GLProgram Class that implements a glProgram. More...
Inherits Ref.
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 } |
| 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 } |
| 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 | |
| var | link () |
| links the glProgram | |
| local | link () |
| links the glProgram | |
| void | use () |
| it will call glUseProgram() | |
| var | use () |
| it will call glUseProgram() | |
| local | use () |
| it will call glUseProgram() | |
| 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. | |
| local | setUniformLocationI32 ( local location, local i1) |
| calls glUniform1i 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. 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... | |
| void | setUniformsForBuiltins () |
| Update the builtin uniforms if they are different than the previous call for this same shader program. | |
| void | setUniformsForBuiltins (const Mat4 &modelView) |
| Update the builtin uniforms if they are different than the previous call for this same shader program. More... | |
| local | setUniformsForBuiltins ( local modelView) |
| Update the builtin uniforms if they are different than the previous call for this same shader program. More... | |
| std::string | getVertexShaderLog () const |
| returns the vertexShader error log | |
| std::string | getFragmentShaderLog () const |
| returns the fragmentShader error log | |
| var | getFragmentShaderLog () |
| returns the fragmentShader error log | |
| local | getFragmentShaderLog () |
| returns the fragmentShader error log | |
| std::string | getProgramLog () const |
| returns the program error log | |
| var | getProgramLog () |
| returns the program error log | |
| local | 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. | |
| local | reset () |
| Reload all shaders, this function is designed for android when opengl context lost, so don't call it. | |
| Uniform * | getUniform (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... | |
| 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_POSITION_GRAYSCALE |
| Built in shader for ui effects. | |
| var | SHADER_NAME_POSITION_GRAYSCALE |
| Built in shader for ui effects. | |
| local | SHADER_NAME_POSITION_GRAYSCALE |
| Built in shader for ui effects. | |
| static const char * | SHADER_NAME_LABEL_NORMAL |
| var | SHADER_NAME_LABEL_NORMAL |
| local | 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. | |
| 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. | |
| static const char * | SHADER_3D_PARTICLE_COLOR |
| Built in shader for particles, support Position, with a color specified by a uniform. | |
| var | SHADER_3D_PARTICLE_COLOR |
| Built in shader for particles, support Position, with a color specified by a uniform. | |
| local | SHADER_3D_PARTICLE_COLOR |
| Built in shader for particles, support Position, with a color specified by a uniform. | |
| static const char * | SHADER_3D_SKYBOX |
| Built in shader for skybox. | |
| var | SHADER_3D_SKYBOX |
| Built in shader for skybox. | |
| local | SHADER_3D_SKYBOX |
| Built in shader for skybox. | |
| static const char * | SHADER_3D_TERRAIN |
| Built in shader for terrain. | |
| var | SHADER_3D_TERRAIN |
| Built in shader for terrain. | |
| local | SHADER_3D_TERRAIN |
| Built in shader for terrain. | |
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. | |
| var | UNIFORM_NAME_SAMPLER0 |
| Sampler uniform 0-3, used for textures. | |
| local | UNIFORM_NAME_SAMPLER0 |
| Sampler uniform 0-3, used for textures. | |
| static const char * | 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 |
| static GLProgram * | createWithPrecompiledProgramByteArray (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
| local | createWithPrecompiledProgramByteArray ( local vShaderByteArray, local fShaderByteArray) |
| static GLProgram * | createWithByteArrays (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
| local | initWithString. ( local vShaderByteArray, local fShaderByteArray) |
| static GLProgram * | createWithFilenames (const std::string &vShaderFilename, const std::string &fShaderFilename) |
| local | init ( local vShaderFilename, local fShaderFilename) |
Additional Inherited Members | |
Public Attributes inherited from Ref | |
| unsigned int | _ID |
| object id, ScriptSupport need public _ID | |
| int | _luaID |
| Lua reference id. | |
| void * | _scriptObject |
| scriptObject, support for swift | |
GLProgram Class that implements a glProgram.
| GLProgram | ( | ) |
Constructor.
| var GLProgram | ( | ) |
Constructor.
| local GLProgram | ( | ) |
Constructor.
|
virtual |
Destructor.
|
virtual |
Destructor.
|
virtual |
Destructor.
|
static |
Initializes the CCGLProgram with precompiled shader program.
|
static |
Initializes the CCGLProgram with precompiled shader program.
|
static |
Initializes the CCGLProgram with precompiled shader program.
|
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.
| 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.
| 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.
| GLint getAttribLocation | ( | const std::string & | attributeName | ) | const |
Calls glGetAttribLocation.
| var getAttribLocation | ( | var | attributeName | ) |
Calls glGetAttribLocation.
| local getAttribLocation | ( | local | attributeName | ) |
Calls glGetAttribLocation.
| GLint getUniformLocation | ( | const std::string & | attributeName | ) | const |
Calls glGetUniformLocation().
| var getUniformLocation | ( | var | attributeName | ) |
Calls glGetUniformLocation().
| local getUniformLocation | ( | local | attributeName | ) |
Calls glGetUniformLocation().
| 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
| 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.
| 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 | ( | const Mat4 & | modelView | ) |
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 | ( | var | modelView | ) |
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 | ( | local | modelView | ) |
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. |
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute, but without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute, but without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute, but without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute, but include alpha test.
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute, but include alpha test.
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute, but include alpha test.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute, include alpha test and without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute, include alpha test and without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute, include alpha test and without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, 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, Texture vertex attribute. texture coordinate will used as point size.
|
static |
Built in shader for 2d.
Support Position, Color, Texture vertex attribute. texture coordinate will used as point size.
|
static |
Built in shader for 2d.
Support Position, Color, Texture vertex attribute. texture coordinate will used as point size.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix and have a grey scale fragment shader.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix and have a grey scale fragment shader.
|
static |
Built in shader for 2d.
Support Position, Color vertex attribute, without multiply vertex by MVP matrix and have a grey scale fragment shader.
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute.
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute.
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute.
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute. with a specified uniform as color
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute. with a specified uniform as color
|
static |
Built in shader for 2d.
Support Position, Texture vertex attribute. with a specified uniform as color
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute. but alpha will be the multiplication of color attribute and texture.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute. but alpha will be the multiplication of color attribute and texture.
|
static |
Built in shader for 2d.
Support Position, Texture and Color vertex attribute. but alpha will be the multiplication of color attribute and texture.
|
static |
Built in shader for 2d.
Support Position, with color specified by a uniform.
|
static |
Built in shader for 2d.
Support Position, with color specified by a uniform.
|
static |
Built in shader for 2d.
Support Position, with color specified by a uniform.
|
static |
Built in shader for draw a sector with 90 degrees with center at bottom left point.
|
static |
Built in shader for draw a sector with 90 degrees with center at bottom left point.
|
static |
Built in shader for draw a sector with 90 degrees with center at bottom left point.
|
static |
Built in shader for 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 |
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 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 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(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 |
Ambient Color uniform.
|
static |
Ambient Color uniform.
|
static |
Ambient Color uniform.
|
static |
Projection Matrix uniform.
|
static |
Projection Matrix uniform.
|
static |
Projection Matrix uniform.
|
static |
Model view matrix uniform.
|
static |
Model view matrix uniform.
|
static |
Model view matrix uniform.
|
static |
Model view projection uniform.
|
static |
Model view projection uniform.
|
static |
Model view projection uniform.
|
static |
Normal matrix uniform.
|
static |
Normal matrix uniform.
|
static |
Normal matrix uniform.
|
static |
Time uniform.
|
static |
Time uniform.
|
static |
Time uniform.
|
static |
Sin time uniform.
|
static |
Sin time uniform.
|
static |
Sin time uniform.
|
static |
Cos time uniform.
|
static |
Cos time uniform.
|
static |
Cos time uniform.
|
static |
Random number uniform.
|
static |
Random number uniform.
|
static |
Random number uniform.
|
static |
Alpha test value uniform.
|
static |
Alpha test value uniform.
|
static |
Alpha test value uniform.
|
static |
Attribute color.
|
static |
Attribute color.
|
static |
Attribute color.
|
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 |
Attribute normal.
|
static |
Attribute normal.
|
static |
Attribute normal.
|
static |
Attribute blend weight.
|
static |
Attribute blend weight.
|
static |
Attribute blend weight.
|
static |
Attribute blend index.
|
static |
Attribute blend index.
|
static |
Attribute blend index.