mirror of https://github.com/axmolengine/axmol.git
210 lines
7.6 KiB
Lua
210 lines
7.6 KiB
Lua
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--------------------------------
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-- @module GLProgramState
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-- @extend Ref
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-- @parent_module cc
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--------------------------------
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-- Get the flag of vertex attribs used by OR operation.
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-- @function [parent=#GLProgramState] getVertexAttribsFlags
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-- @param self
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-- @return unsigned int#unsigned int ret (return value: unsigned int)
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--------------------------------
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-- @overload self, int, vec4_table
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-- @overload self, string, vec4_table
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-- @function [parent=#GLProgramState] setUniformVec4
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-- @param self
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-- @param #string uniformName
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-- @param #vec4_table value
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- @overload self, int, vec2_table
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-- @overload self, string, vec2_table
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-- @function [parent=#GLProgramState] setUniformVec2
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-- @param self
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-- @param #string uniformName
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-- @param #vec2_table value
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- @overload self, int, vec3_table
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-- @overload self, string, vec3_table
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-- @function [parent=#GLProgramState] setUniformVec3
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-- @param self
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-- @param #string uniformName
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-- @param #vec3_table value
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- Apply GLProgram, attributes and uniforms.<br>
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-- param modelView The applied modelView matrix to shader.
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-- @function [parent=#GLProgramState] apply
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-- @param self
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-- @param #mat4_table modelView
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- @overload self, int, vec4_table, long
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-- @overload self, string, vec4_table, long
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-- @function [parent=#GLProgramState] setUniformVec4v
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-- @param self
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-- @param #string uniformName
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-- @param #vec4_table pointer
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-- @param #long size
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- Apply GLProgram, and built in uniforms.<br>
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-- param modelView The applied modelView matrix to shader.
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-- @function [parent=#GLProgramState] applyGLProgram
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-- @param self
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-- @param #mat4_table modelView
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- @overload self, int, int
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-- @overload self, string, int
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-- @function [parent=#GLProgramState] setUniformInt
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-- @param self
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-- @param #string uniformName
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-- @param #int value
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- @overload self, int, vec2_table, long
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-- @overload self, string, vec2_table, long
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-- @function [parent=#GLProgramState] setUniformVec2v
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-- @param self
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-- @param #string uniformName
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-- @param #vec2_table pointer
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-- @param #long size
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- Get the number of user defined uniform count.
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-- @function [parent=#GLProgramState] getUniformCount
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-- @param self
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-- @return long#long ret (return value: long)
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--------------------------------
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-- Apply attributes.<br>
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-- param applyAttribFlags Call GL::enableVertexAttribs(_vertexAttribsFlags) or not.
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-- @function [parent=#GLProgramState] applyAttributes
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-- @param self
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- Returns a new copy of the GLProgramState. The GLProgram is reused
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-- @function [parent=#GLProgramState] clone
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-- @param self
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-- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState)
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--------------------------------
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-- @{ <br>
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-- Setter and Getter of the owner GLProgram binded in this program state.
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-- @function [parent=#GLProgramState] setGLProgram
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-- @param self
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-- @param #cc.GLProgram glprogram
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- @overload self, int, float, long
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-- @overload self, string, float, long
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-- @function [parent=#GLProgramState] setUniformFloatv
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-- @param self
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-- @param #string uniformName
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-- @param #float pointer
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-- @param #long size
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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--
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-- @function [parent=#GLProgramState] getGLProgram
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-- @param self
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-- @return GLProgram#GLProgram ret (return value: cc.GLProgram)
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--------------------------------
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-- @overload self, string, unsigned int
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-- @overload self, string, cc.Texture2D
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-- @overload self, int, cc.Texture2D
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-- @overload self, int, unsigned int
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-- @function [parent=#GLProgramState] setUniformTexture
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-- @param self
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-- @param #int uniformLocation
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-- @param #unsigned int textureId
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- Apply user defined uniforms.
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-- @function [parent=#GLProgramState] applyUniforms
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-- @param self
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- @overload self, int, float
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-- @overload self, string, float
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-- @function [parent=#GLProgramState] setUniformFloat
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-- @param self
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-- @param #string uniformName
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-- @param #float value
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- @overload self, int, mat4_table
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-- @overload self, string, mat4_table
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-- @function [parent=#GLProgramState] setUniformMat4
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-- @param self
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-- @param #string uniformName
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-- @param #mat4_table value
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- @overload self, int, vec3_table, long
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-- @overload self, string, vec3_table, long
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-- @function [parent=#GLProgramState] setUniformVec3v
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-- @param self
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-- @param #string uniformName
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-- @param #vec3_table pointer
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-- @param #long size
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-- @return GLProgramState#GLProgramState self (return value: cc.GLProgramState)
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--------------------------------
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-- Get the number of vertex attributes.
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-- @function [parent=#GLProgramState] getVertexAttribCount
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-- @param self
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-- @return long#long ret (return value: long)
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--------------------------------
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-- returns a new instance of GLProgramState for a given GLProgram
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-- @function [parent=#GLProgramState] create
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-- @param self
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-- @param #cc.GLProgram glprogram
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-- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState)
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--------------------------------
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-- gets-or-creates an instance of GLProgramState for a given GLProgramName
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-- @function [parent=#GLProgramState] getOrCreateWithGLProgramName
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-- @param self
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-- @param #string glProgramName
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-- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState)
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--------------------------------
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-- gets-or-creates an instance of GLProgramState for a given GLProgram
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-- @function [parent=#GLProgramState] getOrCreateWithGLProgram
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-- @param self
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-- @param #cc.GLProgram glprogram
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-- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState)
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--------------------------------
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-- gets-or-creates an instance of GLProgramState for given shaders
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-- @function [parent=#GLProgramState] getOrCreateWithShaders
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-- @param self
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-- @param #string vertexShader
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-- @param #string fragShader
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-- @param #string compileTimeDefines
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-- @return GLProgramState#GLProgramState ret (return value: cc.GLProgramState)
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return nil
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