-------------------------------- -- @module GLProgramState -- @extend Ref -- @parent_module cc -------------------------------- -- Get the flag of vertex attribs used by OR operation. -- @function [parent=#GLProgramState] getVertexAttribsFlags -- @param self -- @return unsigned int#unsigned int ret (return value: unsigned int) -------------------------------- -- @overload self, int, vec4_table -- @overload self, string, vec4_table -- @function [parent=#GLProgramState] setUniformVec4 -- @param self -- @param #string uniformName -- @param #vec4_table value -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- Applies the specified custom auto-binding.
-- param uniformName Name of the shader uniform.
-- param autoBinding Name of the auto binding. -- @function [parent=#GLProgramState] applyAutoBinding -- @param self -- @param #string uniformName -- @param #string autoBinding -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- @overload self, int, vec2_table -- @overload self, string, vec2_table -- @function [parent=#GLProgramState] setUniformVec2 -- @param self -- @param #string uniformName -- @param #vec2_table value -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- @overload self, int, vec3_table -- @overload self, string, vec3_table -- @function [parent=#GLProgramState] setUniformVec3 -- @param self -- @param #string uniformName -- @param #vec3_table value -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- Apply GLProgram, attributes and uniforms.
-- param modelView The applied modelView matrix to shader. -- @function [parent=#GLProgramState] apply -- @param self -- @param #mat4_table modelView -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- Returns the Node bound to the GLProgramState -- @function [parent=#GLProgramState] getNodeBinding -- @param self -- @return Node#Node ret (return value: cc.Node) -------------------------------- -- @overload self, int, long, vec4_table -- @overload self, string, long, vec4_table -- @function [parent=#GLProgramState] setUniformVec4v -- @param self -- @param #string uniformName -- @param #long size -- @param #vec4_table pointer -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- Apply GLProgram, and built in uniforms.
-- param modelView The applied modelView matrix to shader. -- @function [parent=#GLProgramState] applyGLProgram -- @param self -- @param #mat4_table modelView -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- Sets the node that this render state is bound to.
-- The specified node is used to apply auto-bindings for the render state.
-- This is typically set to the node of the model that a material is
-- applied to.
-- param node The node to use for applying auto-bindings. -- @function [parent=#GLProgramState] setNodeBinding -- @param self -- @param #cc.Node node -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- @overload self, int, int -- @overload self, string, int -- @function [parent=#GLProgramState] setUniformInt -- @param self -- @param #string uniformName -- @param #int value -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- Sets a uniform auto-binding.
-- This method parses the passed in autoBinding string and attempts to convert it
-- to an enumeration value. If it matches to one of the predefined strings, it will create a
-- callback to get the correct value at runtime.
-- param uniformName The name of the material parameter to store an auto-binding for.
-- param autoBinding A string matching one of the built-in AutoBinding enum constants. -- @function [parent=#GLProgramState] setParameterAutoBinding -- @param self -- @param #string uniformName -- @param #string autoBinding -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- @overload self, int, long, vec2_table -- @overload self, string, long, vec2_table -- @function [parent=#GLProgramState] setUniformVec2v -- @param self -- @param #string uniformName -- @param #long size -- @param #vec2_table pointer -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- Get the number of user defined uniform count. -- @function [parent=#GLProgramState] getUniformCount -- @param self -- @return long#long ret (return value: long) -------------------------------- -- Apply attributes.
-- param applyAttribFlags Call GL::enableVertexAttribs(_vertexAttribsFlags) or not. -- @function [parent=#GLProgramState] applyAttributes -- @param self -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- Returns a new copy of the GLProgramState. The GLProgram is reused -- @function [parent=#GLProgramState] clone -- @param self -- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState) -------------------------------- -- @{
-- Setter and Getter of the owner GLProgram binded in this program state. -- @function [parent=#GLProgramState] setGLProgram -- @param self -- @param #cc.GLProgram glprogram -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- @overload self, int, long, float -- @overload self, string, long, float -- @function [parent=#GLProgramState] setUniformFloatv -- @param self -- @param #string uniformName -- @param #long size -- @param #float pointer -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- -- @function [parent=#GLProgramState] getGLProgram -- @param self -- @return GLProgram#GLProgram ret (return value: cc.GLProgram) -------------------------------- -- @overload self, string, unsigned int -- @overload self, string, cc.Texture2D -- @overload self, int, cc.Texture2D -- @overload self, int, unsigned int -- @function [parent=#GLProgramState] setUniformTexture -- @param self -- @param #int uniformLocation -- @param #unsigned int textureId -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- Apply user defined uniforms. -- @function [parent=#GLProgramState] applyUniforms -- @param self -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- @overload self, int, float -- @overload self, string, float -- @function [parent=#GLProgramState] setUniformFloat -- @param self -- @param #string uniformName -- @param #float value -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- @overload self, int, mat4_table -- @overload self, string, mat4_table -- @function [parent=#GLProgramState] setUniformMat4 -- @param self -- @param #string uniformName -- @param #mat4_table value -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- @overload self, int, long, vec3_table -- @overload self, string, long, vec3_table -- @function [parent=#GLProgramState] setUniformVec3v -- @param self -- @param #string uniformName -- @param #long size -- @param #vec3_table pointer -- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState) -------------------------------- -- Get the number of vertex attributes. -- @function [parent=#GLProgramState] getVertexAttribCount -- @param self -- @return long#long ret (return value: long) -------------------------------- -- returns a new instance of GLProgramState for a given GLProgram -- @function [parent=#GLProgramState] create -- @param self -- @param #cc.GLProgram glprogram -- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState) -------------------------------- -- @overload self, string, cc.Texture2D -- @overload self, string -- @function [parent=#GLProgramState] getOrCreateWithGLProgramName -- @param self -- @param #string glProgramName -- @param #cc.Texture2D texture -- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState) -------------------------------- -- gets-or-creates an instance of GLProgramState for a given GLProgram -- @function [parent=#GLProgramState] getOrCreateWithGLProgram -- @param self -- @param #cc.GLProgram glprogram -- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState) -------------------------------- -- gets-or-creates an instance of GLProgramState for given shaders -- @function [parent=#GLProgramState] getOrCreateWithShaders -- @param self -- @param #string vertexShader -- @param #string fragShader -- @param #string compileTimeDefines -- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState) return nil