void CCShaderCache::reloadDefaultShaders() { CCGLProgram *p = NULL; // reset all programs and reload them // Position Texture Color ETC shader p = programForKey(kCCShader_PositionTextureColorETC); p->reset(); loadDefaultShader(p, kCCShaderType_PositionTextureColorETC); // Position Texture Color shader 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); }
void CCShaderCache::loadDefaultShaders() { CCGLProgram *p = NULL; // Position Texture Color shader p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionTextureColorETC); m_pPrograms->setObject(p, kCCShader_PositionTextureColorETC); p->release(); // Position Texture Color shader p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionTextureColor); m_pPrograms->setObject(p, kCCShader_PositionTextureColor); p->release(); // Position Texture Color alpha test p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionTextureColorAlphaTest); m_pPrograms->setObject(p, kCCShader_PositionTextureColorAlphaTest); p->release(); // // Position, Color shader // p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionColor); m_pPrograms->setObject(p, kCCShader_PositionColor); p->release(); // // Position Texture shader // p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionTexture); m_pPrograms->setObject(p, kCCShader_PositionTexture); p->release(); // // Position, Texture attribs, 1 Color as uniform shader // p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionTexture_uColor); m_pPrograms->setObject(p ,kCCShader_PositionTexture_uColor); p->release(); // // Position Texture A8 Color shader // p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionTextureA8Color); m_pPrograms->setObject(p, kCCShader_PositionTextureA8Color); p->release(); // // Position and 1 color passed as a uniform (to simulate glColor4ub ) // p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_Position_uColor); m_pPrograms->setObject(p, kCCShader_Position_uColor); p->release(); // // Position, Legth(TexCoords, Color (used by Draw Node basically ) // p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionLengthTexureColor); m_pPrograms->setObject(p, kCCShader_PositionLengthTexureColor); p->release(); }
void CCShaderCache::loadDefaultShaders() { // Position Texture Color shader CCGLProgram *p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionTextureColor); m_pPrograms->setObject(p, kCCShader_PositionTextureColor); p->release(); // Position Texture Color alpha test p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionTextureColorAlphaTest); m_pPrograms->setObject(p, kCCShader_PositionTextureColorAlphaTest); p->release(); // // Position, Color shader // p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionColor); m_pPrograms->setObject(p, kCCShader_PositionColor); p->release(); // // Position Texture shader // p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionTexture); m_pPrograms->setObject(p, kCCShader_PositionTexture); p->release(); // // Position, Texture attribs, 1 Color as uniform shader // p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionTexture_uColor); m_pPrograms->setObject(p ,kCCShader_PositionTexture_uColor); p->release(); // // Position Texture A8 Color shader // p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_PositionTextureA8Color); m_pPrograms->setObject(p, kCCShader_PositionTextureA8Color); p->release(); // // Position and 1 color passed as a uniform (to similate glColor4ub ) // p = new CCGLProgram(); loadDefaultShader(p, kCCShaderType_Position_uColor); m_pPrograms->setObject(p, kCCShader_Position_uColor); p->release(); }