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) |
Public Member Functions inherited from Ref | |
| 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_GRAYƄSCALE |
| 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 | |
Protected Member Functions inherited from Ref | |
| Ref () | |
| Constructor. More... | |
| Ref () | |
| Constructor. More... | |
Protected Attributes inherited from Ref | |
| 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.
|
virtual |
Destructor.
|
virtual |
Destructor.
|
virtual |
Destructor.
|
inline |
|
inline |
|
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.
|
protected |
Bind the predefined vertex attributes to their specific slot.
|
protected |
Bind the predefined vertex attributes to their specific slot.
|
protected |
Bind the predefined vertex attributes to their specific slot.
|
protected |
Compile the shader sources.
|
protected |
Compile the shader sources.
|
protected |
Compile the shader sources.
|
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.
|
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Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix.
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Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix and have a grey scale fragment shader.
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Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix and have a grey scale fragment shader.
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Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix and have a grey scale fragment shader.
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Built in shader for 2d.
Support Position, Color, Texture vertex attribute. texture coordinate will used as point size.
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Built in shader for 2d.
Support Position, Color, Texture vertex attribute. texture coordinate will used as point size.
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Built in shader for 2d.
Support Position, Color, Texture vertex attribute. texture coordinate will used as point size.
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Built in shader for draw a sector with 90 degrees with center at bottom left point.
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Built in shader for draw a sector with 90 degrees with center at bottom left point.
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Built in shader for draw a sector with 90 degrees with center at bottom left point.
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Built in shader for 2d.
Support Position, Texture vertex attribute.
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Built in shader for 2d.
Support Position, Texture vertex attribute.
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Built in shader for 2d.
Support Position, Texture vertex attribute.
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Built in shader for 2d.
Support Position, Texture and Color vertex attribute. but alpha will be the multiplication of color attribute and texture.
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Built in shader for 2d.
Support Position, Texture and Color vertex attribute. but alpha will be the multiplication of color attribute and texture.
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Built in shader for 2d.
Support Position, Texture and Color vertex attribute. but alpha will be the multiplication of color attribute and texture.
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Built in shader for 2d.
Support Position, Texture vertex attribute, but include alpha test.
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Built in shader for 2d.
Support Position, Texture vertex attribute, but include alpha test.
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Built in shader for 2d.
Support Position, Texture vertex attribute, but include alpha test.
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Built in shader for 2d.
Support Position, Texture and Color vertex attribute, include alpha test and without multiply vertex by MVP matrix.
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Built in shader for 2d.
Support Position, Texture and Color vertex attribute, include alpha test and without multiply vertex by MVP matrix.
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Built in shader for 2d.
Support Position, Texture and Color vertex attribute, include alpha test and without multiply vertex by MVP matrix.
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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.
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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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static |
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.