrays | ( | var | vShaderByteArray, |
var | fShaderByteArray | ||
) |
local initWithByteArrays | ( | local | vShaderByteArray, |
local | fShaderByteArray | ||
) |
bool initWithFilenames | ( | const std::string & | vShaderFilename, |
const std::string & | fShaderFilename | ||
) |
var initWithFilenames | ( | var | vShaderFilename, |
var | fShaderFilename | ||
) |
local initWithFilenames | ( | local | vShaderFilename, |
local | fShaderFilename | ||
) |
bool initWithPrecompiledProgramByteArray |
( | const GLchar * | vShaderByteArray, |
const GLchar * | fShaderByteArray | ||
) |
var initWithPrecompiledProgramByteArray |
( | var | vShaderByteArray, |
var | fShaderByteArray | ||
) |
local initWithPrecompiledProgramByteArray |
( | local | vShaderByteArray, |
local | fShaderByteArray | ||
) |
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bool link | ( | ) |
links the glProgram
var link | ( | ) |
links the glProgram
local link | ( | ) |
links the glProgram
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void reset | ( | ) |
var reset | ( | ) |
local reset | ( | ) |
void setUniformLocationWith1f | ( | GLint | location, |
GLfloat | f1 | ||
) |
calls glUniform1f only if the values are different than the previous call for this same shader program.
In js or lua,please use setUniformLocationF32
local setUniformLocationWith1f | ( | local | location, |
local | f1 | ||
) |
calls glUniform1f only if the values are different than the previous call for this same shader program.
In js or lua,please use setUniformLocationF32
void setUniformLocationWith1i | ( | GLint | location, |
GLint | i1 | ||
) |
calls glUniform1i only if the values are different than the previous call for this same shader program.
var setUniformLocationI32 | ( | var | location, |
var | i1 | ||
) |
calls glUniform1i only if the values are different than the previous call for this same shader program.
local setUniformLocationI32 | ( | local | location, |
local | i1 | ||
) |
calls glUniform1i only if the values are different than the previous call for this same shader program.
void setUniformLocationWith2f | ( | GLint | location, |
GLfloat | f1, | ||
GLfloat | f2 | ||
) |
calls glUniform2f only if the values are different than the previous call for this same shader program.
In js or lua,please use setUniformLocationF32
local setUniformLocationWith2f | ( | local | location, |
local | f1, | ||
local | f2 | ||
) |
calls glUniform2f only if the values are different than the previous call for this same shader program.
In js or lua,please use setUniformLocationF32
void setUniformLocationWith2fv | ( | GLint | location, |
const GLfloat * | floats, | ||
unsigned int | numberOfArrays | ||
) |
calls glUniform2fv only if the values are different than the previous call for this same shader program.
var setUniformLocationWith2fv | ( | var | location, |
var | floats, | ||
var | numberOfArrays | ||
) |
calls glUniform2fv only if the values are different than the previous call for this same shader program.
local setUniformLocationWith2fv | ( | local | location, |
local | floats, | ||
local | numberOfArrays | ||
) |
calls glUniform2fv only if the values are different than the previous call for this same shader program.
void setUniformLocationWith2i | ( | GLint | location, |
GLint | i1, | ||
GLint | i2 | ||
) |
calls glUniform2i only if the values are different than the previous call for this same shader program.
var setUniformLocationWith2i | ( | var | location, |
var | i1, | ||
var | i2 | ||
) |
calls glUniform2i only if the values are different than the previous call for this same shader program.
local setUniformLocationWith2i | ( | local | location, |
local | i1, | ||
local | i2 | ||
) |
calls glUniform2i only if the values are different than the previous call for this same shader program.
void setUniformLocationWith2iv | ( | GLint | location, |
GLint * | ints, | ||
unsigned int | numberOfArrays | ||
) |
calls glUniform2iv only if the values are different than the previous call for this same shader program.
var setUniformLocationWith2iv | ( | var | location, |
var | ints, | ||
var | numberOfArrays | ||
) |
calls glUniform2iv only if the values are different than the previous call for this same shader program.
local setUniformLocationWith2iv | ( | local | location, |
local | ints, | ||
local | numberOfArrays | ||
) |
calls glUniform2iv only if the values are different than the previous call for this same shader program.
void setUniformLocationWith3f | ( | GLint | location, |
GLfloat | f1, | ||
GLfloat | f2, | ||
GLfloat | f3 | ||
) |
calls glUniform3f only if the values are different than the previous call for this same shader program.
In js or lua,please use setUniformLocationF32
local setUniformLocationWith3f | ( | local | location, |
local | f1, | ||
local | f2, | ||
local | f3 | ||
) |
calls glUniform3f only if the values are different than the previous call for this same shader program.
In js or lua,please use setUniformLocationF32
void setUniformLocationWith3fv | ( | GLint | location, |
const GLfloat * | floats, | ||
unsigned int | numberOfArrays | ||
) |
calls glUniform3fv only if the values are different than the previous call for this same shader program.
var setUniformLocationWith3fv | ( | var | location, |
var | floats, | ||
var | numberOfArrays | ||
) |
calls glUniform3fv only if the values are different than the previous call for this same shader program.
local setUniformLocationWith3fv | ( | local | location, |
local | floats, | ||
local | numberOfArrays | ||
) |
calls glUniform3fv only if the values are different than the previous call for this same shader program.
void setUniformLocationWith3i | ( | GLint | location, |
GLint | i1, | ||
GLint | i2, | ||
GLint | i3 | ||
) |
calls glUniform3i only if the values are different than the previous call for this same shader program.
var setUniformLocationWith3i | ( | var | location, |
var | i1, | ||
var | i2, | ||
var | i3 | ||
) |
calls glUniform3i only if the values are different than the previous call for this same shader program.
local setUniformLocationWith3i | ( | local | location, |
local | i1, | ||
local | i2, | ||
local | i3 | ||
) |
calls glUniform3i only if the values are different than the previous call for this same shader program.
void setUniformLocationWith3iv | ( | GLint | location, |
GLint * | ints, | ||
unsigned int | numberOfArrays | ||
) |
calls glUniform3iv only if the values are different than the previous call for this same shader program.
var setUniformLocationWith3iv | ( | var | location, |
var | ints, | ||
var | numberOfArrays | ||
) |
calls glUniform3iv only if the values are different than the previous call for this same shader program.
local setUniformLocationWith3iv | ( | local | location, |
local | ints, | ||
local | numberOfArrays | ||
) |
calls glUniform3iv only if the values are different than the previous call for this same shader program.
void setUniformLocationWith4f | ( | GLint | location, |
GLfloat | f1, | ||
GLfloat | f2, | ||
GLfloat | f3, | ||
GLfloat | f4 | ||
) |
calls glUniform4f only if the values are different than the previous call for this same shader program.
In js or lua,please use setUniformLocationF32
local setUniformLocationWith4f | ( | local | location, |
local | f1, | ||
local | f2, | ||
local | f3, | ||
local | f4 | ||
) |
calls glUniform4f only if the values are different than the previous call for this same shader program.
In js or lua,please use setUniformLocationF32
void setUniformLocationWith4fv | ( | GLint | location, |
const GLfloat * | floats, | ||
unsigned int | numberOfArrays | ||
) |
calls glUniform4fv only if the values are different than the previous call for this same shader program.
var setUniformLocationWith4fv | ( | var | location, |
var | floats, | ||
var | numberOfArrays | ||
) |
calls glUniform4fv only if the values are different than the previous call for this same shader program.
local setUniformLocationWith4fv | ( | local | location, |
local | floats, | ||
local | numberOfArrays | ||
) |
calls glUniform4fv only if the values are different than the previous call for this same shader program.
void setUniformLocationWith4i | ( | GLint | location, |
GLint | i1, | ||
GLint | i2, | ||
GLint | i3, | ||
GLint | i4 | ||
) |
calls glUniform4i only if the values are different than the previous call for this same shader program.
var setUniformLocationWith4i | ( | var | location, |
var | i1, | ||
var | i2, | ||
var | i3, | ||
var | i4 | ||
) |
calls glUniform4i only if the values are different than the previous call for this same shader program.
local setUniformLocationWith4i | ( | local | location, |
local | i1, | ||
local | i2, | ||
local | i3, | ||
local | i4 | ||
) |
calls glUniform4i only if the values are different than the previous call for this same shader program.
void setUniformLocationWith4iv | ( | GLint | location, |
GLint * | ints, | ||
unsigned int | numberOfArrays | ||
) |
calls glUniform4iv only if the values are different than the previous call for this same shader program.
var setUniformLocationWith4iv | ( | var | location, |
var | ints, | ||
var | numberOfArrays | ||
) |
calls glUniform4iv only if the values are different than the previous call for this same shader program.
local setUniformLocationWith4iv | ( | local | location, |
local | ints, | ||
local | numberOfArrays | ||
) |
calls glUniform4iv only if the values are different than the previous call for this same shader program.
void setUniformLocationWithMatrix2fv |
( | GLint | location, |
const GLfloat * | matrixArray, | ||
unsigned int | numberOfMatrices | ||
) |
calls glUniformMatrix2fv only if the values are different than the previous call for this same shader program.
var setUniformLocationWithMatrix2fv | ( | var | location, |
var | matrixArray, | ||
var | numberOfMatrices | ||
) |
calls glUniformMatrix2fv only if the values are different than the previous call for this same shader program.
local setUniformLocationWithMatrix2fv |
( | local | location, |
local | matrixArray, | ||
local | numberOfMatrices | ||
) |
calls glUniformMatrix2fv only if the values are different than the previous call for this same shader program.
void setUniformLocationWithMatrix3fv |
( | GLint | location, |
const GLfloat * | matrixArray, | ||
unsigned int | numberOfMatrices | ||
) |
calls glUniformMatrix3fv only if the values are different than the previous call for this same shader program.
var setUniformLocationWithMatrix3fv | ( | var | location, |
var | matrixArray, | ||
var | numberOfMatrices | ||
) |
calls glUniformMatrix3fv only if the values are different than the previous call for this same shader program.
local setUniformLocationWithMatrix3fv |
( | local | location, |
local | matrixArray, | ||
local | numberOfMatrices | ||
) |
calls glUniformMatrix3fv only if the values are different than the previous call for this same shader program.
void setUniformLocationWithMatrix4fv |
( | GLint | location, |
const GLfloat * | matrixArray, | ||
unsigned int | numberOfMatrices | ||
) |
calls glUniformMatrix4fv only if the values are different than the previous call for this same shader program.
var setUniformLocationWithMatrix4fv | ( | var | location, |
var | matrixArray, | ||
var | numberOfMatrices | ||
) |
calls glUniformMatrix4fv only if the values are different than the previous call for this same shader program.
local setUniformLocationWithMatrix4fv |
( | local | location, |
local | matrixArray, | ||
local | numberOfMatrices | ||
) |
calls glUniformMatrix4fv only if the values are different than the previous call for this same shader program.
void setUniformsForBuiltins | ( | ) |
will update the builtin uniforms if they are different than the previous call for this same shader program.
var setUniformsForBuiltins | ( | ) |
will update the builtin uniforms if they are different than the previous call for this same shader program.
local setUniformsForBuiltins | ( | ) |
will update the builtin uniforms if they are different than the previous call for this same shader program.
void setUniformsForBuiltins | ( | const Mat4 & | modelView | ) |
var setUniformsForBuiltins | ( | var | modelView | ) |
local setUniformsForBuiltins | ( | local | modelView | ) |
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void updateUniforms | ( | ) |
It will create 4 uniforms:
And it will bind "GLProgram::UNIFORM_SAMPLER" to 0
var updateUniforms | ( | ) |
It will create 4 uniforms:
And it will bind "GLProgram::UNIFORM_SAMPLER" to 0
local updateUniforms | ( | ) |
It will create 4 uniforms:
And it will bind "GLProgram::UNIFORM_SAMPLER" to 0
void use | ( | ) |
it will call glUseProgram()
var use | ( | ) |
it will call glUseProgram()
local use | ( | ) |
it will call glUseProgram()
void CC_DLL cocos2d::GL::invalidateStateCache |
( | void | ) |
var invalidateStateCache | ( | ) |
local invalidateStateCache | ( | ) |
void CC_DLL cocos2d::GL::useProgram | ( | GLuint | program | ) |
Uses the GL program in case program is different than the current one.
If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glUseProgram() directly.
var useProgram | ( | var | program | ) |
Uses the GL program in case program is different than the current one.
If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glUseProgram() directly.
local useProgram | ( | local | program | ) |
Uses the GL program in case program is different than the current one.
If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glUseProgram() directly.
void CC_DLL cocos2d::GL::blendFunc | ( | GLenum | sfactor, |
GLenum | dfactor | ||
) |
Uses a blending function in case it not already used.
If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glBlendFunc() directly.
var blendFunc | ( | var | sfactor, |
var | dfactor | ||
) |
Uses a blending function in case it not already used.
If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glBlendFunc() directly.
local blendFunc | ( | local | sfactor, |
local | dfactor | ||
) |
Uses a blending function in case it not already used.
If CC_ENABLE_GL_STATE_CACHE is disabled, it will the glBlendFunc() directly.
Will enable the vertex attribs that are passed as flags.
Possible flags:
VERTEX_ATTRIB_FLAG_POSITION VERTEX_ATTRIB_FLAG_COLOR VERTEX_ATTRIB_FLAG_TEX_COORDS
These flags can be ORed. The flags that are not present, will be disabled.
var enableVertexAttribs | ( | var | flags | ) |
Will enable the vertex attribs that are passed as flags.
Possible flags:
VERTEX_ATTRIB_FLAG_POSITION VERTEX_ATTRIB_FLAG_COLOR VERTEX_ATTRIB_FLAG_TEX_COORDS
These flags can be ORed. The flags that are not present, will be disabled.
local enableVertexAttribs | ( | local | flags | ) |
Will enable the vertex attribs that are passed as flags.
Possible flags:
VERTEX_ATTRIB_FLAG_POSITION VERTEX_ATTRIB_FLAG_COLOR VERTEX_ATTRIB_FLAG_TEX_COORDS
These flags can be ORed. The flags that are not present, will be disabled.
void CC_DLL cocos2d::GL::bindTexture2DN |
( | GLuint | textureUnit, |
GLuint | textureId | ||
) |
If the texture is not already bound to a given unit, it binds it.
If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindTexture() directly.
var bindTexture2DN | ( | var | textureUnit, |
var | textureId | ||
) |
If the texture is not already bound to a given unit, it binds it.
If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindTexture() directly.
local bindTexture2DN | ( | local | textureUnit, |
local | textureId | ||
) |
If the texture is not already bound to a given unit, it binds it.
If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glBindTexture() directly.
void CC_DLL cocos2d::GL::activeTexture |
( | GLenum | texture | ) |
Select active texture unit.
If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glActiveTexture() directly.
var activeTexture | ( | var | texture | ) |
Select active texture unit.
If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glActiveTexture() directly.
local activeTexture | ( | local | texture | ) |
Select active texture unit.
If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glActiveTexture() directly.
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var cc3D_Color_frag |
local cc3D_Color_frag |
var cc3D_ColorTex_frag |
local cc3D_ColorTex_frag |
var cc3D_PositionTex_vert |
local cc3D_PositionTex_vert |
var cc3D_SkinPositionTex_vert |
local cc3D_SkinPositionTex_vert |
var ccLabel_vert |
local ccLabel_vert |
var ccLabelDistanceFieldGlow_frag |
local ccLabelDistanceFieldGlow_frag |
var ccLabelDistanceFieldNormal_frag |
local ccLabelDistanceFieldNormal_frag |
var ccLabelNormal_frag |
local ccLabelNormal_frag |
var ccLabelOutline_frag |
local ccLabelOutline_frag |
var ccPosition_uColor_frag |
local ccPosition_uColor_frag |
var ccPosition_uColor_vert |
local ccPosition_uColor_vert |
var ccPositionColor_frag |
local ccPositionColor_frag |
var ccPositionColor_vert |
local ccPositionColor_vert |
var ccPositionColorLengthTexture_frag |
local ccPositionColorLengthTexture_frag |
var ccPositionColorLengthTexture_vert |
local ccPositionColorLengthTexture_vert |
var ccPositionTexture_frag |
local ccPositionTexture_frag |
var ccPositionTexture_uColor_frag |
local ccPositionTexture_uColor_frag |
var ccPositionTexture_uColor_vert |
local ccPositionTexture_uColor_vert |
var ccPositionTexture_vert |
local ccPositionTexture_vert |
var ccPositionTextureA8Color_frag |
local ccPositionTextureA8Color_frag |
var ccPositionTextureA8Color_vert |
local ccPositionTextureA8Color_vert |
var ccPositionTextureColor_frag |
local ccPositionTextureColor_frag |
var ccPositionTextureColor_noMVP_frag |
local ccPositionTextureColor_noMVP_frag |
var ccPositionTextureColor_noMVP_vert |
local ccPositionTextureColor_noMVP_vert |
var ccPositionTextureColor_vert |
local ccPositionTextureColor_vert |
var ccPositionTextureColorAlphaTest_frag |
local ccPositionTextureColorAlphaTest_frag |
GLuint index |
var index |
local index |
GLint location |
var location |
local location |
std::string name |
var name |
local name |
std::string name |
var name |
local name |
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GLint size |
var size |
local size |
GLint size |
var size |
local size |
GLenum type |
var type |
local type |
GLenum type |
var type |
local type |
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unsigned int usesMV |
var usesMV |
local usesMV |
unsigned int usesMVP |
var usesMVP |
local usesMVP |
unsigned int usesP |
var usesP |
local usesP |
unsigned int usesRandom |
var usesRandom |
local usesRandom |
unsigned int usesTime |
var usesTime |
local usesTime |
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