GLProgram Class that implements a glProgram. More...
#include <CCGLProgram.h>
Public Member Functions | |
GLProgram () | |
ctor () | |
GLProgram () | |
virtual | ~GLProgram () |
bool | initWithPrecompiledProgramByteArray (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
Initializes the GLProgram with a vertex and fragment with bytes array. More... | |
bool | initWithByteArrays (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
Initializes the GLProgram with a vertex and fragment with bytes array. More... | |
local | initWithString ( local vShaderByteArray, local fShaderByteArray) |
Initializes the GLProgram with a vertex and fragment with bytes array. More... | |
bool | initWithFilenames (const std::string &vShaderFilename, const std::string &fShaderFilename) |
Initializes the GLProgram with a vertex and fragment with contents of filenames. More... | |
void | bindAttribLocation (const char *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 char *attributeName) const |
calls glGetAttribLocation More... | |
var | getAttribLocation ( var attributeName) |
calls glGetAttribLocation More... | |
local | getAttribLocation ( local attributeName) |
calls glGetAttribLocation More... | |
GLint | getUniformLocation (const char *attributeName) const |
calls glGetUniformLocation() More... | |
bool | 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... | |
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... | |
var | getUniformLocationForName ( var name) |
calls retrieves the named uniform location for this shader program. More... | |
local | getUniformLocationForName ( local name) |
calls retrieves the named uniform location for this shader program. More... | |
void | setUniformLocationWith1i (GLint location, GLint i1) |
calls glUniform1i only if the values are different than the previous call for this same shader program. More... | |
local | setUniformLocationI32 ( local location, local i1) |
calls glUniform1i only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith2i (GLint location, GLint i1, GLint i2) |
calls glUniform2i only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith3i (GLint location, GLint i1, GLint i2, GLint i3) |
calls glUniform3i only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith4i (GLint location, GLint i1, GLint i2, GLint i3, GLint i4) |
calls glUniform4i only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith2iv (GLint location, GLint *ints, unsigned int numberOfArrays) |
calls glUniform2iv only if the values are different than the previous call for this same shader program. More... | |
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... | |
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. 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... | |
void | setUniformLocationWith2f (GLint location, GLfloat f1, GLfloat f2) |
calls glUniform2f only if the values are different than the previous call for this same shader program. More... | |
void | setUniformLocationWith3f (GLint location, GLfloat f1, GLfloat f2, GLfloat f3) |
calls glUniform3f only if the values are different than the previous call for this same shader program. More... | |
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. 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, 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 () |
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... | |
local | setUniformsForBuiltins () |
will update the builtin uniforms if they are different than the previous call for this same shader program. More... | |
void | setUniformsForBuiltins (const kmMat4 &modelView) |
var | setUniformsForBuiltins ( var modelView) |
local | setUniformsForBuiltins ( local modelView) |
std::string | getVertexShaderLog () const |
returns the vertexShader error log More... | |
var | getVertexShaderLog () |
returns the vertexShader error log More... | |
local | getVertexShaderLog () |
returns the vertexShader error log 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... | |
var | getProgramLog () |
returns the program error log More... | |
local | getProgramLog () |
returns the program error log More... | |
void | reset () |
var | reset () |
local | reset () |
const GLuint | getProgram () const |
local | getProgram () |
CC_DEPRECATED_ATTRIBUTE bool | initWithVertexShaderByteArray (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
local | initWithVertexShaderByteArray ( local vShaderByteArray, local fShaderByteArray) |
CC_DEPRECATED_ATTRIBUTE bool | initWithVertexShaderFilename (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray) |
local | initWithVertexShaderFilename ( local vShaderByteArray, local fShaderByteArray) |
CC_DEPRECATED_ATTRIBUTE void | addAttribute (const char *attributeName, GLuint index) const |
local | addAttribute ( local attributeName, local index) |
Public Member Functions inherited from Ref | |
void | retain () |
Retains the ownership. More... | |
void | release () |
Release the ownership immediately. More... | |
Ref * | autorelease () |
Release the ownership sometime soon automatically. More... | |
unsigned int | getReferenceCount () const |
Returns the Ref's current reference count. More... | |
virtual | ~Ref () |
Additional Inherited Members | |
Protected Member Functions inherited from Ref | |
Ref () | |
Constructor. More... | |
Protected Attributes inherited from Ref | |
unsigned int | _referenceCount |
count of references More... | |
GLProgram Class that implements a glProgram.
anonymous enum |
var enum |
local enum |
anonymous enum |
var enum |
local enum |
GLProgram | ( | ) |
var ctor | ( | ) |
local GLProgram | ( | ) |
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void bindAttribLocation | ( | const char * | 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 char * | attributeName) | const |
calls glGetAttribLocation
var getAttribLocation | ( | var | attributeName) |
calls glGetAttribLocation
local getAttribLocation | ( | local | attributeName) |
calls glGetAttribLocation
std::string getFragmentShaderLog | ( | ) | const |
returns the fragmentShader error log
var getFragmentShaderLog | ( | ) |
returns the fragmentShader error log
local getFragmentShaderLog | ( | ) |
returns the fragmentShader error log
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std::string getProgramLog | ( | ) | const |
returns the program error log
var getProgramLog | ( | ) |
returns the program error log
local getProgramLog | ( | ) |
returns the program error log
GLint getUniformLocation | ( | const char * | 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.
std::string getVertexShaderLog | ( | ) | const |
returns the vertexShader error log
var getVertexShaderLog | ( | ) |
returns the vertexShader error log
local getVertexShaderLog | ( | ) |
returns the vertexShader error log
Initializes the GLProgram with a vertex and fragment with bytes array.
var initWithString | ( | var | vShaderByteArray, |
var | fShaderByteArray | ||
) |
Initializes the GLProgram with a vertex and fragment with bytes array.
local initWithString | ( | local | vShaderByteArray, |
local | fShaderByteArray | ||
) |
Initializes the GLProgram with a vertex and fragment with bytes array.
bool initWithFilenames | ( | const std::string & | vShaderFilename, |
const std::string & | fShaderFilename | ||
) |
Initializes the GLProgram with a vertex and fragment with contents of filenames.
var init | ( | var | vShaderFilename, |
var | fShaderFilename | ||
) |
Initializes the GLProgram with a vertex and fragment with contents of filenames.
local init | ( | local | vShaderFilename, |
local | fShaderFilename | ||
) |
Initializes the GLProgram with a vertex and fragment with contents of filenames.
bool initWithPrecompiledProgramByteArray |
( | const GLchar * | vShaderByteArray, |
const GLchar * | fShaderByteArray | ||
) |
Initializes the GLProgram with a vertex and fragment with bytes array.
var initWithString | ( | var | vShaderByteArray, |
var | fShaderByteArray | ||
) |
Initializes the GLProgram with a vertex and fragment with bytes array.
local initWithString | ( | local | vShaderByteArray, |
local | fShaderByteArray | ||
) |
Initializes the GLProgram with a vertex and fragment with bytes array.
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bool link | ( | ) |
links the glProgram
var link | ( | ) |
links the glProgram
local link | ( | ) |
links the glProgram
void reset | ( | ) |
var reset | ( | ) |
local reset | ( | ) |
void setUniformLocationWith1f | ( | GLint | location, |
GLfloat | f1 | ||
) |
calls glUniform1f only if the values are different than the previous call for this same shader program.
In js or lua,please use setUniformLocationF32
local setUniformLocationWith1f | ( | local | location, |
local | f1 | ||
) |
calls glUniform1f only if the values are different than the previous call for this same shader program.
In js or lua,please use setUniformLocationF32
void setUniformLocationWith1i | ( | GLint | location, |
GLint | i1 | ||
) |
calls glUniform1i only if the values are different than the previous call for this same shader program.
var setUniformLocationI32 | ( | var | location, |
var | i1 | ||
) |
calls glUniform1i only if the values are different than the previous call for this same shader program.
local setUniformLocationI32 | ( | local | location, |
local | i1 | ||
) |
calls glUniform1i only if the values are different than the previous call for this same shader program.
void setUniformLocationWith2f | ( | GLint | location, |
GLfloat | f1, | ||
GLfloat | f2 | ||
) |
calls glUniform2f only if the values are different than the previous call for this same shader program.
In js or lua,please use setUniformLocationF32
local setUniformLocationWith2f | ( | local | location, |
local | f1, | ||
local | f2 | ||
) |
calls glUniform2f only if the values are different than the previous call for this same shader program.
In js or lua,please use setUniformLocationF32
void setUniformLocationWith2fv | ( | GLint | location, |
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.
var setUniformsForBuiltins | ( | ) |
will update the builtin uniforms if they are different than the previous call for this same shader program.
local setUniformsForBuiltins | ( | ) |
will update the builtin uniforms if they are different than the previous call for this same shader program.
void setUniformsForBuiltins | ( | const kmMat4 & | modelView) |
var setUniformsForBuiltins | ( | var | modelView) |
local setUniformsForBuiltins | ( | local | modelView) |
void updateUniforms | ( | ) |
It will create 4 uniforms:
And it will bind "GLProgram::UNIFORM_SAMPLER" to 0
var updateUniforms | ( | ) |
It will create 4 uniforms:
And it will bind "GLProgram::UNIFORM_SAMPLER" to 0
local updateUniforms | ( | ) |
It will create 4 uniforms:
And it will bind "GLProgram::UNIFORM_SAMPLER" to 0
void use | ( | ) |
it will call glUseProgram()
var use | ( | ) |
it will call glUseProgram()
local use | ( | ) |
it will call glUseProgram()
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