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); }
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); }
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); }
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); }
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); }