- 首页
- 相关页面
- 模块
- 命名空间
- 类
- 文件
-
)
全部) 类) 命名空间) 文件) 函数) 变量) 类型定义) 枚举) 枚举值) 属性) 友元) 宏定义) 组) 页)
文件 | 命名空间 | 类 | 类型定义 | 枚举 | 枚举值 | 函数 | 变量 | 友元
Shaders
## 类型定义
|
typedef void( | GLInfoFunction )(GLuint program, GLenum pname, GLint params) |
|
typedef void( | GLLogFunction )(GLuint program, GLsizei bufsize, GLsizei length, GLchar *infolog) |
|
## 枚举
|
enum | {
VERTEX_ATTRIB_POSITION, VERTEX_ATTRIB_COLOR, VERTEX_ATTRIB_TEX_COORD, VERTEX_ATTRIB_NORMAL,
VERTEX_ATTRIB_MAX, VERTEX_ATTRIB_TEX_COORDS = VERTEX_ATTRIB_TEX_COORD
} |
|
enum | {
UNIFORM_P_MATRIX, UNIFORM_MV_MATRIX, UNIFORM_MVP_MATRIX, UNIFORM_TIME,
UNIFORM_SIN_TIME, UNIFORM_COS_TIME, UNIFORM_RANDOM01, UNIFORM_SAMPLER0,
UNIFORM_SAMPLER1, UNIFORM_SAMPLER2, UNIFORM_SAMPLER3, UNIFORM_MAX
} |
|
enum | {
VERTEX_ATTRIB_FLAG_NONE = 0, VERTEX_ATTRIB_FLAG_POSITION = 1 << 0, VERTEX_ATTRIB_FLAG_COLOR = 1 << 1, VERTEX_ATTRIB_FLAG_TEX_COORD = 1 << 2,
VERTEX_ATTRIB_FLAG_POS_COLOR_TEX = (VERTEX_ATTRIB_FLAG_POSITION | VERTEX_ATTRIB_FLAG_COLOR | VERTEX_ATTRIB_FLAG_TEX_COORD)
} |
| 顶点(vertex)的属性标志 更多…
|
|
## 函数
|
| GLProgram () |
|
virtual | ~GLProgram () |
|
static GLProgram | createWithPrecompiledProgramByteArray (const GLchar vShaderByteArray, const GLchar fShaderByteArray) |
| 使用顶点(vertex)和片段字节数组初始化GLProgram initWithString initWithString 更多…
|
|
bool | initWithPrecompiledProgramByteArray (const GLchar vShaderByteArray, const GLchar fShaderByteArray) |
|
static GLProgram | createWithByteArrays (const GLchar vShaderByteArray, const GLchar fShaderByteArray) |
| 使用顶点(vertex)和字节数组片段初始化GLProgram initWithString initWithString 更多…
|
|
bool | initWithByteArrays (const GLchar vShaderByteArray, const GLchar fShaderByteArray) |
|
static GLProgram | createWithFilenames (const std::string &vShaderFilename, const std::string &fShaderFilename) |
| 使用顶点(vertex)和文件名的内容片段初始化GLProgram init init 更多…
|
|
bool | initWithFilenames (const std::string &vShaderFilename, const std::string &fShaderFilename) |
|
Uniform | getUniform (const std::string &name) |
|
VertexAttrib | getVertexAttrib (const std::string &name) |
|
void | bindAttribLocation (const std::string &attributeName, GLuint index) const |
| 通过调用glBindAttribLocation方法添加新的属性到着色器(shader) 更多…
|
|
GLint | getAttribLocation (const std::string &attributeName) const |
| 调用 glGetAttribLocation方法 更多…
|
|
GLint | getUniformLocation (const std::string &attributeName) const |
| 调用 glGetUniformLocation()方法 更多…
|
|
bool | link () |
| 链接 glProgram 更多…
|
|
void | use () |
| 它将调用glUseProgram()方法 更多…
|
|
void | updateUniforms () |
| 它将创建4种制式(uniforms): 更多…
|
|
GLint | getUniformLocationForName (const char name) const |
| 调用(retrieves)检索此着色器编程的指定名字制式的位置. 更多…
|
|
void | setUniformLocationWith1i (GLint location, GLint i1) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform1i. 更多…
|
|
void | setUniformLocationWith2i (GLint location, GLint i1, GLint i2) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform2i. 更多…
|
|
void | setUniformLocationWith3i (GLint location, GLint i1, GLint i2, GLint i3) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform3i. 更多…
|
|
void | setUniformLocationWith4i (GLint location, GLint i1, GLint i2, GLint i3, GLint i4) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform4i,仅仅当该值不同于前一个,相同的着色器(shader)编程才调. 更多…
|
|
void | setUniformLocationWith2iv (GLint location, GLint ints, unsigned int numberOfArrays) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform2iv. 更多…
|
|
void | setUniformLocationWith3iv (GLint location, GLint ints, unsigned int numberOfArrays) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform3iv. 更多…
|
|
void | setUniformLocationWith4iv (GLint location, GLint ints, unsigned int numberOfArrays) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform4iv. 更多…
|
|
void | setUniformLocationWith1f (GLint location, GLfloat f1) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform1f . 更多…
|
|
void | setUniformLocationWith2f (GLint location, GLfloat f1, GLfloat f2) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform2f . 更多…
|
|
void | setUniformLocationWith3f (GLint location, GLfloat f1, GLfloat f2, GLfloat f3) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform3f. 更多…
|
|
void | setUniformLocationWith4f (GLint location, GLfloat f1, GLfloat f2, GLfloat f3, GLfloat f4) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform4f. 更多…
|
|
void | setUniformLocationWith2fv (GLint location, const GLfloat floats, unsigned int numberOfArrays) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform2fv. 更多…
|
|
void | setUniformLocationWith3fv (GLint location, const GLfloat floats, unsigned int numberOfArrays) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform3fv. 更多…
|
|
void | setUniformLocationWith4fv (GLint location, const GLfloat floats, unsigned int numberOfArrays) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform4fv. 更多…
|
|
void | setUniformLocationWithMatrix2fv (GLint location, const GLfloat matrixArray, unsigned int numberOfMatrices) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniformMatrix2fv. 更多…
|
|
void | setUniformLocationWithMatrix3fv (GLint location, const GLfloat matrixArray, unsigned int numberOfMatrices) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniformMatrix3fv. 更多…
|
|
void | setUniformLocationWithMatrix4fv (GLint location, const GLfloat matrixArray, unsigned int numberOfMatrices) |
| 仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniformMatrix4fv. 更多…
|
|
void | setUniformsForBuiltins () |
| 如果他们不同于前一个调用相同的着色器(shader),将会更新内键的制式. 更多…
|
|
void | setUniformsForBuiltins (const Mat4 &modelView) |
|
std::string | getVertexShaderLog () const |
| 返回vertexShader错误记录 更多…
|
|
std::string | getFragmentShaderLog () const |
| 返回fragmentShader错误记录 更多…
|
|
std::string | getProgramLog () const |
| 返回编程错误记录 更多…
|
|
void | reset () |
|
const GLuint | getProgram () const |
|
CC_DEPRECATED_ATTRIBUTE bool | initWithVertexShaderByteArray (const GLchar vertexByteArray, const GLchar fragByteArray) |
|
CC_DEPRECATED_ATTRIBUTE bool | initWithVertexShaderFilename (const std::string &vertexFilename, const std::string &fragFilename) |
|
CC_DEPRECATED_ATTRIBUTE void | addAttribute (const std::string &attributeName, GLuint index) const |
|
bool | updateUniformLocation (GLint location, const GLvoid data, unsigned int bytes) |
|
virtual std::string | getDescription () const |
|
void | bindPredefinedVertexAttribs () |
|
void | parseVertexAttribs () |
|
void | parseUniforms () |
|
bool | compileShader (GLuint shader, GLenum type, const GLchar source) |
|
std::string | logForOpenGLObject (GLuint object, GLInfoFunction infoFunc, GLLogFunction logFunc) const |
|
| flag_struct () |
|
void CC_DLL | invalidateStateCache (void) |
| 使GL 的状态缓存作废. 更多…
|
|
void CC_DLL | useProgram (GLuint program) |
| 使用GL编程传人参数(in case)program不同于当前. 更多…
|
|
void CC_DLL | deleteProgram (GLuint program) |
| 删除 GL编程. 更多…
|
|
void CC_DLL | blendFunc (GLenum sfactor, GLenum dfactor) |
| 使用混合方法,传人参数(in case)是没有被使用的. 更多…
|
|
void CC_DLL | blendResetToCache (void) |
| 重设混合模式恢复缓存状态,假使你使用glBlendFuncSeparate() 或者 glBlendEquation()方法. 更多…
|
|
void CC_DLL | setProjectionMatrixDirty (void) |
| 设置投影矩阵暗淡(dirty) 更多…
|
|
void CC_DLL | enableVertexAttribs (uint32_t flags) |
| 将会使顶点属性像标记一样传递. 更多…
|
|
void CC_DLL | bindTexture2D (GLuint textureId) |
| 如果纹理(texture)没有绑定到纹理单位0,绑定它. 更多…
|
|
void CC_DLL | bindTexture2DN (GLuint textureUnit, GLuint textureId) |
| 如果纹理(texture)没有被绑定到指定的单位,绑定它. 更多…
|
|
void CC_DLL | deleteTexture (GLuint textureId) |
| 它将删除指定的textureId的纹理. 更多…
|
|
void CC_DLL | deleteTextureN (GLuint textureUnit, GLuint textureId) |
| 它将删除指定的textureId的纹理. 更多…
|
|
void CC_DLL | activeTexture (GLenum texture) |
| 选取活动的纹理单元(texture unit). 更多…
|
|
void CC_DLL | bindVAO (GLuint vaoId) |
| 如果顶点(vertex)数组没有绑定, 绑定它. 更多…
|
|
详细描述
类型定义说明
typedef void( GLInfoFunction)(GLuint program, GLenum pname, GLint params) |
typedef void( GLLogFunction)(GLuint program, GLsizei bufsize, GLsizei length, GLchar *infolog) |
枚举类型说明
枚举值 |
---|
VERTEX_ATTRIB_POSITION | |
VERTEX_ATTRIB_COLOR | |
VERTEX_ATTRIB_TEX_COORD | |
VERTEX_ATTRIB_NORMAL | |
VERTEX_ATTRIB_MAX | |
VERTEX_ATTRIB_TEX_COORDS | |
枚举值 |
---|
UNIFORM_P_MATRIX | |
UNIFORM_MV_MATRIX | |
UNIFORM_MVP_MATRIX | |
UNIFORM_TIME | |
UNIFORM_SIN_TIME | |
UNIFORM_COS_TIME | |
UNIFORM_RANDOM01 | |
UNIFORM_SAMPLER0 | |
UNIFORM_SAMPLER1 | |
UNIFORM_SAMPLER2 | |
UNIFORM_SAMPLER3 | |
UNIFORM_MAX | |
顶点(vertex)的属性标志
枚举值 |
---|
VERTEX_ATTRIB_FLAG_NONE | |
VERTEX_ATTRIB_FLAG_POSITION | |
VERTEX_ATTRIB_FLAG_COLOR | |
VERTEX_ATTRIB_FLAG_TEX_COORD | |
VERTEX_ATTRIB_FLAG_POS_COLOR_TEX | |
函数说明
void CC_DLL cocos2d::GL::activeTexture | ( | GLenum | texture | ) | |
选取活动的纹理单元(texture unit).
如果 CC_ENABLE_GL_STATE_CACHE 被禁用, 它将直接调用 glActiveTexture() 方法.
void bindAttribLocation | ( | const std::string & | attributeName, |
| | GLuint | index |
| ) | | const |
通过调用glBindAttribLocation方法添加新的属性到着色器(shader)
void bindPredefinedVertexAttribs | ( | | ) | |
| protected |
void CC_DLL cocos2d::GL::bindTexture2D | ( | GLuint | textureId | ) | |
如果纹理(texture)没有绑定到纹理单位0,绑定它.
如果 CC_ENABLE_GL_STATE_CACHE 被禁用, 它将直接调用 glBindTexture()方法.
void CC_DLL cocos2d::GL::bindTexture2DN | ( | GLuint | textureUnit, |
| | GLuint | textureId |
| ) | | |
如果纹理(texture)没有被绑定到指定的单位,绑定它.
如果 CC_ENABLE_GL_STATE_CACHE 被禁用,它将直接调用 glBindTexture() 方法.
void CC_DLL cocos2d::GL::bindVAO | ( | GLuint | vaoId | ) | |
如果顶点(vertex)数组没有绑定, 绑定它.
如果 CC_ENABLE_GL_STATE_CACHE 被禁用, 它将直接调用 glBindVertexArray() 方法.
void CC_DLL cocos2d::GL::blendFunc | ( | GLenum | sfactor, |
| | GLenum | dfactor |
| ) | | |
使用混合方法,传人参数(in case)是没有被使用的.
如果 CC_ENABLE_GL_STATE_CACHE 被禁用, 它会直接执行 glBlendFunc()方法.
void CC_DLL cocos2d::GL::blendResetToCache | ( | void | | ) | |
重设混合模式恢复缓存状态,假使你使用glBlendFuncSeparate() 或者 glBlendEquation()方法.
如果 CC_ENABLE_GL_STATE_CACHE 被禁用, 它将仅仅使用GL_FUNC_ADD设置默认混合模式.
bool compileShader | ( | GLuint | shader, | | | GLenum | type, | | | const GLchar | source | | ) | | |
| protected |
static GLProgram createWithByteArrays | ( | const GLchar | vShaderByteArray, | | | const GLchar * | fShaderByteArray | | ) | | |
| static |
使用顶点(vertex)和字节数组片段初始化GLProgram initWithString initWithString
static GLProgram* createWithFilenames | ( | const std::string & | vShaderFilename, | | | const std::string & | fShaderFilename | | ) | | |
| static |
使用顶点(vertex)和文件名的内容片段初始化GLProgram init init
static GLProgram createWithPrecompiledProgramByteArray | ( | const GLchar | vShaderByteArray, | | | const GLchar * | fShaderByteArray | | ) | | |
| static |
使用顶点(vertex)和片段字节数组初始化GLProgram initWithString initWithString
使用预编译着色器编程初始化CCGLProgram
void CC_DLL cocos2d::GL::deleteProgram | ( | GLuint | program | ) | |
删除 GL编程.
如果program正在使用,该方法是program无效. 如果 CC_ENABLE_GL_STATE_CACHE 被禁用, 他会直接执行 glDeleteProgram() 方法.
void CC_DLL cocos2d::GL::deleteTexture | ( | GLuint | textureId | ) | |
它将删除指定的textureId的纹理.
如果该纹理已经绑定,此方法会是它的缓存无效. 如果 CC_ENABLE_GL_STATE_CACHE 被禁用, 它将直接调用glDeleteTextures()方法.
void CC_DLL cocos2d::GL::deleteTextureN | ( | GLuint | textureUnit, |
| | GLuint | textureId |
| ) | | |
它将删除指定的textureId的纹理.
如果该纹理已经绑定, 它将使缓存从给定的纹理单元失效. 如果 CC_ENABLE_GL_STATE_CACHE 被禁用, 它将直接调用 glDeleteTextures() 方法.
将会使顶点属性像标记一样传递.
可能的标记(flags):
- VERTEX_ATTRIB_FLAG_POSITION
- VERTEX_ATTRIB_FLAG_COLOR
- VERTEX_ATTRIB_FLAG_TEX_COORDS
这些标记可以是ORed. 标记没有指定, 将会被禁用.
GLint getAttribLocation | ( | const std::string & | attributeName | ) | const |
调用 glGetAttribLocation方法
virtual std::string getDescription | ( | | ) | const |
| protectedvirtual |
std::string getFragmentShaderLog | ( | | ) | const |
返回fragmentShader错误记录
const GLuint getProgram | ( | | ) | const |
| inline |
std::string getProgramLog | ( | | ) | const |
返回编程错误记录
Uniform* getUniform | ( | const std::string & | name | ) | |
GLint getUniformLocation | ( | const std::string & | attributeName | ) | const |
调用 glGetUniformLocation()方法
GLint getUniformLocationForName | ( | const char * | name | ) | const |
调用(retrieves)检索此着色器编程的指定名字制式的位置.
VertexAttrib* getVertexAttrib | ( | const std::string & | name | ) | |
std::string getVertexShaderLog | ( | | ) | const |
返回vertexShader错误记录
bool initWithByteArrays | ( | const GLchar | vShaderByteArray, |
| | const GLchar | fShaderByteArray |
| ) | | |
bool initWithFilenames | ( | const std::string & | vShaderFilename, |
| | const std::string & | fShaderFilename |
| ) | | |
bool initWithPrecompiledProgramByteArray | ( | const GLchar | vShaderByteArray, |
| | const GLchar | fShaderByteArray |
| ) | | |
CC_DEPRECATED_ATTRIBUTE bool initWithVertexShaderFilename | ( | const std::string & | vertexFilename, | | | const std::string & | fragFilename | | ) | | |
| inline |
void CC_DLL cocos2d::GL::invalidateStateCache | ( | void | | ) | |
使GL 的状态缓存作废.
如果启用 CC_ENABLE_GL_STATE_CACHE 会重置 GL 状态缓存.
链接 glProgram
void parseVertexAttribs | ( | | ) | |
| protected |
void CC_DLL cocos2d::GL::setProjectionMatrixDirty | ( | void | | ) | |
设置投影矩阵暗淡(dirty)
void setUniformLocationWith1f | ( | GLint | location, |
| | GLfloat | f1 |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform1f .
在 js 或 lua中, 请使用 setUniformLocationF32 NA
void setUniformLocationWith1i | ( | GLint | location, |
| | GLint | i1 |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform1i.
setUniformLocationI32 setUniformLocationI32
void setUniformLocationWith2f | ( | GLint | location, |
| | GLfloat | f1, |
| | GLfloat | f2 |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform2f .
在 js 或 lua中, 请使用setUniformLocationF32 NA
void setUniformLocationWith2fv | ( | GLint | location, |
| | const GLfloat * | floats, |
| | unsigned int | numberOfArrays |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform2fv.
void setUniformLocationWith2i | ( | GLint | location, |
| | GLint | i1, |
| | GLint | i2 |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform2i.
void setUniformLocationWith2iv | ( | GLint | location, |
| | GLint * | ints, |
| | unsigned int | numberOfArrays |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform2iv.
void setUniformLocationWith3f | ( | GLint | location, |
| | GLfloat | f1, |
| | GLfloat | f2, |
| | GLfloat | f3 |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform3f.
在 js 或 lua中, 请使用 setUniformLocationF32 NA
void setUniformLocationWith3fv | ( | GLint | location, |
| | const GLfloat * | floats, |
| | unsigned int | numberOfArrays |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform3fv.
void setUniformLocationWith3i | ( | GLint | location, |
| | GLint | i1, |
| | GLint | i2, |
| | GLint | i3 |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform3i.
void setUniformLocationWith3iv | ( | GLint | location, |
| | GLint * | ints, |
| | unsigned int | numberOfArrays |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform3iv.
void setUniformLocationWith4f | ( | GLint | location, |
| | GLfloat | f1, |
| | GLfloat | f2, |
| | GLfloat | f3, |
| | GLfloat | f4 |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform4f.
I在 js 或 lua中, 请使用setUniformLocationF32 NA
void setUniformLocationWith4fv | ( | GLint | location, |
| | const GLfloat * | floats, |
| | unsigned int | numberOfArrays |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform4fv.
void setUniformLocationWith4i | ( | GLint | location, |
| | GLint | i1, |
| | GLint | i2, |
| | GLint | i3, |
| | GLint | i4 |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform4i,仅仅当该值不同于前一个,相同的着色器(shader)编程才调.
void setUniformLocationWith4iv | ( | GLint | location, |
| | GLint * | ints, |
| | unsigned int | numberOfArrays |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniform4iv.
void setUniformLocationWithMatrix2fv | ( | GLint | location, |
| | const GLfloat * | matrixArray, |
| | unsigned int | numberOfMatrices |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniformMatrix2fv.
void setUniformLocationWithMatrix3fv | ( | GLint | location, |
| | const GLfloat * | matrixArray, |
| | unsigned int | numberOfMatrices |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniformMatrix3fv.
void setUniformLocationWithMatrix4fv | ( | GLint | location, |
| | const GLfloat * | matrixArray, |
| | unsigned int | numberOfMatrices |
| ) | | |
仅当该值不同于前一个调用相同的着色器(shader)编程,调用 glUniformMatrix4fv.
void setUniformsForBuiltins | ( | | ) | |
如果他们不同于前一个调用相同的着色器(shader),将会更新内键的制式.
void setUniformsForBuiltins | ( | const Mat4 & | modelView | ) | |
bool updateUniformLocation | ( | GLint | location, | | | const GLvoid * | data, | | | unsigned int | bytes | | ) | | |
| protected |
它将创建4种制式(uniforms):
- kUniformPMatrix
- kUniformMVMatrix
- kUniformMVPMatrix
- GLProgram::UNIFORM_SAMPLER
且会绑定"GLProgram::UNIFORM_SAMPLER" 到0
它将调用glUseProgram()方法
void CC_DLL cocos2d::GL::useProgram | ( | GLuint | program | ) | |
使用GL编程传人参数(in case)program不同于当前.
如果 CC_ENABLE_GL_STATE_CACHE 被禁用, 它会直接使用 glUseProgram()方法.
变量说明
GLint _builtInUniforms[UNIFORM_MAX] |
| protected |
struct _hashUniformEntry* _hashForUniforms |
| protected |
std::unordered_map<std::string, Uniform> _userUniforms |
| protected |
std::unordered_map<std::string, VertexAttrib> _vertexAttribs |
| protected |
const char* ATTRIBUTE_NAME_COLOR |
| static |
const char* ATTRIBUTE_NAME_NORMAL |
| static |
const char* ATTRIBUTE_NAME_POSITION |
| static |
const char* ATTRIBUTE_NAME_TEX_COORD |
| static |
const char* SHADER_NAME_LABEL_DISTANCEFIELD_GLOW |
| static |
const char* SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL |
| static |
const char* SHADER_NAME_LABEL_NORMAL |
| static |
const char* SHADER_NAME_LABEL_OUTLINE |
| static |
const char* SHADER_NAME_POSITION_COLOR |
| static |
const char* SHADER_NAME_POSITION_COLOR_NO_MVP |
| static |
const char* SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR |
| static |
const char* SHADER_NAME_POSITION_TEXTURE |
| static |
const char* SHADER_NAME_POSITION_TEXTURE_A8_COLOR |
| static |
const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST |
| static |
const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV |
| static |
const char* SHADER_NAME_POSITION_TEXTURE_COLOR |
| static |
const char* SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP |
| static |
const char* SHADER_NAME_POSITION_TEXTURE_U_COLOR |
| static |
const char* SHADER_NAME_POSITION_U_COLOR |
| static |
const char* UNIFORM_NAME_ALPHA_TEST_VALUE |
| static |
const char* UNIFORM_NAME_COS_TIME |
| static |
const char* UNIFORM_NAME_MV_MATRIX |
| static |
const char* UNIFORM_NAME_MVP_MATRIX |
| static |
const char* UNIFORM_NAME_P_MATRIX |
| static |
const char* UNIFORM_NAME_RANDOM01 |
| static |
const char* UNIFORM_NAME_SAMPLER0 |
| static |
const char* UNIFORM_NAME_SAMPLER1 |
| static |
const char* UNIFORM_NAME_SAMPLER2 |
| static |
const char* UNIFORM_NAME_SAMPLER3 |
| static |
const char* UNIFORM_NAME_SIN_TIME |
| static |
const char* UNIFORM_NAME_TIME |
| static |
友元
friend class GLProgramState |
| friend |
- 生成于 2014年 五月 29日 星期四 09:41:42 , 为 cocos2d-x使用 1.8.6