Exemplo n.º 1
0
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);
}
Exemplo n.º 2
0
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();
}
Exemplo n.º 3
0
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();    
}