GLProgram Class that implements a glProgram. More...
#include <CCGLProgram.h>
Public Member Functions | |
| GLProgram () | |
| virtual | ~GLProgram () |
| bool | initWithVertexShaderByteArray (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
| Initializes the GLProgram with a vertex and fragment with bytes array. More... | |
| var | initWithString ( var vShaderByteArray, var 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 | initWithVertexShaderFilename (const char *vShaderFilename, const char *fShaderFilename) |
| Initializes the GLProgram 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... | |
| bool | link () |
| links the glProgram More... | |
| void | use () |
| it will call glUseProgram() More... | |
| void | updateUniforms () |
| It will create 4 uniforms: More... | |
| GLint | getUniformLocationForName (const char *name) const |
| 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... | |
| 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... | |
| 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... | |
| 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... | |
| 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... | |
| 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... | |
| const char * | getVertexShaderLog () const |
| returns the vertexShader error log More... | |
| CC_DEPRECATED_ATTRIBUTE const char * | vertexShaderLog () const |
| const char * | getFragmentShaderLog () const |
| returns the fragmentShader error log More... | |
| var | getFragmentShaderLog () |
| returns the fragmentShader error log More... | |
| local | getFragmentShaderLog () |
| returns the fragmentShader error log More... | |
| CC_DEPRECATED_ATTRIBUTE const char * | fragmentShaderLog () const |
| const char * | getProgramLog () const |
| returns the program error log More... | |
| CC_DEPRECATED_ATTRIBUTE const char * | programLog () const |
| void | reset () |
| const GLuint | getProgram () const |
| local | getProgram () |
Public Member Functions inherited from Object | |
| Object () | |
| Constructor. More... | |
| virtual | ~Object () |
| void | release () |
| Release the ownership immediately. More... | |
| void | retain () |
| Retains the ownership. More... | |
| Object * | autorelease () |
| Release the ownership sometime soon automatically. More... | |
| bool | isSingleReference () const |
| Returns a boolean value that indicates whether there is only one reference to the object. More... | |
| unsigned int | retainCount () const |
| Returns the object's current reference count. More... | |
| virtual bool | isEqual (const Object *object) |
| Returns a boolean value that indicates whether this object and a given object are equal. More... | |
| virtual void | acceptVisitor (DataVisitor &visitor) |
| virtual void | update (float dt) |
Additional Inherited Members | |
Public Attributes inherited from Object | |
| unsigned int | _ID |
| object id, ScriptSupport need public _ID More... | |
| int | _luaID |
| Lua reference id. More... | |
Protected Attributes inherited from Object | |
| unsigned int | _reference |
| count of references More... | |
| var | _reference |
| count of references More... | |
| local | _reference |
| count of references More... | |
| unsigned int | _autoReleaseCount |
| count of autorelease More... | |
| var | _autoReleaseCount |
| count of autorelease More... | |
| local | _autoReleaseCount |
| count of autorelease More... | |
GLProgram Class that implements a glProgram.
| anonymous enum |
| var enum |
| local enum |
| anonymous enum |
| var enum |
| local enum |
| GLProgram | ( | ) |
| var ctor | ( | ) |
| local GLProgram | ( | ) |
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| 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.
| local addAttribute | ( | local | attributeName, |
| local | index | ||
| ) |
It will add a new attribute to the shader.
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| const char* 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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| const char* getProgramLog | ( | ) | const |
returns the program error log
| var getProgramLog | ( | ) |
returns the program error log
| local getProgramLog | ( | ) |
returns the program error log
| 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.
| const char* getVertexShaderLog | ( | ) | const |
returns the vertexShader error log
| var getVertexShaderLog | ( | ) |
returns the vertexShader error log
| local getVertexShaderLog | ( | ) |
returns the vertexShader error log
| bool initWithVertexShaderByteArray | ( | const GLchar * | vShaderByteArray, |
| const GLchar * | fShaderByteArray | ||
| ) |
Initializes the GLProgram with a vertex and fragment with bytes array.
| var initWithString | ( | var | vShaderByteArray, |
| var | fShaderByteArray | ||
| ) |
Initializes the GLProgram with a vertex and fragment with bytes array.
| local initWithString | ( | local | vShaderByteArray, |
| local | fShaderByteArray | ||
| ) |
Initializes the GLProgram with a vertex and fragment with bytes array.
| bool initWithVertexShaderFilename | ( | const char * | vShaderFilename, |
| const char * | fShaderFilename | ||
| ) |
Initializes the GLProgram with a vertex and fragment with contents of filenames.
| var init | ( | var | vShaderFilename, |
| var | fShaderFilename | ||
| ) |
Initializes the GLProgram with a vertex and fragment with contents of filenames.
| local init | ( | local | vShaderFilename, |
| local | fShaderFilename | ||
| ) |
Initializes the GLProgram with a vertex and fragment with contents of filenames.
| 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, |
| 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, |
| 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, |
| 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 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.
| 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 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()
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