Ejemplo n.º 1
0
void CCShaderCache::reloadDefaultShaders()
{
    // reset all programs and reload them
    
    // Position Texture Color shader
    CCGLProgram *p = programForKey(kCCShader_PositionTextureColor);    
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTextureColor);

    // Position Texture Color alpha test
    p = programForKey(kCCShader_PositionTextureColorAlphaTest);
    p->reset();    
    loadDefaultShader(p, kCCShaderType_PositionTextureColorAlphaTest);
    
    //
    // Position, Color shader
    //
    p = programForKey(kCCShader_PositionColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionColor);
    
    //
    // Position Texture shader
    //
    p = programForKey(kCCShader_PositionTexture);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTexture);
    
    //
    // Position, Texture attribs, 1 Color as uniform shader
    //
    p = programForKey(kCCShader_PositionTexture_uColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTexture_uColor);
    
    //
    // Position Texture A8 Color shader
    //
    p = programForKey(kCCShader_PositionTextureA8Color);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTextureA8Color);
    
    //
    // Position and 1 color passed as a uniform (to simulate glColor4ub )
    //
    p = programForKey(kCCShader_Position_uColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_Position_uColor);
    
    //
	// Position, Legth(TexCoords, Color (used by Draw Node basically )
	//
    p = programForKey(kCCShader_PositionLengthTexureColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionLengthTexureColor);
    
    p = programForKey(kCCShader_PositionTextureColorMask);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTextureColorMask);
}
Ejemplo n.º 2
0
void ShaderCache::reloadDefaultShaders()
{
    // reset all programs and reload them
    
    // Position Texture Color shader
    GLProgram *p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR);    
    p->reset();
    loadDefaultShader(p, kShaderType_PositionTextureColor);

    // Position Texture Color alpha test
    p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
    p->reset();    
    loadDefaultShader(p, kShaderType_PositionTextureColorAlphaTest);
    
    //
    // Position, Color shader
    //
    p = programForKey(GLProgram::SHADER_NAME_POSITION_COLOR);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionColor);
    
    //
    // Position Texture shader
    //
    p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionTexture);
    
    //
    // Position, Texture attribs, 1 Color as uniform shader
    //
    p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionTexture_uColor);
    
    //
    // Position Texture A8 Color shader
    //
    p = programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_A8_COLOR);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionTextureA8Color);
    
    //
    // Position and 1 color passed as a uniform (to simulate glColor4ub )
    //
    p = programForKey(GLProgram::SHADER_NAME_POSITION_U_COLOR);
    p->reset();
    loadDefaultShader(p, kShaderType_Position_uColor);
    
    //
	// Position, Legth(TexCoords, Color (used by Draw Node basically )
	//
    p = programForKey(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionLengthTexureColor);
}
Ejemplo n.º 3
0
void CCShaderCache::reloadDefaultShaders()
{
    // reset all programs and reload them
    
    // Position Texture Color shader
    CCGLProgram *p = programForKey(kCCShader_PositionTextureColor);    
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTextureColor);

    // Position Texture Color alpha test
    p = programForKey(kCCShader_PositionTextureColorAlphaTest);
    p->reset();    
    loadDefaultShader(p, kCCShaderType_PositionTextureColorAlphaTest);
    
    //
    // Position, Color shader
    //
    p = programForKey(kCCShader_PositionColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionColor);
    
    //
    // Position Texture shader
    //
    p = programForKey(kCCShader_PositionTexture);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTexture);
    
    //
    // Position, Texture attribs, 1 Color as uniform shader
    //
    p = programForKey(kCCShader_PositionTexture_uColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTexture_uColor);
    
    //
    // Position Texture A8 Color shader
    //
    p = programForKey(kCCShader_PositionTextureA8Color);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTextureA8Color);
    
    //
    // Position and 1 color passed as a uniform (to similate glColor4ub )
    //
    p = programForKey(kCCShader_Position_uColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_Position_uColor);  
}