CCGLProgram Class that implements a glProgram. More...
#include <CCGLProgram.h>
Public Member Functions | |
| CCGLProgram () | |
| ctor () | |
| virtual | ~CCGLProgram () |
| bool | initWithVertexShaderByteArray (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
| Initializes the CCGLProgram with a vertex and fragment with bytes array. More... | |
| var | initWithString ( var vShaderByteArray, var fShaderByteArray) |
| Initializes the CCGLProgram with a vertex and fragment with bytes array. More... | |
| bool | initWithPrecompiledProgramByteArray (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
| Initializes the CCGLProgram with precompiled shader program. More... | |
| local | initWithPrecompiledProgramByteArray ( local vShaderByteArray, local fShaderByteArray) |
| Initializes the CCGLProgram with precompiled shader program. More... | |
| bool | initWithVertexShaderFilename (const char *vShaderFilename, const char *fShaderFilename) |
| Initializes the CCGLProgram with a vertex and fragment with contents of filenames. More... | |
| void | addAttribute (const char *attributeName, GLuint index) |
| It will add a new attribute to the shader. More... | |
| var | addAttribute ( var attributeName, var index) |
| It will add a new attribute to the shader. More... | |
| bool | link () |
| links the glProgram More... | |
| void | use () |
| it will call glUseProgram() More... | |
| var | use () |
| it will call glUseProgram() More... | |
| void | updateUniforms () |
| It will create 4 uniforms: More... | |
| var | updateUniforms () |
| It will create 4 uniforms: More... | |
| GLint | getUniformLocationForName (const char *name) |
| calls retrieves the named uniform location for this shader program. More... | |
| var | getUniformLocationForName ( var 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... | |
| 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... | |
| 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... | |
| 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. 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... | |
| 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. 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... | |
| 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... | |
| void | setUniformLocationWith1f (GLint location, GLfloat 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... | |
| var | setUniformLocationF32 ( var location, var f1, var 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 | setUniformLocationWith2fv (GLint location, 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, 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, GLfloat *floats, unsigned int numberOfArrays) |
| calls glUniform4fv only if the values are different than the previous call for this same shader program. More... | |
| void | setUniformLocationWithMatrix4fv (GLint location, 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... | |
| var | setUniformsForBuiltins () |
| will update the builtin uniforms if they are different than the previous call for this same shader program. More... | |
| const char * | vertexShaderLog () |
| returns the vertexShader error log More... | |
| const char * | fragmentShaderLog () |
| returns the fragmentShader error log More... | |
| const char * | programLog () |
| 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... | |
| const GLuint | getProgram () |
Public Member Functions inherited from CCObject | |
| CCObject (void) | |
| virtual | ~CCObject (void) |
| void | release (void) |
| void | retain (void) |
| CCObject * | autorelease (void) |
| CCObject * | copy (void) |
| bool | isSingleReference (void) const |
| unsigned int | retainCount (void) const |
| virtual bool | isEqual (const CCObject *pObject) |
| virtual void | acceptVisitor (CCDataVisitor &visitor) |
| virtual void | update (float dt) |
Public Member Functions inherited from CCCopying | |
| virtual CCObject * | copyWithZone (CCZone *pZone) |
Additional Inherited Members | |
Public Attributes inherited from CCObject | |
| unsigned int | m_uID |
| int | m_nLuaID |
Protected Attributes inherited from CCObject | |
| unsigned int | m_uReference |
| unsigned int | m_uAutoReleaseCount |
CCGLProgram Class that implements a glProgram.
| CCGLProgram | ( | ) |
| var ctor | ( | ) |
|
virtual |
| void addAttribute | ( | const char * | attributeName, |
| GLuint | index | ||
| ) |
It will add a new attribute to the shader.
| var addAttribute | ( | var | attributeName, |
| var | index | ||
| ) |
It will add a new attribute to the shader.
| const char* fragmentShaderLog | ( | ) |
returns the fragmentShader error log
| var getFragmentShaderLog | ( | ) |
returns the fragmentShader error log
|
inline |
|
inline |
| GLint getUniformLocationForName | ( | const char * | name) |
calls retrieves the named uniform location for this shader program.
| var getUniformLocationForName | ( | var | name) |
calls retrieves the named uniform location for this shader program.
| bool initWithPrecompiledProgramByteArray |
( | const GLchar * | vShaderByteArray, |
| const GLchar * | fShaderByteArray | ||
| ) |
Initializes the CCGLProgram with precompiled shader program.
| var initWithPrecompiledProgramByteArray |
( | var | vShaderByteArray, |
| var | fShaderByteArray | ||
| ) |
Initializes the CCGLProgram with precompiled shader program.
| local initWithPrecompiledProgramByteArray |
( | local | vShaderByteArray, |
| local | fShaderByteArray | ||
| ) |
Initializes the CCGLProgram with precompiled shader program.
| bool initWithVertexShaderByteArray | ( | const GLchar * | vShaderByteArray, |
| const GLchar * | fShaderByteArray | ||
| ) |
Initializes the CCGLProgram with a vertex and fragment with bytes array.
| var initWithString | ( | var | vShaderByteArray, |
| var | fShaderByteArray | ||
| ) |
Initializes the CCGLProgram with a vertex and fragment with bytes array.
| bool initWithVertexShaderFilename | ( | const char * | vShaderFilename, |
| const char * | fShaderFilename | ||
| ) |
Initializes the CCGLProgram with a vertex and fragment with contents of filenames.
| var init | ( | var | vShaderFilename, |
| var | fShaderFilename | ||
| ) |
Initializes the CCGLProgram with a vertex and fragment with contents of filenames.
| bool link | ( | ) |
links the glProgram
| var link | ( | ) |
links the glProgram
| const char* programLog | ( | ) |
returns the program error log
| var getProgramLog | ( | ) |
returns the program error log
| 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.
| void setUniformLocationWith1f | ( | GLint | location, |
| GLfloat | f1 | ||
| ) |
calls glUniform1f only if the values are different than the previous call for this same shader program.
| var setUniformLocationF32 | ( | var | location, |
| var | f1 | ||
| ) |
calls glUniform1f 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.
| 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.
| var setUniformLocationF32 | ( | var | location, |
| var | f1, | ||
| var | f2 | ||
| ) |
calls glUniform2f only if the values are different than the previous call for this same shader program.
| void setUniformLocationWith2fv | ( | GLint | location, |
| GLfloat * | floats, | ||
| unsigned int | 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.
| 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.
| 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.
| var setUniformLocationF32 | ( | var | location, |
| var | f1, | ||
| var | f2, | ||
| var | f3 | ||
| ) |
calls glUniform3f only if the values are different than the previous call for this same shader program.
| void setUniformLocationWith3fv | ( | GLint | location, |
| GLfloat * | floats, | ||
| unsigned int | 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.
| 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.
| 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.
| var setUniformLocationF32 | ( | var | location, |
| var | f1, | ||
| var | f2, | ||
| var | f3, | ||
| var | f4 | ||
| ) |
calls glUniform4f only if the values are different than the previous call for this same shader program.
| void setUniformLocationWith4fv | ( | GLint | location, |
| GLfloat * | floats, | ||
| unsigned int | 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.
| 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.
| void setUniformLocationWithMatrix4fv |
( | GLint | location, |
| GLfloat * | matrixArray, | ||
| unsigned int | 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.
| void updateUniforms | ( | ) |
It will create 4 uniforms:
And it will bind "kCCUniformSampler" to 0
| var updateUniforms | ( | ) |
It will create 4 uniforms:
And it will bind "kCCUniformSampler" to 0
| void use | ( | ) |
it will call glUseProgram()
| var use | ( | ) |
it will call glUseProgram()
| const char* vertexShaderLog | ( | ) |
returns the vertexShader error log
| var getVertexShaderLog | ( | ) |
returns the vertexShader error log