GLProgram Class that implements a glProgram. More...
#include <CCGLProgram.h>
Classes | |
struct | flag_struct |
Public Types | |
enum | { VERTEX_ATTRIB_POSITION, VERTEX_ATTRIB_COLOR, VERTEX_ATTRIB_TEX_COORD, VERTEX_ATTRIB_TEX_COORD1, VERTEX_ATTRIB_TEX_COORD2, VERTEX_ATTRIB_TEX_COORD3, VERTEX_ATTRIB_NORMAL, VERTEX_ATTRIB_BLEND_WEIGHT, VERTEX_ATTRIB_BLEND_INDEX, VERTEX_ATTRIB_MAX, VERTEX_ATTRIB_TEX_COORDS = VERTEX_ATTRIB_TEX_COORD } |
Enum the preallocated vertex attribute. More... | |
enum | { UNIFORM_AMBIENT_COLOR, UNIFORM_P_MATRIX, UNIFORM_MV_MATRIX, UNIFORM_MVP_MATRIX, UNIFORM_NORMAL_MATRIX, UNIFORM_TIME, UNIFORM_SIN_TIME, UNIFORM_COS_TIME, UNIFORM_RANDOM01, UNIFORM_SAMPLER0, UNIFORM_SAMPLER1, UNIFORM_SAMPLER2, UNIFORM_SAMPLER3, UNIFORM_MAX } |
Preallocated uniform handle. More... | |
Public Member Functions | |
GLProgram () | |
Constructor. More... | |
GLProgram () | |
Constructor. More... | |
GLProgram () | |
Constructor. More... | |
virtual | ~GLProgram () |
Destructor. More... | |
local | ~GLProgram () |
Destructor. More... | |
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... | |
var | getAttribLocation ( var attributeName) |
Calls glGetAttribLocation. More... | |
local | getAttribLocation ( local attributeName) |
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... | |
var | use () |
it will call glUseProgram() More... | |
local | 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... | |
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... | |
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... | |
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. 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... | |
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. 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... | |
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 | setUniformLocationWith1fv (GLint location, const GLfloat *floats, unsigned int numberOfArrays) |
calls glUniformfv 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... | |
Uniform * | getUniform (const std::string &name) |
var | getUniform ( var name) |
local | getUniform ( local name) |
VertexAttrib * | getVertexAttrib (const std::string &name) |
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void | retain () |
Retains the ownership. More... | |
void | release () |
Releases the ownership immediately. More... | |
Ref * | autorelease () |
Releases the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Destructor. More... | |
Static Public Attributes | |
static const char * | UNIFORM_NAME_ALPHA_TEST_VALUE |
Alpha test value uniform. More... | |
static const char * | ATTRIBUTE_NAME_NORMAL |
Attribute normal. More... | |
static const char * | ATTRIBUTE_NAME_BLEND_WEIGHT |
Attribute blend weight. More... | |
var | ATTRIBUTE_NAME_BLEND_WEIGHT |
Attribute blend weight. More... | |
local | ATTRIBUTE_NAME_BLEND_WEIGHT |
Attribute blend weight. More... | |
static const char * | ATTRIBUTE_NAME_BLEND_INDEX |
Attribute blend index. More... | |
var | ATTRIBUTE_NAME_BLEND_INDEX |
Attribute blend index. More... | |
local | ATTRIBUTE_NAME_BLEND_INDEX |
Attribute blend index. More... | |
Built Shader types | |
static const char * | SHADER_NAME_POSITION_TEXTURE_COLOR |
Built in shader for 2d. More... | |
static const char * | SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP |
Built in shader for 2d. More... | |
static const char * | SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST |
Built in shader for 2d. More... | |
var | SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST |
Built in shader for 2d. More... | |
local | SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST |
Built in shader for 2d. More... | |
static const char * | SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV |
Built in shader for 2d. More... | |
static const char * | SHADER_NAME_POSITION_COLOR |
Built in shader for 2d. More... | |
var | SHADER_NAME_POSITION_COLOR |
Built in shader for 2d. More... | |
local | SHADER_NAME_POSITION_COLOR |
Built in shader for 2d. More... | |
static const char * | SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE |
Built in shader for 2d. More... | |
static const char * | SHADER_NAME_POSITION_COLOR_NO_MVP |
Built in shader for 2d. More... | |
static const char * | SHADER_NAME_POSITION_COLOR_NO_MVP_GRAYĆ„SCALE |
Built in shader for 2d. More... | |
static const char * | SHADER_NAME_POSITION_TEXTURE |
Built in shader for 2d. More... | |
local | SHADER_NAME_POSITION_TEXTURE |
Built in shader for 2d. More... | |
static const char * | SHADER_NAME_POSITION_TEXTURE_U_COLOR |
Built in shader for 2d. More... | |
static const char * | SHADER_NAME_POSITION_TEXTURE_A8_COLOR |
Built in shader for 2d. More... | |
var | SHADER_NAME_POSITION_TEXTURE_A8_COLOR |
Built in shader for 2d. More... | |
local | SHADER_NAME_POSITION_TEXTURE_A8_COLOR |
Built in shader for 2d. More... | |
static const char * | SHADER_NAME_POSITION_U_COLOR |
Built in shader for 2d. More... | |
var | SHADER_NAME_POSITION_U_COLOR |
Built in shader for 2d. More... | |
local | SHADER_NAME_POSITION_U_COLOR |
Built in shader for 2d. More... | |
static const char * | SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR |
Built in shader for draw a sector with 90 degrees with center at bottom left point. More... | |
var | SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR |
Built in shader for draw a sector with 90 degrees with center at bottom left point. More... | |
local | SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR |
Built in shader for draw a sector with 90 degrees with center at bottom left point. More... | |
static const char * | SHADER_NAME_LABEL_NORMAL |
static const char * | SHADER_NAME_LABEL_OUTLINE |
var | SHADER_NAME_LABEL_OUTLINE |
local | SHADER_NAME_LABEL_OUTLINE |
static const char * | SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL |
var | SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL |
local | SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL |
static const char * | SHADER_NAME_LABEL_DISTANCEFIELD_GLOW |
var | SHADER_NAME_LABEL_DISTANCEFIELD_GLOW |
local | SHADER_NAME_LABEL_DISTANCEFIELD_GLOW |
static const char * | SHADER_3D_POSITION |
Built in shader used for 3D, support Position vertex attribute, with color specified by a uniform. More... | |
var | SHADER_3D_POSITION |
Built in shader used for 3D, support Position vertex attribute, with color specified by a uniform. More... | |
local | SHADER_3D_POSITION |
Built in shader used for 3D, support Position vertex attribute, with color specified by a uniform. More... | |
static const char * | SHADER_3D_POSITION_TEXTURE |
Built in shader used for 3D, support Position and Texture vertex attribute, with color specified by a uniform. More... | |
var | SHADER_3D_POSITION_TEXTURE |
Built in shader used for 3D, support Position and Texture vertex attribute, with color specified by a uniform. More... | |
local | SHADER_3D_POSITION_TEXTURE |
Built in shader used for 3D, support Position and Texture vertex attribute, with color specified by a uniform. More... | |
static const char * | SHADER_3D_SKINPOSITION_TEXTURE |
Built in shader used for 3D, support Position (Skeletal animation by hardware skin) and Texture vertex attribute, with color specified by a uniform. More... | |
static const char * | SHADER_3D_POSITION_NORMAL |
Built in shader used for 3D, support Position and Normal vertex attribute, used in lighting. More... | |
static const char * | SHADER_3D_POSITION_NORMAL_TEXTURE |
Built in shader used for 3D, support Position, Normal, Texture vertex attribute, used in lighting. More... | |
var | SHADER_3D_POSITION_NORMAL_TEXTURE |
Built in shader used for 3D, support Position, Normal, Texture vertex attribute, used in lighting. More... | |
local | SHADER_3D_POSITION_NORMAL_TEXTURE |
Built in shader used for 3D, support Position, Normal, Texture vertex attribute, used in lighting. More... | |
static const char * | SHADER_3D_SKINPOSITION_NORMAL_TEXTURE |
Built in shader used for 3D, support Position(skeletal animation by hardware skin), Normal, Texture vertex attribute, used in lighting. More... | |
static const char * | SHADER_3D_PARTICLE_TEXTURE |
Built in shader for particles, support Position and Texture, with a color specified by a uniform. More... | |
static const char * | SHADER_3D_PARTICLE_COLOR |
Built in shader for particles, support Position, with a color specified by a uniform. More... | |
var | SHADER_3D_PARTICLE_COLOR |
Built in shader for particles, support Position, with a color specified by a uniform. More... | |
local | SHADER_3D_PARTICLE_COLOR |
Built in shader for particles, support Position, with a color specified by a uniform. More... | |
Built uniform names | |
static const char * | UNIFORM_NAME_AMBIENT_COLOR |
Ambient Color uniform. More... | |
var | UNIFORM_NAME_AMBIENT_COLOR |
Ambient Color uniform. More... | |
local | UNIFORM_NAME_AMBIENT_COLOR |
Ambient Color uniform. More... | |
static const char * | UNIFORM_NAME_P_MATRIX |
Projection Matrix uniform. More... | |
var | UNIFORM_NAME_P_MATRIX |
Projection Matrix uniform. More... | |
local | UNIFORM_NAME_P_MATRIX |
Projection Matrix uniform. More... | |
static const char * | UNIFORM_NAME_MV_MATRIX |
Model view matrix uniform. More... | |
var | UNIFORM_NAME_MV_MATRIX |
Model view matrix uniform. More... | |
local | UNIFORM_NAME_MV_MATRIX |
Model view matrix uniform. More... | |
static const char * | UNIFORM_NAME_MVP_MATRIX |
Model view projection uniform. More... | |
var | UNIFORM_NAME_MVP_MATRIX |
Model view projection uniform. More... | |
local | UNIFORM_NAME_MVP_MATRIX |
Model view projection uniform. More... | |
static const char * | UNIFORM_NAME_NORMAL_MATRIX |
Normal matrix uniform. More... | |
var | UNIFORM_NAME_NORMAL_MATRIX |
Normal matrix uniform. More... | |
local | UNIFORM_NAME_NORMAL_MATRIX |
Normal matrix uniform. More... | |
static const char * | UNIFORM_NAME_TIME |
Time uniform. More... | |
var | UNIFORM_NAME_TIME |
Time uniform. More... | |
local | UNIFORM_NAME_TIME |
Time uniform. More... | |
static const char * | UNIFORM_NAME_SIN_TIME |
Sin time uniform. More... | |
var | UNIFORM_NAME_SIN_TIME |
Sin time uniform. More... | |
local | UNIFORM_NAME_SIN_TIME |
Sin time uniform. More... | |
static const char * | UNIFORM_NAME_COS_TIME |
Cos time uniform. More... | |
var | UNIFORM_NAME_COS_TIME |
Cos time uniform. More... | |
local | UNIFORM_NAME_COS_TIME |
Cos time uniform. More... | |
static const char * | UNIFORM_NAME_RANDOM01 |
Random number uniform. More... | |
var | UNIFORM_NAME_RANDOM01 |
Random number uniform. More... | |
local | UNIFORM_NAME_RANDOM01 |
Random number uniform. More... | |
static const char * | UNIFORM_NAME_SAMPLER0 |
Sampler uniform 0-3, used for textures. More... | |
var | UNIFORM_NAME_SAMPLER0 |
Sampler uniform 0-3, used for textures. More... | |
local | UNIFORM_NAME_SAMPLER0 |
Sampler uniform 0-3, used for textures. More... | |
static const char * | UNIFORM_NAME_SAMPLER1 |
var | UNIFORM_NAME_SAMPLER1 |
local | UNIFORM_NAME_SAMPLER1 |
static const char * | UNIFORM_NAME_SAMPLER2 |
var | UNIFORM_NAME_SAMPLER2 |
local | UNIFORM_NAME_SAMPLER2 |
static const char * | UNIFORM_NAME_SAMPLER3 |
var | UNIFORM_NAME_SAMPLER3 |
local | UNIFORM_NAME_SAMPLER3 |
Built Attribute names | |
static const char * | ATTRIBUTE_NAME_COLOR |
Attribute color. More... | |
var | ATTRIBUTE_NAME_COLOR |
Attribute color. More... | |
local | ATTRIBUTE_NAME_COLOR |
Attribute color. More... | |
static const char * | ATTRIBUTE_NAME_POSITION |
Attribute position. More... | |
var | ATTRIBUTE_NAME_POSITION |
Attribute position. More... | |
local | ATTRIBUTE_NAME_POSITION |
Attribute position. More... | |
static const char * | ATTRIBUTE_NAME_TEX_COORD |
var | ATTRIBUTE_NAME_TEX_COORD |
local | ATTRIBUTE_NAME_TEX_COORD |
static const char * | ATTRIBUTE_NAME_TEX_COORD1 |
var | ATTRIBUTE_NAME_TEX_COORD1 |
local | ATTRIBUTE_NAME_TEX_COORD1 |
static const char * | ATTRIBUTE_NAME_TEX_COORD2 |
var | ATTRIBUTE_NAME_TEX_COORD2 |
local | ATTRIBUTE_NAME_TEX_COORD2 |
static const char * | ATTRIBUTE_NAME_TEX_COORD3 |
var | ATTRIBUTE_NAME_TEX_COORD3 |
local | ATTRIBUTE_NAME_TEX_COORD3 |
Friends | |
class | GLProgramState |
bool | initWithPrecompiledProgramByteArray (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
static GLProgram * | createWithPrecompiledProgramByteArray (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
local | createWithPrecompiledProgramByteArray ( local vShaderByteArray, local fShaderByteArray) |
bool | initWithByteArrays (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
static GLProgram * | createWithByteArrays (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
local | initWithString. ( local vShaderByteArray, local fShaderByteArray) |
bool | initWithFilenames (const std::string &vShaderFilename, const std::string &fShaderFilename) |
static GLProgram * | createWithFilenames (const std::string &vShaderFilename, const std::string &fShaderFilename) |
var | init ( var vShaderFilename, var fShaderFilename) |
local | init ( local vShaderFilename, local fShaderFilename) |
GLuint | _program |
OpenGL handle for program. More... | |
GLuint | _vertShader |
OpenGL handle for vertex shader. More... | |
var | _vertShader |
OpenGL handle for vertex shader. More... | |
local | _vertShader |
OpenGL handle for vertex shader. More... | |
GLuint | _fragShader |
OpenGL handle for fragment shader. More... | |
var | _fragShader |
OpenGL handle for fragment shader. More... | |
local | _fragShader |
OpenGL handle for fragment shader. More... | |
GLint | _builtInUniforms [UNIFORM_MAX] |
Built in uniforms. More... | |
var | _builtInUniforms () |
Built in uniforms. More... | |
local | _builtInUniforms () |
Built in uniforms. More... | |
bool | _hasShaderCompiler |
Indicate whether it has a offline shader compiler or not. More... | |
var | _hasShaderCompiler |
Indicate whether it has a offline shader compiler or not. More... | |
local | _hasShaderCompiler |
Indicate whether it has a offline shader compiler or not. More... | |
std::string | _shaderId |
Shader ID in precompiled shaders on Windows phone. More... | |
struct cocos2d::GLProgram::flag_struct | _flags |
var | _flags |
local | _flags |
std::unordered_map < std::string, Uniform > | _userUniforms |
User defined Uniforms. More... | |
std::unordered_map < std::string, VertexAttrib > | _vertexAttribs |
User defined vertex attributes. More... | |
std::unordered_map< GLint, std::pair< GLvoid *, unsigned int > > | _hashForUniforms |
Hash value of uniforms for quick access. More... | |
Director * | _director |
void | setUniformsForBuiltins () |
var | setUniformsForBuiltins () |
local | setUniformsForBuiltins () |
void | setUniformsForBuiltins (const Mat4 &modelView) |
var | setUniformsForBuiltins ( var modelView) |
local | setUniformsForBuiltins ( local modelView) |
std::string | getVertexShaderLog () const |
@] More... | |
var | getVertexShaderLog () |
@] More... | |
local | getVertexShaderLog () |
@] 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... | |
void | reset () |
Reload all shaders, this function is designed for android when opengl context lost, so don't call it. More... | |
var | reset () |
Reload all shaders, this function is designed for android when opengl context lost, so don't call it. More... | |
local | reset () |
Reload all shaders, this function is designed for android when opengl context lost, so don't call it. More... | |
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) |
local | initWithVertexShaderFilename ( local vertexFilename, local fragFilename) |
void | addAttribute (const std::string &attributeName, GLuint index) const |
bool | updateUniformLocation (GLint location, const GLvoid *data, unsigned int bytes) |
Update the uniform data in location. More... | |
var | updateUniformLocation ( var location, var data, var bytes) |
Update the uniform data in location. More... | |
local | updateUniformLocation ( local location, local data, local bytes) |
Update the uniform data in location. More... | |
virtual std::string | getDescription () const |
Get a general description of the shader. More... | |
void | bindPredefinedVertexAttribs () |
Bind the predefined vertex attributes to their specific slot. More... | |
local | bindPredefinedVertexAttribs () |
Bind the predefined vertex attributes to their specific slot. More... | |
void | parseVertexAttribs () |
Parse user defined Vertex Attributes automatically. More... | |
var | parseVertexAttribs () |
Parse user defined Vertex Attributes automatically. More... | |
local | parseVertexAttribs () |
Parse user defined Vertex Attributes automatically. More... | |
void | parseUniforms () |
Parse user defined uniform automatically. More... | |
var | parseUniforms () |
Parse user defined uniform automatically. More... | |
local | parseUniforms () |
Parse user defined uniform automatically. More... | |
bool | compileShader (GLuint *shader, GLenum type, const GLchar *source) |
Compile the shader sources. More... | |
var | compileShader ( var shader, var type, var source) |
Compile the shader sources. More... | |
local | compileShader ( local shader, local type, local source) |
Compile the shader sources. More... | |
Additional Inherited Members | |
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Ref () | |
Constructor. More... | |
Ref () | |
Constructor. More... | |
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unsigned int | _referenceCount |
count of references More... | |
local | _referenceCount |
count of references More... | |
GLProgram Class that implements a glProgram.
anonymous enum |
Enum the preallocated vertex attribute.
var enum |
Enum the preallocated vertex attribute.
local enum |
Enum the preallocated vertex attribute.
anonymous enum |
Preallocated uniform handle.
var enum |
Preallocated uniform handle.
local enum |
Preallocated uniform handle.
GLProgram | ( | ) |
Constructor.
var GLProgram | ( | ) |
Constructor.
local GLProgram | ( | ) |
Constructor.
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virtual |
Destructor.
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virtual |
Destructor.
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virtual |
Destructor.
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inline |
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inline |
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inline |
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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protected |
Bind the predefined vertex attributes to their specific slot.
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protected |
Bind the predefined vertex attributes to their specific slot.
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protected |
Bind the predefined vertex attributes to their specific slot.
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protected |
Compile the shader sources.
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protected |
Compile the shader sources.
|
protected |
Compile the shader sources.
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static |
Create or Initializes the GLProgram with a vertex and fragment with bytes array.
|
static |
Create or Initializes the GLProgram with a vertex and fragment with bytes array.
|
static |
Create or Initializes the GLProgram with a vertex and fragment with bytes array.
|
static |
Create or Initializes the GLProgram with a vertex and fragment with contents of filenames.
|
static |
Create or Initializes the GLProgram with a vertex and fragment with contents of filenames.
|
static |
Create or Initializes the GLProgram with a vertex and fragment with contents of filenames.
|
static |
Initializes the CCGLProgram with precompiled shader program.
|
static |
Initializes the CCGLProgram with precompiled shader program.
|
static |
Initializes the CCGLProgram with precompiled shader program.
GLint getAttribLocation | ( | const std::string & | attributeName | ) | const |
Calls glGetAttribLocation.
var getAttribLocation | ( | var | attributeName | ) |
Calls glGetAttribLocation.
local getAttribLocation | ( | local | attributeName | ) |
Calls glGetAttribLocation.
|
protectedvirtual |
Get a general description of the shader.
|
protectedvirtual |
Get a general description of the shader.
|
protectedvirtual |
Get a general description of the shader.
std::string getFragmentShaderLog | ( | ) | const |
returns the fragmentShader error log
var getFragmentShaderLog | ( | ) |
returns the fragmentShader error log
local getFragmentShaderLog | ( | ) |
returns the fragmentShader error log
|
inline |
|
inline |
|
inline |
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 | ) |
Get the uniform or vertex attribute by string name in shader, return null if it does not exist.
var getUniform | ( | var | name | ) |
Get the uniform or vertex attribute by string name in shader, return null if it does not exist.
local getUniform | ( | local | name | ) |
Get the uniform or vertex attribute by string name in shader, return null if it does not exist.
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 | ||
) |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
|
inline |
bool link | ( | ) |
links the glProgram
var link | ( | ) |
links the glProgram
local link | ( | ) |
links the glProgram
|
protected |
Parse user defined uniform automatically.
|
protected |
Parse user defined uniform automatically.
|
protected |
Parse user defined uniform automatically.
|
protected |
Parse user defined Vertex Attributes automatically.
|
protected |
Parse user defined Vertex Attributes automatically.
|
protected |
Parse user defined Vertex Attributes automatically.
void reset | ( | ) |
Reload all shaders, this function is designed for android when opengl context lost, so don't call it.
var reset | ( | ) |
Reload all shaders, this function is designed for android when opengl context lost, so don't call it.
local reset | ( | ) |
Reload all shaders, this function is designed for android when opengl context lost, so don't call it.
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 setUniformLocationWith1fv | ( | GLint | location, |
const GLfloat * | floats, | ||
unsigned int | numberOfArrays | ||
) |
calls glUniformfv only if the values are different than the previous call for this same shader program.
var setUniformLocationWith1fv | ( | var | location, |
var | floats, | ||
var | numberOfArrays | ||
) |
calls glUniformfv only if the values are different than the previous call for this same shader program.
local setUniformLocationWith1fv | ( | local | location, |
local | floats, | ||
local | numberOfArrays | ||
) |
calls glUniformfv only if the values are different than the previous call for this same shader program.
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.
modelView | modelView matrix applied to the built in uniform of the shader. |
var setUniformsForBuiltins | ( | ) |
will update the builtin uniforms if they are different than the previous call for this same shader program.
modelView | modelView matrix applied to the built in uniform of the shader. |
local setUniformsForBuiltins | ( | ) |
will update the builtin uniforms if they are different than the previous call for this same shader program.
modelView | modelView matrix applied to the built in uniform of the shader. |
void setUniformsForBuiltins | ( | const Mat4 & | modelView | ) |
var setUniformsForBuiltins | ( | var | modelView | ) |
local setUniformsForBuiltins | ( | local | modelView | ) |
|
protected |
Update the uniform data in location.
location | The location of the uniform. |
data | Updated data. bytes Data length in bytes to update. |
|
protected |
Update the uniform data in location.
location | The location of the uniform. |
data | Updated data. bytes Data length in bytes to update. |
|
protected |
Update the uniform data in location.
location | The location of the uniform. |
data | Updated data. bytes Data length in bytes to update. |
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()
|
friend |
|
friend |
|
friend |
|
protected |
Built in uniforms.
|
protected |
Built in uniforms.
|
protected |
Built in uniforms.
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
OpenGL handle for fragment shader.
|
protected |
OpenGL handle for fragment shader.
|
protected |
OpenGL handle for fragment shader.
|
protected |
Hash value of uniforms for quick access.
|
protected |
Hash value of uniforms for quick access.
|
protected |
Hash value of uniforms for quick access.
|
protected |
Indicate whether it has a offline shader compiler or not.
|
protected |
Indicate whether it has a offline shader compiler or not.
|
protected |
Indicate whether it has a offline shader compiler or not.
|
protected |
OpenGL handle for program.
|
protected |
OpenGL handle for program.
|
protected |
OpenGL handle for program.
|
protected |
Shader ID in precompiled shaders on Windows phone.
|
protected |
Shader ID in precompiled shaders on Windows phone.
|
protected |
Shader ID in precompiled shaders on Windows phone.
|
protected |
User defined Uniforms.
|
protected |
User defined Uniforms.
|
protected |
User defined Uniforms.
|
protected |
User defined vertex attributes.
|
protected |
User defined vertex attributes.
|
protected |
User defined vertex attributes.
|
protected |
OpenGL handle for vertex shader.
|
protected |
OpenGL handle for vertex shader.
|
protected |
OpenGL handle for vertex shader.
|
static |
Attribute blend index.
|
static |
Attribute blend index.
|
static |
Attribute blend index.
|
static |
Attribute blend weight.
|
static |
Attribute blend weight.
|
static |
Attribute blend weight.
|
static |
Attribute color.
|
static |
Attribute color.
|
static |
Attribute color.
|
static |
Attribute normal.
|
static |
Attribute normal.
|
static |
Attribute normal.
|
static |
Attribute position.
|
static |
Attribute position.
|
static |
Attribute position.
|
static |
Attribute Texcoord 0-3.
|
static |
Attribute Texcoord 0-3.
|
static |
Attribute Texcoord 0-3.
|
static |
|
static |
|
static |
|
static |
|
static |
|
static |
|
static |
|
static |
|
static |
|
static |
Built in shader for particles, support Position, with a color specified by a uniform.
|
static |
Built in shader for particles, support Position, with a color specified by a uniform.
|
static |
Built in shader for particles, support Position, with a color specified by a uniform.
|
static |
Built in shader for particles, support Position and Texture, with a color specified by a uniform.
|
static |
Built in shader for particles, support Position and Texture, with a color specified by a uniform.
|
static |
Built in shader for particles, support Position and Texture, with a color specified by a uniform.
|
static |
Built in shader used for 3D, support Position vertex attribute, with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position vertex attribute, with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position vertex attribute, with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position and Normal vertex attribute, used in lighting.
with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position and Normal vertex attribute, used in lighting.
with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position and Normal vertex attribute, used in lighting.
with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position, Normal, Texture vertex attribute, used in lighting.
with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position, Normal, Texture vertex attribute, used in lighting.
with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position, Normal, Texture vertex attribute, used in lighting.
with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position and Texture vertex attribute, with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position and Texture vertex attribute, with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position and Texture vertex attribute, with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position(skeletal animation by hardware skin), Normal, Texture vertex attribute, used in lighting.
with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position(skeletal animation by hardware skin), Normal, Texture vertex attribute, used in lighting.
with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position(skeletal animation by hardware skin), Normal, Texture vertex attribute, used in lighting.
with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position (Skeletal animation by hardware skin) and Texture vertex attribute, with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position (Skeletal animation by hardware skin) and Texture vertex attribute, with color specified by a uniform.
|
static |
Built in shader used for 3D, support Position (Skeletal animation by hardware skin) and Texture vertex attribute, with color specified by a uniform.
|
static |
|
static |
|
static |
|
static |
|
static |
|
static |
|
static |
Built in shader for label and label with effects.
|
static |
Built in shader for label and label with effects.
|
static |
Built in shader for label and label with effects.
|
static |
|
static |
|
static |
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix and have a grey scale fragment shader.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix and have a grey scale fragment shader.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix and have a grey scale fragment shader.
|
static |
Built in shader for 2d.
Support Position, Color, Texture vertex attribute. texture coordinate will used as point size.
|
static |
Built in shader for 2d.
Support Position, Color, Texture vertex attribute. texture coordinate will used as point size.
|
static |
Built in shader for 2d.
Support Position, Color, Texture vertex attribute. texture coordinate will used as point size.
|
static |
Built in shader for draw a sector with 90 degrees with center at bottom left point.
|
static |
Built in shader for draw a sector with 90 degrees with center at bottom left point.
|
static |
Built in shader for draw a sector with 90 degrees with center at bottom left point.
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute.
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute.
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute. but alpha will be the multiplication of color attribute and texture.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute. but alpha will be the multiplication of color attribute and texture.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute. but alpha will be the multiplication of color attribute and texture.
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute, but include alpha test.
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute, but include alpha test.
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute, but include alpha test.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute, include alpha test and without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute, include alpha test and without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute, include alpha test and without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute.
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Built in shader for 2d.
Support Position, Texture and Color vertex attribute.
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Built in shader for 2d.
Support Position, Texture and Color vertex attribute.
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Built in shader for 2d.
Support Position, Texture and Color vertex attribute, but without multiply vertex by MVP matrix.
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Built in shader for 2d.
Support Position, Texture and Color vertex attribute, but without multiply vertex by MVP matrix.
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Built in shader for 2d.
Support Position, Texture and Color vertex attribute, but without multiply vertex by MVP matrix.
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Built in shader for 2d.
Support Position, Texture vertex attribute. with a specified uniform as color
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Built in shader for 2d.
Support Position, Texture vertex attribute. with a specified uniform as color
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Built in shader for 2d.
Support Position, Texture vertex attribute. with a specified uniform as color
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Built in shader for 2d.
Support Position, with color specified by a uniform.
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Built in shader for 2d.
Support Position, with color specified by a uniform.
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Built in shader for 2d.
Support Position, with color specified by a uniform.
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Alpha test value uniform.
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Alpha test value uniform.
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Alpha test value uniform.
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Ambient Color uniform.
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Ambient Color uniform.
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Ambient Color uniform.
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Cos time uniform.
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Cos time uniform.
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Cos time uniform.
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Model view matrix uniform.
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Model view matrix uniform.
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Model view matrix uniform.
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Model view projection uniform.
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Model view projection uniform.
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Model view projection uniform.
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Normal matrix uniform.
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Normal matrix uniform.
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Normal matrix uniform.
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Projection Matrix uniform.
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Projection Matrix uniform.
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Projection Matrix uniform.
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Random number uniform.
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Random number uniform.
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Random number uniform.
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Sampler uniform 0-3, used for textures.
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Sampler uniform 0-3, used for textures.
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Sampler uniform 0-3, used for textures.
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Sin time uniform.
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Sin time uniform.
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Sin time uniform.
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Time uniform.
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Time uniform.
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Time uniform.