axmol/cocos/scripting/lua-bindings/auto/api/GLProgram.lua

129 lines
4.2 KiB
Lua

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-- @module GLProgram
-- @extend Ref
-- @parent_module cc
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-- returns the fragmentShader error log
-- @function [parent=#GLProgram] getFragmentShaderLog
-- @param self
-- @return string#string ret (return value: string)
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-- @overload self, char, char, string
-- @overload self, char, char
-- @function [parent=#GLProgram] initWithByteArrays
-- @param self
-- @param #char vShaderByteArray
-- @param #char fShaderByteArray
-- @param #string compileTimeDefines
-- @return bool#bool ret (return value: bool)
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-- @overload self, string, string, string
-- @overload self, string, string
-- @function [parent=#GLProgram] initWithFilenames
-- @param self
-- @param #string vShaderFilename
-- @param #string fShaderFilename
-- @param #string compileTimeDefines
-- @return bool#bool ret (return value: bool)
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-- it will call glUseProgram()
-- @function [parent=#GLProgram] use
-- @param self
-- @return GLProgram#GLProgram self (return value: cc.GLProgram)
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-- returns the vertexShader error log
-- @function [parent=#GLProgram] getVertexShaderLog
-- @param self
-- @return string#string ret (return value: string)
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-- @overload self
-- @overload self, mat4_table
-- @function [parent=#GLProgram] setUniformsForBuiltins
-- @param self
-- @param #mat4_table modelView
-- @return GLProgram#GLProgram self (return value: cc.GLProgram)
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-- It will create 4 uniforms:<br>
-- - kUniformPMatrix<br>
-- - kUniformMVMatrix<br>
-- - kUniformMVPMatrix<br>
-- - GLProgram::UNIFORM_SAMPLER<br>
-- And it will bind "GLProgram::UNIFORM_SAMPLER" to 0
-- @function [parent=#GLProgram] updateUniforms
-- @param self
-- @return GLProgram#GLProgram self (return value: cc.GLProgram)
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-- calls glUniform1i only if the values are different than the previous call for this same shader program.<br>
-- js setUniformLocationI32<br>
-- lua setUniformLocationI32
-- @function [parent=#GLProgram] setUniformLocationWith1i
-- @param self
-- @param #int location
-- @param #int i1
-- @return GLProgram#GLProgram self (return value: cc.GLProgram)
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-- Reload all shaders, this function is designed for android<br>
-- when opengl context lost, so don't call it.
-- @function [parent=#GLProgram] reset
-- @param self
-- @return GLProgram#GLProgram self (return value: cc.GLProgram)
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-- It will add a new attribute to the shader by calling glBindAttribLocation.
-- @function [parent=#GLProgram] bindAttribLocation
-- @param self
-- @param #string attributeName
-- @param #unsigned int index
-- @return GLProgram#GLProgram self (return value: cc.GLProgram)
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-- Calls glGetAttribLocation.
-- @function [parent=#GLProgram] getAttribLocation
-- @param self
-- @param #string attributeName
-- @return int#int ret (return value: int)
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-- links the glProgram
-- @function [parent=#GLProgram] link
-- @param self
-- @return bool#bool ret (return value: bool)
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-- @overload self, char, char, string
-- @overload self, char, char
-- @function [parent=#GLProgram] createWithByteArrays
-- @param self
-- @param #char vShaderByteArray
-- @param #char fShaderByteArray
-- @param #string compileTimeDefines
-- @return GLProgram#GLProgram ret (return value: cc.GLProgram)
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-- @overload self, string, string, string
-- @overload self, string, string
-- @function [parent=#GLProgram] createWithFilenames
-- @param self
-- @param #string vShaderFilename
-- @param #string fShaderFilename
-- @param #string compileTimeDefines
-- @return GLProgram#GLProgram ret (return value: cc.GLProgram)
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-- Constructor.
-- @function [parent=#GLProgram] GLProgram
-- @param self
-- @return GLProgram#GLProgram self (return value: cc.GLProgram)
return nil