|
| CCGLProgram () |
virtual | ~CCGLProgram () |
bool | initWithVertexShaderByteArray (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
| Initializes the CCGLProgram with a vertex and fragment with bytes array. More...
|
|
var | initWithString ( var vShaderByteArray, var fShaderByteArray) |
| Initializes the CCGLProgram with a vertex and fragment with bytes array. More...
|
|
bool | initWithPrecompiledProgramByteArray (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
| Initializes the CCGLProgram with precompiled shader program. More...
|
|
bool | initWithVertexShaderFilename (const char *vShaderFilename, const char *fShaderFilename) |
| Initializes the CCGLProgram with a vertex and fragment with contents of filenames. More...
|
|
var | init ( var vShaderFilename, var fShaderFilename) |
| Initializes the CCGLProgram with a vertex and fragment with contents of filenames. More...
|
|
void | addAttribute (const char *attributeName, GLuint index) |
| It will add a new attribute to the shader. More...
|
|
bool | link () |
| links the glProgram More...
|
|
void | use () |
| it will call glUseProgram() More...
|
|
var | use () |
| it will call glUseProgram() More...
|
|
void | updateUniforms () |
| It will create 4 uniforms: More...
|
|
var | updateUniforms () |
| It will create 4 uniforms: More...
|
|
GLint | getUniformLocationForName (const char *name) |
| calls retrieves the named uniform location for this shader program. More...
|
|
var | getUniformLocationForName ( var name) |
| calls retrieves the named uniform location for this shader program. More...
|
|
void | setUniformLocationWith1i (GLint location, GLint i1) |
| calls glUniform1i only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformLocationWith2i (GLint location, GLint i1, GLint i2) |
| calls glUniform2i only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformLocationWith3i (GLint location, GLint i1, GLint i2, GLint i3) |
| calls glUniform3i only if the values are different than the previous call for this same shader program. More...
|
|
var | setUniformLocationWith3i ( var location, var i1, var i2, var i3) |
| calls glUniform3i only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformLocationWith4i (GLint location, GLint i1, GLint i2, GLint i3, GLint i4) |
| calls glUniform4i only if the values are different than the previous call for this same shader program. More...
|
|
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. More...
|
|
void | setUniformLocationWith2iv (GLint location, GLint *ints, unsigned int numberOfArrays) |
| calls glUniform2iv only if the values are different than the previous call for this same shader program. More...
|
|
var | setUniformLocationWith2iv ( var location, var ints, var numberOfArrays) |
| calls glUniform2iv only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformLocationWith3iv (GLint location, GLint *ints, unsigned int numberOfArrays) |
| calls glUniform3iv only if the values are different than the previous call for this same shader program. More...
|
|
var | setUniformLocationWith3iv ( var location, var ints, var numberOfArrays) |
| calls glUniform3iv only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformLocationWith4iv (GLint location, GLint *ints, unsigned int numberOfArrays) |
| calls glUniform4iv only if the values are different than the previous call for this same shader program. More...
|
|
var | setUniformLocationWith4iv ( var location, var ints, var numberOfArrays) |
| calls glUniform4iv only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformLocationWith1f (GLint location, GLfloat f1) |
| calls glUniform1f only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformLocationWith2f (GLint location, GLfloat f1, GLfloat f2) |
| calls glUniform2f only if the values are different than the previous call for this same shader program. More...
|
|
var | setUniformLocationF32 ( var location, var f1, var f2) |
| calls glUniform2f only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformLocationWith3f (GLint location, GLfloat f1, GLfloat f2, GLfloat f3) |
| calls glUniform3f only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformLocationWith4f (GLint location, GLfloat f1, GLfloat f2, GLfloat f3, GLfloat f4) |
| calls glUniform4f only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformLocationWith2fv (GLint location, GLfloat *floats, unsigned int numberOfArrays) |
| calls glUniform2fv only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformLocationWith3fv (GLint location, GLfloat *floats, unsigned int numberOfArrays) |
| calls glUniform3fv only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformLocationWith4fv (GLint location, GLfloat *floats, unsigned int numberOfArrays) |
| calls glUniform4fv only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformLocationWithMatrix4fv (GLint location, GLfloat *matrixArray, unsigned int numberOfMatrices) |
| calls glUniformMatrix4fv only if the values are different than the previous call for this same shader program. More...
|
|
void | setUniformsForBuiltins () |
| will update the builtin uniforms if they are different than the previous call for this same shader program. More...
|
|
var | setUniformsForBuiltins () |
| will update the builtin uniforms if they are different than the previous call for this same shader program. More...
|
|
const char * | vertexShaderLog () |
| returns the vertexShader error log More...
|
|
const char * | fragmentShaderLog () |
| returns the fragmentShader error log More...
|
|
const char * | programLog () |
| returns the program error log More...
|
|
void | reset () |
| reload all shaders, this function is designed for android when opengl context lost, so don't call it. More...
|
|
var | reset () |
| reload all shaders, this function is designed for android when opengl context lost, so don't call it. More...
|
|
const GLuint | getProgram () |
| CCObject (void) |
virtual | ~CCObject (void) |
void | release (void) |
void | retain (void) |
CCObject * | autorelease (void) |
CCObject * | copy (void) |
bool | isSingleReference (void) const |
unsigned int | retainCount (void) const |
virtual bool | isEqual (const CCObject *pObject) |
virtual void | acceptVisitor (CCDataVisitor &visitor) |
virtual void | update (float dt) |
virtual CCObject * | copyWithZone (CCZone *pZone) |