Cocos2d-x  v3.15
GLProgram Class Reference

GLProgram Class that implements a glProgram. More...

Inheritance diagram for GLProgram:
Ref

Classes

struct  UniformFlags
 Flags used by the uniforms. More...
 

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_TANGENT, VERTEX_ATTRIB_BINORMAL
}
 Enum the preallocated vertex attribute. More...
 
enum  {
  UNIFORM_AMBIENT_COLOR, UNIFORM_P_MATRIX, UNIFORM_MULTIVIEW_P_MATRIX, UNIFORM_MV_MATRIX,
  UNIFORM_MVP_MATRIX, UNIFORM_MULTIVIEW_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...
 
virtual ~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...
 
GLint getAttribLocation (const std::string &attributeName) const
 Calls glGetAttribLocation. More...
 
GLint getUniformLocation (const std::string &attributeName) const
 Calls glGetUniformLocation(). More...
 
bool link ()
 links the glProgram
 
void use ()
 it will call glUseProgram()
 
void updateUniforms ()
 It will create 4 uniforms: More...
 
GLint getUniformLocationForName (const char *name) const
 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...
 
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...
 
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...
 
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...
 
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...
 
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 (const Mat4 &modelView)
 Update the builtin uniforms if they 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.
 
std::string getVertexShaderLog () const
 returns the vertexShader error log
 
std::string getFragmentShaderLog () const
 returns the fragmentShader error log
 
std::string getProgramLog () const
 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.
 
GLuint getProgram () const
 returns the OpenGL Program object
 
const UniformFlagsgetUniformFlags () const
 returns the Uniform flags
 
UniformgetUniform (const std::string &name)
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 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...
 
static const char * ATTRIBUTE_NAME_BLEND_INDEX
 Attribute blend index. More...
 
static const char * ATTRIBUTE_NAME_TANGENT
 Attribute blend tangent. More...
 
static const char * ATTRIBUTE_NAME_BINORMAL
 Attribute blend binormal. More...
 
Built Shader types
static const char * SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR
 ETC1 ALPHA supports for 2d.
 
static const char * SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR_NO_MVP
 
static const char * SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY
 
static const char * SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY_NO_MVP
 
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...
 
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_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...
 
static const char * 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...
 
static const char * SHADER_NAME_POSITION_GRAYSCALE
 Built in shader for ui effects.
 
static const char * SHADER_NAME_LABEL_NORMAL
 
static const char * SHADER_NAME_LABEL_OUTLINE
 
static const char * SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL
 
static const char * 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...
 
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...
 
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...
 
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_POSITION_BUMPEDNORMAL_TEXTURE
 Built in shader used for 3D, support Position, Bumped Normal, Texture vertex attribute, used in lighting. More...
 
static const char * SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE
 Built in shader used for 3D, support Position(skeletal animation by hardware skin), Bumped 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.
 
static const char * SHADER_3D_SKYBOX
 Built in shader for skybox.
 
static const char * SHADER_3D_TERRAIN
 Built in shader for terrain.
 
static const char * SHADER_CAMERA_CLEAR
 Built in shader for camera clear.
 
Built uniform names
static const char * UNIFORM_NAME_AMBIENT_COLOR
 Ambient Color uniform. More...
 
static const char * UNIFORM_NAME_P_MATRIX
 Projection Matrix uniform. More...
 
static const char * UNIFORM_NAME_MULTIVIEW_P_MATRIX
 MultiView Projection Matrix uniform. More...
 
static const char * UNIFORM_NAME_MV_MATRIX
 Model view matrix uniform. More...
 
static const char * UNIFORM_NAME_MVP_MATRIX
 Model view projection uniform. More...
 
static const char * UNIFORM_NAME_MULTIVIEW_MVP_MATRIX
 MultiView Model view projection uniform. More...
 
static const char * UNIFORM_NAME_NORMAL_MATRIX
 Normal matrix uniform. More...
 
static const char * UNIFORM_NAME_TIME
 Time uniform. More...
 
static const char * UNIFORM_NAME_SIN_TIME
 Sin time uniform. More...
 
static const char * UNIFORM_NAME_COS_TIME
 Cos time uniform. More...
 
static const char * UNIFORM_NAME_RANDOM01
 Random number uniform. More...
 
static const char * UNIFORM_NAME_SAMPLER0
 Sampler uniform 0-3, used for textures.
 
static const char * UNIFORM_NAME_SAMPLER1
 
static const char * UNIFORM_NAME_SAMPLER2
 
static const char * UNIFORM_NAME_SAMPLER3
 
Built Attribute names
static const char * ATTRIBUTE_NAME_COLOR
 Attribute color. More...
 
static const char * ATTRIBUTE_NAME_POSITION
 Attribute position. More...
 
static const char * ATTRIBUTE_NAME_TEX_COORD
 
static const char * ATTRIBUTE_NAME_TEX_COORD1
 
static const char * ATTRIBUTE_NAME_TEX_COORD2
 
static const char * ATTRIBUTE_NAME_TEX_COORD3
 
static GLProgramcreateWithByteArrays (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray)
 
static GLProgramcreateWithByteArrays (const GLchar *vShaderByteArray, const GLchar *fShaderByteArray, const std::string &compileTimeHeaders, const std::string &compileTimeDefines)
 
static GLProgramcreateWithFilenames (const std::string &vShaderFilename, const std::string &fShaderFilename)
 
static GLProgramcreateWithFilenames (const std::string &vShaderFilename, const std::string &fShaderFilename, const std::string &compileTimeHeaders, const std::string &compileTimeDefines)
 

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
 
bool _rooted
 When true, it means that the object was already rooted.
 

Detailed Description

GLProgram Class that implements a glProgram.

Since
v2.0.0

Member Enumeration Documentation

◆ anonymous enum

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.

◆ anonymous enum

anonymous enum

Preallocated uniform handle.

Enumerator
UNIFORM_AMBIENT_COLOR 

Ambient color.

UNIFORM_P_MATRIX 

Projection matrix.

UNIFORM_MULTIVIEW_P_MATRIX 

MultiView Projection matrix.

UNIFORM_MV_MATRIX 

Model view matrix.

UNIFORM_MVP_MATRIX 

Model view projection matrix.

UNIFORM_MULTIVIEW_MVP_MATRIX 

MultiView 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 0-3, used for texture.

Constructor & Destructor Documentation

◆ GLProgram()

GLProgram ( )

Constructor.

◆ ~GLProgram()

virtual ~GLProgram ( )
virtual

Destructor.

Member Function Documentation

◆ createWithByteArrays() [1/2]

static GLProgram* createWithByteArrays ( const GLchar *  vShaderByteArray,
const GLchar *  fShaderByteArray 
)
static

Create or Initializes the GLProgram with a vertex and fragment with bytes array. initWithString. initWithString.

◆ createWithByteArrays() [2/2]

static GLProgram* createWithByteArrays ( const GLchar *  vShaderByteArray,
const GLchar *  fShaderByteArray,
const std::string &  compileTimeHeaders,
const std::string &  compileTimeDefines 
)
static

Create or Initializes the GLProgram with a vertex and fragment with bytes array, with shader headers definition(eg. #version ... or #extension ...), with compileTimeDefines(eg. #define ...). initWithString. initWithString.

◆ createWithFilenames() [1/2]

static GLProgram* createWithFilenames ( const std::string &  vShaderFilename,
const std::string &  fShaderFilename 
)
static

Create or Initializes the GLProgram with a vertex and fragment with contents of filenames. init init

◆ createWithFilenames() [2/2]

static GLProgram* createWithFilenames ( const std::string &  vShaderFilename,
const std::string &  fShaderFilename,
const std::string &  compileTimeHeaders,
const std::string &  compileTimeDefines 
)
static

Create or Initializes the GLProgram with a vertex and fragment with contents of filenames, with shader headers definition(eg. #version ... or #extension ...), with compileTimeDefines(eg. #define ...). init init

◆ getUniform()

Uniform* getUniform ( const std::string &  name)

Get the uniform or vertex attribute by string name in shader, return null if it does not exist.

◆ bindAttribLocation()

void bindAttribLocation ( const std::string &  attributeName,
GLuint  index 
) const

It will add a new attribute to the shader by calling glBindAttribLocation.

◆ getAttribLocation()

GLint getAttribLocation ( const std::string &  attributeName) const

Calls glGetAttribLocation.

◆ getUniformLocation()

GLint getUniformLocation ( const std::string &  attributeName) const

Calls glGetUniformLocation().

◆ updateUniforms()

void updateUniforms ( )

It will create 4 uniforms:

  • kUniformPMatrix
  • kUniformMVMatrix
  • kUniformMVPMatrix
  • GLProgram::UNIFORM_SAMPLER

And it will bind "GLProgram::UNIFORM_SAMPLER" to 0

◆ getUniformLocationForName()

GLint getUniformLocationForName ( const char *  name) const

calls retrieves the named uniform location for this shader program.

◆ setUniformLocationWith1i()

void setUniformLocationWith1i ( GLint  location,
GLint  i1 
)

calls glUniform1i only if the values are different than the previous call for this same shader program.

setUniformLocationI32 setUniformLocationI32

◆ setUniformLocationWith2i()

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.

◆ setUniformLocationWith3i()

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.

◆ setUniformLocationWith4i()

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.

◆ setUniformLocationWith2iv()

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.

◆ setUniformLocationWith3iv()

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.

◆ setUniformLocationWith4iv()

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.

◆ setUniformLocationWith1f()

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 NA

◆ setUniformLocationWith2f()

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 NA

◆ setUniformLocationWith3f()

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 NA

◆ setUniformLocationWith4f()

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 NA

◆ setUniformLocationWith1fv()

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.

◆ setUniformLocationWith2fv()

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.

◆ setUniformLocationWith3fv()

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.

◆ setUniformLocationWith4fv()

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.

◆ setUniformLocationWithMatrix2fv()

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.

◆ setUniformLocationWithMatrix3fv()

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.

◆ setUniformLocationWithMatrix4fv()

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.

◆ setUniformsForBuiltins()

void setUniformsForBuiltins ( const Mat4 modelView)

Update the builtin uniforms if they are different than the previous call for this same shader program.

Parameters
modelViewmodelView matrix applied to the built in uniform of the shader.

Member Data Documentation

◆ SHADER_NAME_POSITION_TEXTURE_COLOR

const char* SHADER_NAME_POSITION_TEXTURE_COLOR
static

Built in shader for 2d.

Support Position, Texture and Color vertex attribute.

◆ SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP

const char* SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP
static

Built in shader for 2d.

Support Position, Texture and Color vertex attribute, but without multiply vertex by MVP matrix.

◆ SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST

const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST
static

Built in shader for 2d.

Support Position, Texture vertex attribute, but include alpha test.

◆ SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV

const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV
static

Built in shader for 2d.

Support Position, Texture and Color vertex attribute, include alpha test and without multiply vertex by MVP matrix.

◆ SHADER_NAME_POSITION_COLOR

const char* SHADER_NAME_POSITION_COLOR
static

Built in shader for 2d.

Support Position, Color vertex attribute.

◆ SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE

const char* SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE
static

Built in shader for 2d.

Support Position, Color, Texture vertex attribute. texture coordinate will used as point size.

◆ SHADER_NAME_POSITION_COLOR_NO_MVP

const char* SHADER_NAME_POSITION_COLOR_NO_MVP
static

Built in shader for 2d.

Support Position, Color vertex attribute, without multiply vertex by MVP matrix.

◆ SHADER_NAME_POSITION_TEXTURE

const char* SHADER_NAME_POSITION_TEXTURE
static

Built in shader for 2d.

Support Position, Texture vertex attribute.

◆ SHADER_NAME_POSITION_TEXTURE_U_COLOR

const char* SHADER_NAME_POSITION_TEXTURE_U_COLOR
static

Built in shader for 2d.

Support Position, Texture vertex attribute. with a specified uniform as color

◆ SHADER_NAME_POSITION_TEXTURE_A8_COLOR

const char* SHADER_NAME_POSITION_TEXTURE_A8_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.

◆ SHADER_NAME_POSITION_U_COLOR

const char* SHADER_NAME_POSITION_U_COLOR
static

Built in shader for 2d.

Support Position, with color specified by a uniform.

◆ SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR

const char* SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR
static

Built in shader for draw a sector with 90 degrees with center at bottom left point.

◆ SHADER_NAME_LABEL_NORMAL

const char* SHADER_NAME_LABEL_NORMAL
static

Built in shader for label and label with effects.

◆ SHADER_3D_POSITION

const char* SHADER_3D_POSITION
static

Built in shader used for 3D, support Position vertex attribute, with color specified by a uniform.

◆ SHADER_3D_POSITION_TEXTURE

const char* SHADER_3D_POSITION_TEXTURE
static

Built in shader used for 3D, support Position and Texture vertex attribute, with color specified by a uniform.

◆ SHADER_3D_POSITION_NORMAL

const char* SHADER_3D_POSITION_NORMAL
static

Built in shader used for 3D, support Position and Normal vertex attribute, used in lighting.

with color specified by a uniform.

◆ SHADER_3D_POSITION_NORMAL_TEXTURE

const char* SHADER_3D_POSITION_NORMAL_TEXTURE
static

Built in shader used for 3D, support Position, Normal, Texture vertex attribute, used in lighting.

with color specified by a uniform.

◆ SHADER_3D_SKINPOSITION_NORMAL_TEXTURE

const char* SHADER_3D_SKINPOSITION_NORMAL_TEXTURE
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.

◆ SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE

const char* SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE
static

Built in shader used for 3D, support Position, Bumped Normal, Texture vertex attribute, used in lighting.

with color specified by a uniform.

◆ SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE

const char* SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE
static

Built in shader used for 3D, support Position(skeletal animation by hardware skin), Bumped Normal, Texture vertex attribute, used in lighting.

with color specified by a uniform.

◆ UNIFORM_NAME_AMBIENT_COLOR

const char* UNIFORM_NAME_AMBIENT_COLOR
static

Ambient Color uniform.

◆ UNIFORM_NAME_P_MATRIX

const char* UNIFORM_NAME_P_MATRIX
static

Projection Matrix uniform.

◆ UNIFORM_NAME_MULTIVIEW_P_MATRIX

const char* UNIFORM_NAME_MULTIVIEW_P_MATRIX
static

MultiView Projection Matrix uniform.

◆ UNIFORM_NAME_MV_MATRIX

const char* UNIFORM_NAME_MV_MATRIX
static

Model view matrix uniform.

◆ UNIFORM_NAME_MVP_MATRIX

const char* UNIFORM_NAME_MVP_MATRIX
static

Model view projection uniform.

◆ UNIFORM_NAME_MULTIVIEW_MVP_MATRIX

const char* UNIFORM_NAME_MULTIVIEW_MVP_MATRIX
static

MultiView Model view projection uniform.

◆ UNIFORM_NAME_NORMAL_MATRIX

const char* UNIFORM_NAME_NORMAL_MATRIX
static

Normal matrix uniform.

◆ UNIFORM_NAME_TIME

const char* UNIFORM_NAME_TIME
static

Time uniform.

◆ UNIFORM_NAME_SIN_TIME

const char* UNIFORM_NAME_SIN_TIME
static

Sin time uniform.

◆ UNIFORM_NAME_COS_TIME

const char* UNIFORM_NAME_COS_TIME
static

Cos time uniform.

◆ UNIFORM_NAME_RANDOM01

const char* UNIFORM_NAME_RANDOM01
static

Random number uniform.

◆ UNIFORM_NAME_ALPHA_TEST_VALUE

const char* UNIFORM_NAME_ALPHA_TEST_VALUE
static

Alpha test value uniform.

◆ ATTRIBUTE_NAME_COLOR

const char* ATTRIBUTE_NAME_COLOR
static

Attribute color.

◆ ATTRIBUTE_NAME_POSITION

const char* ATTRIBUTE_NAME_POSITION
static

Attribute position.

◆ ATTRIBUTE_NAME_TEX_COORD

const char* ATTRIBUTE_NAME_TEX_COORD
static

Attribute Texcoord 0-3.

◆ ATTRIBUTE_NAME_NORMAL

const char* ATTRIBUTE_NAME_NORMAL
static

Attribute normal.

◆ ATTRIBUTE_NAME_BLEND_WEIGHT

const char* ATTRIBUTE_NAME_BLEND_WEIGHT
static

Attribute blend weight.

◆ ATTRIBUTE_NAME_BLEND_INDEX

const char* ATTRIBUTE_NAME_BLEND_INDEX
static

Attribute blend index.

◆ ATTRIBUTE_NAME_TANGENT

const char* ATTRIBUTE_NAME_TANGENT
static

Attribute blend tangent.

◆ ATTRIBUTE_NAME_BINORMAL

const char* ATTRIBUTE_NAME_BINORMAL
static

Attribute blend binormal.


The documentation for this class was generated from the following file: