Cocos2d-x  v3.10
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Renderer

Namespaces

 cocos2d
 Copyright 2013 BlackBerry Inc.
 

Classes

class  BatchCommand
 Command used to draw batches in one TextureAtlas. More...
 
class  CustomCommand
 Custom command is used for call custom openGL command which can not be done by other commands, such as stencil function, depth functions etc. More...
 
struct  VertexAttrib
 VertexAttrib is a structure to encapsulate data got from glGetActiveAttrib. More...
 
struct  Uniform
 Uniform is a structure to encapsulate data got from glGetActiveUniform and glGetUniformLocation. More...
 
class  GLProgram
 Class that implements a openGL Program. More...
 
class  GLProgramCache
 Singleton that stores manages GLProgram objects (shaders) More...
 
class  UniformValue
 Uniform Value, which is used to store to value send to openGL pipe line by glUniformXXX. More...
 
class  VertexAttribValue
 Vertex Attribute Value, which is an abstraction of VertexAttribute and data pointer. More...
 
class  GLProgramState
 GLProgramState holds the 'state' (uniforms and attributes) of the GLProgram. More...
 
class  GLProgramState::AutoBindingResolver
 An abstract base class that can be extended to support custom material auto bindings. More...
 
class  GLProgramStateCache
 Some GLprogram state could be shared. More...
 
class  GroupCommand
 GroupCommand is used to group several command together, and more, it can be nestd. More...
 
class  Primitive
 Primitive can support sending points, lines and triangles to glpipeline, which is an abstraction of primitive data. More...
 
class  PrimitiveCommand
 Command used to render primitive, similar to QuadCommand. More...
 
class  QuadCommand
 Command used to render one or more Quads, similar to TrianglesCommand. More...
 
class  RenderCommand
 Base class of the RenderCommand hierarchy. More...
 
class  RenderQueue
 Class that knows how to sort RenderCommand objects. More...
 
class  TrianglesCommand
 Command used to render one or more Triangles, which is similar to QuadCommand. More...
 
struct  TrianglesCommand::Triangles
 The structure of Triangles. More...
 
class  VertexBuffer
 VertexBuffer is an abstraction of low level openGL Vertex Buffer Object. More...
 
class  IndexBuffer
 IndexBuffer is an abstraction of low level openGL Buffer Object. More...
 
class  VertexStreamAttribute
 VertexStreamAttribute is used to specify the vertex attribute for drawing, which is correspondent to glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr). More...
 
class  VertexData
 VertexData is a class used for specify input streams for GPU rendering pipeline, a VertexData will be composed by several streams, every stream will contain a VertexStreamAttribute and the binding VertexBuffer. More...
 

Enumerations

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_TANGENT, VERTEX_ATTRIB_BINORMAL
}
 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
}
 Preallocated uniform handle. More...
 
enum  
 Vertex attrib flags.
 
enum  Type {
  UNKNOWN_COMMAND, QUAD_COMMAND, CUSTOM_COMMAND, BATCH_COMMAND,
  GROUP_COMMAND, MESH_COMMAND, PRIMITIVE_COMMAND, TRIANGLES_COMMAND
}
 Enum the type of render command. More...
 
enum  QUEUE_GROUP {
  GLOBALZ_NEG = 0, OPAQUE_3D = 1, TRANSPARENT_3D = 2, GLOBALZ_ZERO = 3,
  GLOBALZ_POS = 4
}
 RenderCommand will be divided into Queue Groups. More...
 
enum  IndexType { INDEX_TYPE_SHORT_16, INDEX_TYPE_UINT_32 }
 Enum for the type of index, short indices and int indices could be used. More...
 

Detailed Description

Enumeration Type Documentation

anonymous enum

Enum the preallocated vertex attribute.

Enumerator
VERTEX_ATTRIB_POSITION 

Index 0 will be used as Position.

VERTEX_ATTRIB_COLOR 

Index 1 will be used as Color.

VERTEX_ATTRIB_TEX_COORD 

Index 2 will be used as Tex coord unit 0.

VERTEX_ATTRIB_TEX_COORD1 

Index 3 will be used as Tex coord unit 1.

VERTEX_ATTRIB_TEX_COORD2 

Index 4 will be used as Tex coord unit 2.

VERTEX_ATTRIB_TEX_COORD3 

Index 5 will be used as Tex coord unit 3.

VERTEX_ATTRIB_NORMAL 

Index 6 will be used as Normal.

VERTEX_ATTRIB_BLEND_WEIGHT 

Index 7 will be used as Blend weight for hardware skin.

VERTEX_ATTRIB_BLEND_INDEX 

Index 8 will be used as Blend index.

VERTEX_ATTRIB_TANGENT 

Index 9 will be used as tangent.

VERTEX_ATTRIB_BINORMAL 

Index 10 will be used as Binormal.

var enum

Enum the preallocated vertex attribute.

Enumerator
VERTEX_ATTRIB_POSITION 

Index 0 will be used as Position.

VERTEX_ATTRIB_COLOR 

Index 1 will be used as Color.

VERTEX_ATTRIB_TEX_COORD 

Index 2 will be used as Tex coord unit 0.

VERTEX_ATTRIB_TEX_COORD1 

Index 3 will be used as Tex coord unit 1.

VERTEX_ATTRIB_TEX_COORD2 

Index 4 will be used as Tex coord unit 2.

VERTEX_ATTRIB_TEX_COORD3 

Index 5 will be used as Tex coord unit 3.

VERTEX_ATTRIB_NORMAL 

Index 6 will be used as Normal.

VERTEX_ATTRIB_BLEND_WEIGHT 

Index 7 will be used as Blend weight for hardware skin.

VERTEX_ATTRIB_BLEND_INDEX 

Index 8 will be used as Blend index.

VERTEX_ATTRIB_TANGENT 

Index 9 will be used as tangent.

VERTEX_ATTRIB_BINORMAL 

Index 10 will be used as Binormal.

local enum

Enum the preallocated vertex attribute.

Enumerator
VERTEX_ATTRIB_POSITION 

Index 0 will be used as Position.

VERTEX_ATTRIB_COLOR 

Index 1 will be used as Color.

VERTEX_ATTRIB_TEX_COORD 

Index 2 will be used as Tex coord unit 0.

VERTEX_ATTRIB_TEX_COORD1 

Index 3 will be used as Tex coord unit 1.

VERTEX_ATTRIB_TEX_COORD2 

Index 4 will be used as Tex coord unit 2.

VERTEX_ATTRIB_TEX_COORD3 

Index 5 will be used as Tex coord unit 3.

VERTEX_ATTRIB_NORMAL 

Index 6 will be used as Normal.

VERTEX_ATTRIB_BLEND_WEIGHT 

Index 7 will be used as Blend weight for hardware skin.

VERTEX_ATTRIB_BLEND_INDEX 

Index 8 will be used as Blend index.

VERTEX_ATTRIB_TANGENT 

Index 9 will be used as tangent.

VERTEX_ATTRIB_BINORMAL 

Index 10 will be used as Binormal.

anonymous enum

Preallocated uniform handle.

Enumerator
UNIFORM_AMBIENT_COLOR 

Ambient color.

UNIFORM_P_MATRIX 

Projection matrix.

UNIFORM_MV_MATRIX 

Model view matrix.

UNIFORM_MVP_MATRIX 

Model view projection matrix.

UNIFORM_NORMAL_MATRIX 

Normal matrix.

UNIFORM_TIME 

Time.

UNIFORM_SIN_TIME 

sin(Time).

UNIFORM_COS_TIME 

cos(Time).

UNIFORM_RANDOM01 

Random number.

UNIFORM_SAMPLER0 

Sampler 0, used for texture.

UNIFORM_SAMPLER1 

Sampler 1, used for texture.

UNIFORM_SAMPLER2 

Sampler 2, used for texture.

UNIFORM_SAMPLER3 

Sampler 3, used for texture.

var enum

Preallocated uniform handle.

Enumerator
UNIFORM_AMBIENT_COLOR 

Ambient color.

UNIFORM_P_MATRIX 

Projection matrix.

UNIFORM_MV_MATRIX 

Model view matrix.

UNIFORM_MVP_MATRIX 

Model view projection matrix.

UNIFORM_NORMAL_MATRIX 

Normal matrix.

UNIFORM_TIME 

Time.

UNIFORM_SIN_TIME 

sin(Time).

UNIFORM_COS_TIME 

cos(Time).

UNIFORM_RANDOM01 

Random number.

UNIFORM_SAMPLER0 

Sampler 0, used for texture.

UNIFORM_SAMPLER1 

Sampler 1, used for texture.

UNIFORM_SAMPLER2 

Sampler 2, used for texture.

UNIFORM_SAMPLER3 

Sampler 3, used for texture.

local enum

Preallocated uniform handle.

Enumerator
UNIFORM_AMBIENT_COLOR 

Ambient color.

UNIFORM_P_MATRIX 

Projection matrix.

UNIFORM_MV_MATRIX 

Model view matrix.

UNIFORM_MVP_MATRIX 

Model view projection matrix.

UNIFORM_NORMAL_MATRIX 

Normal matrix.

UNIFORM_TIME 

Time.

UNIFORM_SIN_TIME 

sin(Time).

UNIFORM_COS_TIME 

cos(Time).

UNIFORM_RANDOM01 

Random number.

UNIFORM_SAMPLER0 

Sampler 0, used for texture.

UNIFORM_SAMPLER1 

Sampler 1, used for texture.

UNIFORM_SAMPLER2 

Sampler 2, used for texture.

UNIFORM_SAMPLER3 

Sampler 3, used for texture.

enum Type
strong

Enum the type of render command.

Enumerator
UNKNOWN_COMMAND 

Reserved type.

QUAD_COMMAND 

Quad command, used for draw quad.

CUSTOM_COMMAND 

Custom command, used for calling callback for rendering.

BATCH_COMMAND 

Batch command, used for draw batches in texture atlas.

GROUP_COMMAND 

Group command, which can group command in a tree hierarchy.

MESH_COMMAND 

Mesh command, used to draw 3D meshes.

@ ~chinese 网格命令,用来绘制3d网格。

PRIMITIVE_COMMAND 

Primitive command, used to draw primitives such as lines, points and triangles.

TRIANGLES_COMMAND 

Triangles command, used to draw triangles.

var Type
strong

Enum the type of render command.

Enumerator
UNKNOWN_COMMAND 

Reserved type.

QUAD_COMMAND 

Quad command, used for draw quad.

CUSTOM_COMMAND 

Custom command, used for calling callback for rendering.

BATCH_COMMAND 

Batch command, used for draw batches in texture atlas.

GROUP_COMMAND 

Group command, which can group command in a tree hierarchy.

MESH_COMMAND 

Mesh command, used to draw 3D meshes.

@ ~chinese 网格命令,用来绘制3d网格。

PRIMITIVE_COMMAND 

Primitive command, used to draw primitives such as lines, points and triangles.

TRIANGLES_COMMAND 

Triangles command, used to draw triangles.

local Type
strong

Enum the type of render command.

Enumerator
UNKNOWN_COMMAND 

Reserved type.

QUAD_COMMAND 

Quad command, used for draw quad.

CUSTOM_COMMAND 

Custom command, used for calling callback for rendering.

BATCH_COMMAND 

Batch command, used for draw batches in texture atlas.

GROUP_COMMAND 

Group command, which can group command in a tree hierarchy.

MESH_COMMAND 

Mesh command, used to draw 3D meshes.

@ ~chinese 网格命令,用来绘制3d网格。

PRIMITIVE_COMMAND 

Primitive command, used to draw primitives such as lines, points and triangles.

TRIANGLES_COMMAND 

Triangles command, used to draw triangles.

enum QUEUE_GROUP

RenderCommand will be divided into Queue Groups.

Enumerator
GLOBALZ_NEG 

Objects with globalZ smaller than 0.

OPAQUE_3D 

Opaque 3D objects with 0 globalZ.

TRANSPARENT_3D 

Transparent 3D objects with 0 globalZ.

GLOBALZ_ZERO 

2D objects with 0 globalZ.

GLOBALZ_POS 

Objects with globalZ bigger than 0.

var QUEUE_GROUP

RenderCommand will be divided into Queue Groups.

Enumerator
GLOBALZ_NEG 

Objects with globalZ smaller than 0.

OPAQUE_3D 

Opaque 3D objects with 0 globalZ.

TRANSPARENT_3D 

Transparent 3D objects with 0 globalZ.

GLOBALZ_ZERO 

2D objects with 0 globalZ.

GLOBALZ_POS 

Objects with globalZ bigger than 0.

local QUEUE_GROUP

RenderCommand will be divided into Queue Groups.

Enumerator
GLOBALZ_NEG 

Objects with globalZ smaller than 0.

OPAQUE_3D 

Opaque 3D objects with 0 globalZ.

TRANSPARENT_3D 

Transparent 3D objects with 0 globalZ.

GLOBALZ_ZERO 

2D objects with 0 globalZ.

GLOBALZ_POS 

Objects with globalZ bigger than 0.

enum IndexType
strong

Enum for the type of index, short indices and int indices could be used.

Enumerator
INDEX_TYPE_SHORT_16 

Short index will be used.

INDEX_TYPE_UINT_32 

Int index will be used.

var IndexType
strong

Enum for the type of index, short indices and int indices could be used.

Enumerator
INDEX_TYPE_SHORT_16 

Short index will be used.

INDEX_TYPE_UINT_32 

Int index will be used.

local IndexType
strong

Enum for the type of index, short indices and int indices could be used.

Enumerator
INDEX_TYPE_SHORT_16 

Short index will be used.

INDEX_TYPE_UINT_32 

Int index will be used.