Example #1
0
void GLProgramCache::reloadDefaultGLProgramsRelativeToLights()
{
    GLProgram *p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DPositionNormal);
    
    p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL_TEXTURE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DPositionNormalTex);
    
    p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DSkinPositionNormalTex);
}
Example #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);
}
Example #3
0
void ShaderCache::reloadDefaultShaders()
{
    // reset all programs and reload them
    
    // Position Texture Color shader
    GLProgram *p = programForKey(kShader_PositionTextureColor);    
    p->reset();
    loadDefaultShader(p, kShaderType_PositionTextureColor);

    // Position Texture Color alpha test
    p = programForKey(kShader_PositionTextureColorAlphaTest);
    p->reset();    
    loadDefaultShader(p, kShaderType_PositionTextureColorAlphaTest);
    
    //
    // Position, Color shader
    //
    p = programForKey(kShader_PositionColor);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionColor);
    
    //
    // Position Texture shader
    //
    p = programForKey(kShader_PositionTexture);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionTexture);
    
    //
    // Position, Texture attribs, 1 Color as uniform shader
    //
    p = programForKey(kShader_PositionTexture_uColor);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionTexture_uColor);
    
    //
    // Position Texture A8 Color shader
    //
    p = programForKey(kShader_PositionTextureA8Color);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionTextureA8Color);
    
    //
    // Position and 1 color passed as a uniform (to simulate glColor4ub )
    //
    p = programForKey(kShader_Position_uColor);
    p->reset();
    loadDefaultShader(p, kShaderType_Position_uColor);
    
    //
	// Position, Legth(TexCoords, Color (used by Draw Node basically )
	//
    p = programForKey(kShader_PositionLengthTexureColor);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionLengthTexureColor);
}
Example #4
0
void ShaderCache::reloadDefaultShaders()
{
    // reset all programs and reload them
    
    // Position Texture Color shader
    GLProgram *p = getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR);    
    p->reset();
    loadDefaultShader(p, kShaderType_PositionTextureColor);

    // Position Texture Color without MVP shader
    p = getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP);
    p->reset();    
    loadDefaultShader(p, kShaderType_PositionTextureColor_noMVP);

    // Position Texture Color alpha test
    p = getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
    p->reset();    
    loadDefaultShader(p, kShaderType_PositionTextureColorAlphaTest);
    
    //
    // Position, Color shader
    //
    p = getProgram(GLProgram::SHADER_NAME_POSITION_COLOR);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionColor);
    
    //
    // Position, Color shader no MVP
    //
    p = getProgram(GLProgram::SHADER_NAME_POSITION_COLOR_NO_MVP);
    loadDefaultShader(p, kShaderType_PositionColor_noMVP);

    //
    // Position Texture shader
    //
    p = getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionTexture);
    
    //
    // Position, Texture attribs, 1 Color as uniform shader
    //
    p = getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionTexture_uColor);
    
    //
    // Position Texture A8 Color shader
    //
    p = getProgram(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 = getProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
    p->reset();
    loadDefaultShader(p, kShaderType_Position_uColor);
    
    //
	// Position, Legth(TexCoords, Color (used by Draw Node basically )
	//
    p = getProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR);
    p->reset();
    loadDefaultShader(p, kShaderType_PositionLengthTexureColor);

    p = getProgram(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL);
    p->reset();
    loadDefaultShader(p, kShaderType_LabelDistanceFieldNormal);

    p = getProgram(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_GLOW);
    p->reset();
    loadDefaultShader(p, kShaderType_LabelDistanceFieldGlow);

    p = getProgram(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_OUTLINE);
    p->reset();
    loadDefaultShader(p, kShaderType_LabelDistanceFieldOutline);

    p = getProgram(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_SHADOW);
    p->reset();
    loadDefaultShader(p, kShaderType_LabelDistanceFieldShadow);
}
Example #5
0
void GLProgramCache::reloadDefaultGLPrograms()
{
    // reset all programs and reload them

    // Position Texture Color shader
    GLProgram *p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionTextureColor);

    // Position Texture Color without MVP shader
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionTextureColor_noMVP);

    // Position Texture Color alpha test
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionTextureColorAlphaTest);

    // Position Texture Color alpha test
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionTextureColorAlphaTestNoMV);
    //
    // Position, Color shader
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionColor);

    // Position, Color, PointSize shader
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionColorTextureAsPointsize);

    //
    // Position, Color shader no MVP
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR_NO_MVP);
    loadDefaultGLProgram(p, kShaderType_PositionColor_noMVP);

    //
    // Position Texture shader
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionTexture);

    //
    // Position, Texture attribs, 1 Color as uniform shader
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionTexture_uColor);

    //
    // Position Texture A8 Color shader
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_A8_COLOR);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionTextureA8Color);

    //
    // Position and 1 color passed as a uniform (to simulate glColor4ub )
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_Position_uColor);

    //
    // Position, Legth(TexCoords, Color (used by Draw Node basically )
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionLengthTexureColor);

    p = getGLProgram(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_LabelDistanceFieldNormal);

    p = getGLProgram(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_GLOW);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_LabelDistanceFieldGlow);

    p = getGLProgram(GLProgram::SHADER_NAME_LABEL_NORMAL);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_LabelNormal);

    p = getGLProgram(GLProgram::SHADER_NAME_LABEL_OUTLINE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_LabelOutline);

    p = getGLProgram(GLProgram::SHADER_3D_POSITION);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DPosition);

    p = getGLProgram(GLProgram::SHADER_3D_POSITION_TEXTURE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DPositionTex);

    p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_TEXTURE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DSkinPositionTex);

    p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DPositionNormal);

    p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL_TEXTURE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DPositionNormalTex);

    p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DSkinPositionNormalTex);

    p = getGLProgram(GLProgram::SHADER_3D_PARTICLE_TEXTURE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DParticleTex);

    p = getGLProgram(GLProgram::SHADER_3D_PARTICLE_COLOR);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DParticleColor);

    p = getGLProgram(GLProgram::SHADER_3D_SKYBOX);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DSkyBox);

    p = getGLProgram(GLProgram::SHADER_3D_TERRAIN);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DTerrain);
    
    p = getGLProgram(GLProgram::SHADER_CAMERA_CLEAR);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_CameraClear);
}
void GLProgramCache::reloadDefaultGLPrograms()
{
    // reset all programs and reload them
    
    // Position Texture Color shader
    GLProgram *p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR);    
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionTextureColor);

    // Position Texture Color without MVP shader
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP);
    p->reset();    
    loadDefaultGLProgram(p, kShaderType_PositionTextureColor_noMVP);

    // Position Texture Color alpha test
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
    p->reset();    
    loadDefaultGLProgram(p, kShaderType_PositionTextureColorAlphaTest);
    
    // Position Texture Color alpha test
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
    p->reset();    
    loadDefaultGLProgram(p, kShaderType_PositionTextureColorAlphaTestNoMV);
    //
    // Position, Color shader
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionColor);
    
    //
    // Position, Color shader no MVP
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR_NO_MVP);
    loadDefaultGLProgram(p, kShaderType_PositionColor_noMVP);

    //
    // Position Texture shader
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionTexture);
    
    //
    // Position, Texture attribs, 1 Color as uniform shader
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_U_COLOR);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionTexture_uColor);
    
    //
    // Position Texture A8 Color shader
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_A8_COLOR);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionTextureA8Color);
    
    //
    // Position and 1 color passed as a uniform (to simulate glColor4ub )
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_Position_uColor);
    
    //
    // Position, Legth(TexCoords, Color (used by Draw Node basically )
    //
    p = getGLProgram(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_PositionLengthTexureColor);

#if CC_TARGET_PLATFORM != CC_PLATFORM_WP8
    p = getGLProgram(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_LabelDistanceFieldNormal);

    p = getGLProgram(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_GLOW);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_LabelDistanceFieldGlow);
#endif

    p = getGLProgram(GLProgram::SHADER_NAME_LABEL_NORMAL);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_LabelNormal);

    p = getGLProgram(GLProgram::SHADER_NAME_LABEL_OUTLINE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_LabelOutline);
    
    p = getGLProgram(GLProgram::SHADER_3D_POSITION);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DPosition);
    
    p = getGLProgram(GLProgram::SHADER_3D_POSITION_TEXTURE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DPositionTex);
    
    p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_TEXTURE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DSkinPositionTex);
    
    p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DPositionNormal);

    p = getGLProgram(GLProgram::SHADER_3D_POSITION_NORMAL_TEXTURE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DPositionNormalTex);

    p = getGLProgram(GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE);
    p->reset();
    loadDefaultGLProgram(p, kShaderType_3DSkinPositionNormalTex);
}