2014-05-09 06:43:12 +08:00
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/****************************************************************************
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2018-01-29 16:25:32 +08:00
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Copyright (c) 2014-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2014-05-09 06:43:12 +08:00
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "ShaderTest2.h"
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2013-09-09 17:49:13 +08:00
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#include "ShaderTest.h"
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#include "../testResource.h"
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#include "cocos2d.h"
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2014-05-16 03:58:13 +08:00
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#include <tuple>
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2013-09-09 17:49:13 +08:00
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2015-04-09 12:23:47 +08:00
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USING_NS_CC;
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2019-03-26 13:45:03 +08:00
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#define SET_UNIFORM(ps, name, value) do { \
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decltype(value) __v = value; \
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auto __loc = (ps)->getUniformLocation(name); \
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(ps)->setUniform(__loc, &__v, sizeof(__v)); \
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} while(false)
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#define SET_TEXTURE(ps, name, idx, value) do { \
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auto * __v = value; \
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auto __loc = (ps)->getUniformLocation(name); \
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(ps)->setTexture(__loc, idx, __v); \
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} while(false)
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2015-04-03 14:31:03 +08:00
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Shader2Tests::Shader2Tests()
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2013-09-09 17:49:13 +08:00
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{
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2015-04-03 14:31:03 +08:00
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ADD_TEST_CASE(EffectSpriteTest);
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ADD_TEST_CASE(EffectSpriteLamp);
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2013-09-09 17:49:13 +08:00
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}
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2014-05-14 09:12:58 +08:00
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//
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2014-05-15 04:09:33 +08:00
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// EffectSprite
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2014-05-14 09:12:58 +08:00
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//
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2014-05-16 03:58:13 +08:00
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static int tuple_sort( const std::tuple<ssize_t,Effect*,QuadCommand> &tuple1, const std::tuple<ssize_t,Effect*,QuadCommand> &tuple2 )
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{
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return std::get<0>(tuple1) < std::get<0>(tuple2);
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}
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2019-03-26 13:45:03 +08:00
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static void updateUniforms(backend::ProgramState *programState)
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{
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float time = Director::getInstance()->getTotalFrames() * Director::getInstance()->getAnimationInterval();
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Vec4 uTime(time / 10.0f, time, time * 2.0f, time * 4.0f);
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Vec4 sinTime(time / 8.0f, time / 4.0f, time / 2.0f, sinf(time));
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Vec4 cosTime(time / 8.0f, time / 4.0f, time / 2.0f, cosf(time));
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SET_UNIFORM(programState, "u_Time", uTime);
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SET_UNIFORM(programState, "u_SinTime", sinTime);
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SET_UNIFORM(programState, "u_CosTime", cosTime);
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}
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2014-05-15 04:09:33 +08:00
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class Effect;
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class EffectSprite : public Sprite
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2014-05-14 09:12:58 +08:00
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{
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public:
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2014-05-15 04:09:33 +08:00
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static EffectSprite *create(const std::string& filename) {
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auto ret = new (std::nothrow) EffectSprite;
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if(ret && ret->initWithFile(filename)) {
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ret->autorelease();
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return ret;
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}
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CC_SAFE_RELEASE(ret);
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return nullptr;
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}
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2014-05-14 09:12:58 +08:00
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2014-05-16 03:58:13 +08:00
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void setEffect(Effect* effect) {
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if(_defaultEffect != effect) {
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2014-05-15 04:09:33 +08:00
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effect->setTarget(this);
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2014-05-16 03:58:13 +08:00
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CC_SAFE_RELEASE(_defaultEffect);
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_defaultEffect = effect;
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CC_SAFE_RETAIN(_defaultEffect);
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2019-03-26 13:45:03 +08:00
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setProgramState(_defaultEffect->getProgramState());
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2014-05-16 03:58:13 +08:00
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}
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}
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void addEffect(Effect *effect, ssize_t order) {
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effect->retain();
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effect->setTarget(this);
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_effects.push_back(std::make_tuple(order,effect,QuadCommand()));
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std::sort(std::begin(_effects), std::end(_effects), tuple_sort);
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}
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2014-05-31 07:42:05 +08:00
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void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override
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2014-05-16 03:58:13 +08:00
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{
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2015-01-14 10:56:51 +08:00
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#if CC_USE_CULLING
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2014-05-16 03:58:13 +08:00
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// Don't do calculate the culling if the transform was not updated
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2014-05-31 12:50:39 +08:00
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_insideBounds = (flags & FLAGS_TRANSFORM_DIRTY) ? renderer->checkVisibility(transform, _contentSize) : _insideBounds;
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2014-05-16 03:58:13 +08:00
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if(_insideBounds)
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2015-01-14 10:56:51 +08:00
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#endif
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2014-05-16 03:58:13 +08:00
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{
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// negative effects: order < 0
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int idx=0;
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for(auto &effect : _effects) {
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if(std::get<0>(effect) >=0)
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break;
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2019-03-26 13:45:03 +08:00
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auto* programState = std::get<1>(effect)->getProgramState();
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if (programState)
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2015-12-16 13:54:43 +08:00
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{
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QuadCommand &q = std::get<2>(effect);
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
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q.init(_globalZOrder, _texture, _blendFunc, &_quad, 1, transform, flags);
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2019-03-26 13:45:03 +08:00
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updateUniforms(programState);
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2015-12-16 13:54:43 +08:00
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renderer->addCommand(&q);
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}
|
2014-05-16 03:58:13 +08:00
|
|
|
idx++;
|
|
|
|
}
|
|
|
|
|
|
|
|
// normal effect: order == 0
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
_trianglesCommand.init(_globalZOrder, _texture, _blendFunc, _polyInfo.triangles, transform, flags);
|
2019-03-26 13:45:03 +08:00
|
|
|
|
|
|
|
updateUniforms(_trianglesCommand.getPipelineDescriptor().programState);
|
2015-05-22 15:54:56 +08:00
|
|
|
renderer->addCommand(&_trianglesCommand);
|
2014-05-16 03:58:13 +08:00
|
|
|
|
2017-02-10 10:35:52 +08:00
|
|
|
// positive effects: order >= 0
|
2014-05-16 03:58:13 +08:00
|
|
|
for(auto it = std::begin(_effects)+idx; it != std::end(_effects); ++it) {
|
|
|
|
QuadCommand &q = std::get<2>(*it);
|
2019-03-26 13:45:03 +08:00
|
|
|
auto* programState = std::get<1>(*it)->getProgramState();
|
|
|
|
updateUniforms(programState);
|
|
|
|
q.init(_globalZOrder, _texture, _blendFunc, &_quad, 1, transform, flags);
|
|
|
|
q.getPipelineDescriptor().programState = programState;
|
2014-05-16 03:58:13 +08:00
|
|
|
renderer->addCommand(&q);
|
|
|
|
idx++;
|
|
|
|
}
|
2014-05-15 04:09:33 +08:00
|
|
|
}
|
|
|
|
}
|
2014-05-14 09:12:58 +08:00
|
|
|
protected:
|
2014-05-16 03:58:13 +08:00
|
|
|
EffectSprite() : _defaultEffect(nullptr)
|
|
|
|
{
|
|
|
|
_effects.reserve(2);
|
|
|
|
}
|
|
|
|
~EffectSprite() {
|
|
|
|
for(auto &tuple : _effects) {
|
|
|
|
std::get<1>(tuple)->release();
|
|
|
|
}
|
|
|
|
CC_SAFE_RELEASE(_defaultEffect);
|
|
|
|
}
|
|
|
|
|
|
|
|
std::vector<std::tuple<ssize_t,Effect*,QuadCommand>> _effects;
|
|
|
|
Effect* _defaultEffect;
|
2014-05-14 09:12:58 +08:00
|
|
|
};
|
|
|
|
|
2014-05-15 04:09:33 +08:00
|
|
|
//
|
|
|
|
// Effect
|
|
|
|
//
|
|
|
|
|
2019-03-26 13:45:03 +08:00
|
|
|
bool Effect::initProgramState(const std::string &fragmentFilename)
|
2014-05-14 09:12:58 +08:00
|
|
|
{
|
|
|
|
auto fileUtiles = FileUtils::getInstance();
|
|
|
|
auto fragmentFullPath = fileUtiles->fullPathForFilename(fragmentFilename);
|
|
|
|
auto fragSource = fileUtiles->getStringFromFile(fragmentFullPath);
|
2014-05-29 12:43:04 +08:00
|
|
|
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
|
2014-05-29 12:43:04 +08:00
|
|
|
_fragSource = fragSource;
|
|
|
|
#endif
|
|
|
|
|
2019-03-26 13:45:03 +08:00
|
|
|
auto programState = new backend::ProgramState(positionTextureColor_vert, fragSource.c_str());
|
|
|
|
|
|
|
|
CC_SAFE_RELEASE(_programState);
|
|
|
|
_programState = programState;
|
2014-05-14 09:12:58 +08:00
|
|
|
|
2019-03-26 13:45:03 +08:00
|
|
|
return _programState != nullptr;
|
2014-05-14 09:12:58 +08:00
|
|
|
}
|
|
|
|
|
2014-05-29 12:43:04 +08:00
|
|
|
Effect::Effect()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
Effect::~Effect()
|
|
|
|
{
|
2019-03-26 13:45:03 +08:00
|
|
|
CC_SAFE_RELEASE_NULL(_programState);
|
2014-05-29 12:43:04 +08:00
|
|
|
}
|
|
|
|
|
2014-05-15 04:09:33 +08:00
|
|
|
// Blur
|
2014-05-14 09:12:58 +08:00
|
|
|
class EffectBlur : public Effect
|
|
|
|
{
|
|
|
|
public:
|
2014-05-15 04:09:33 +08:00
|
|
|
CREATE_FUNC(EffectBlur);
|
|
|
|
virtual void setTarget(EffectSprite *sprite) override;
|
2014-06-11 14:54:14 +08:00
|
|
|
void setBlurRadius(float radius);
|
2014-06-12 09:49:48 +08:00
|
|
|
void setBlurSampleNum(float num);
|
2014-05-14 09:12:58 +08:00
|
|
|
|
|
|
|
protected:
|
2014-06-12 09:49:48 +08:00
|
|
|
bool init(float blurRadius = 10.0f, float sampleNum = 5.0f);
|
2014-06-11 14:54:14 +08:00
|
|
|
|
|
|
|
float _blurRadius;
|
2014-06-12 09:49:48 +08:00
|
|
|
float _blurSampleNum;
|
2014-05-14 09:12:58 +08:00
|
|
|
};
|
|
|
|
|
2014-05-15 04:09:33 +08:00
|
|
|
void EffectBlur::setTarget(EffectSprite *sprite)
|
2014-05-14 09:12:58 +08:00
|
|
|
{
|
2019-03-26 13:45:03 +08:00
|
|
|
if (_programState == nullptr)
|
2015-12-16 13:54:43 +08:00
|
|
|
return;
|
|
|
|
|
2014-06-11 14:54:14 +08:00
|
|
|
Size size = sprite->getTexture()->getContentSizeInPixels();
|
2019-03-26 13:45:03 +08:00
|
|
|
SET_UNIFORM(_programState, "resolution", size);
|
|
|
|
SET_UNIFORM(_programState, "blurRadius", _blurRadius);
|
|
|
|
SET_UNIFORM(_programState, "sampleNum", _blurSampleNum);
|
2014-05-14 09:12:58 +08:00
|
|
|
}
|
|
|
|
|
2014-06-12 09:49:48 +08:00
|
|
|
bool EffectBlur::init(float blurRadius, float sampleNum)
|
2014-05-14 09:12:58 +08:00
|
|
|
{
|
2019-03-26 13:45:03 +08:00
|
|
|
initProgramState("Shaders/example_Blur.fsh");
|
2014-06-11 14:54:14 +08:00
|
|
|
_blurRadius = blurRadius;
|
2014-06-12 09:49:48 +08:00
|
|
|
_blurSampleNum = sampleNum;
|
2014-06-11 14:54:14 +08:00
|
|
|
|
2014-05-14 09:12:58 +08:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2014-06-11 14:54:14 +08:00
|
|
|
void EffectBlur::setBlurRadius(float radius)
|
2014-05-14 09:12:58 +08:00
|
|
|
{
|
2014-06-11 14:54:14 +08:00
|
|
|
_blurRadius = radius;
|
2014-05-14 09:12:58 +08:00
|
|
|
}
|
|
|
|
|
2014-06-12 09:49:48 +08:00
|
|
|
void EffectBlur::setBlurSampleNum(float num)
|
|
|
|
{
|
|
|
|
_blurSampleNum = num;
|
|
|
|
}
|
|
|
|
|
2014-05-15 04:09:33 +08:00
|
|
|
// Outline
|
|
|
|
class EffectOutline : public Effect
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
CREATE_FUNC(EffectOutline);
|
|
|
|
|
|
|
|
bool init()
|
|
|
|
{
|
2019-03-26 13:45:03 +08:00
|
|
|
initProgramState("Shaders/example_Outline.fsh");
|
2014-05-14 09:12:58 +08:00
|
|
|
|
2014-07-10 00:45:27 +08:00
|
|
|
Vec3 color(1.0f, 0.2f, 0.3f);
|
2019-06-05 17:58:33 +08:00
|
|
|
float radius = 0.01f;
|
|
|
|
float threshold = 1.75;
|
2014-05-15 04:09:33 +08:00
|
|
|
|
2019-03-26 13:45:03 +08:00
|
|
|
SET_UNIFORM(_programState, "u_outlineColor", color);
|
|
|
|
SET_UNIFORM(_programState, "u_radius", radius);
|
|
|
|
SET_UNIFORM(_programState, "u_threshold", threshold);
|
2014-05-15 04:09:33 +08:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
// Noise
|
|
|
|
class EffectNoise : public Effect
|
2014-05-14 09:12:58 +08:00
|
|
|
{
|
|
|
|
public:
|
2014-05-15 04:09:33 +08:00
|
|
|
CREATE_FUNC(EffectNoise);
|
|
|
|
|
|
|
|
protected:
|
|
|
|
bool init() {
|
2019-03-26 13:45:03 +08:00
|
|
|
initProgramState("Shaders/example_Noisy.fsh");
|
2014-05-15 04:09:33 +08:00
|
|
|
return true;
|
2014-05-14 09:12:58 +08:00
|
|
|
}
|
|
|
|
|
2014-05-15 07:55:57 +08:00
|
|
|
virtual void setTarget(EffectSprite* sprite) override
|
2014-05-15 04:09:33 +08:00
|
|
|
{
|
|
|
|
auto s = sprite->getTexture()->getContentSizeInPixels();
|
2019-03-26 13:45:03 +08:00
|
|
|
SET_UNIFORM(_programState, "resolution", Vec2(s.width, s.height));
|
2014-05-14 09:12:58 +08:00
|
|
|
}
|
2014-05-15 04:09:33 +08:00
|
|
|
};
|
|
|
|
|
|
|
|
// Edge Detect
|
|
|
|
class EffectEdgeDetect : public Effect
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
CREATE_FUNC(EffectEdgeDetect);
|
|
|
|
|
2014-05-14 09:12:58 +08:00
|
|
|
protected:
|
2014-05-15 04:09:33 +08:00
|
|
|
bool init() {
|
2019-03-26 13:45:03 +08:00
|
|
|
initProgramState("Shaders/example_EdgeDetection.fsh");
|
2014-05-15 04:09:33 +08:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2014-05-15 07:55:57 +08:00
|
|
|
virtual void setTarget(EffectSprite* sprite) override
|
2014-05-15 04:09:33 +08:00
|
|
|
{
|
|
|
|
auto s = sprite->getTexture()->getContentSizeInPixels();
|
2019-03-26 13:45:03 +08:00
|
|
|
SET_UNIFORM(_programState, "resolution", Vec2(s.width, s.height));
|
2014-05-15 04:09:33 +08:00
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
// Grey
|
|
|
|
class EffectGreyScale : public Effect
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
CREATE_FUNC(EffectGreyScale);
|
|
|
|
|
|
|
|
protected:
|
|
|
|
bool init() {
|
2019-03-26 13:45:03 +08:00
|
|
|
initProgramState("Shaders/example_GreyScale.fsh");
|
2014-05-15 04:09:33 +08:00
|
|
|
return true;
|
|
|
|
}
|
2014-05-14 09:12:58 +08:00
|
|
|
};
|
|
|
|
|
2014-05-15 07:55:57 +08:00
|
|
|
// Sepia
|
|
|
|
class EffectSepia : public Effect
|
2013-09-09 17:49:13 +08:00
|
|
|
{
|
|
|
|
public:
|
2014-05-15 07:55:57 +08:00
|
|
|
CREATE_FUNC(EffectSepia);
|
2013-09-09 17:49:13 +08:00
|
|
|
|
|
|
|
protected:
|
2014-05-15 07:55:57 +08:00
|
|
|
bool init() {
|
2019-03-26 13:45:03 +08:00
|
|
|
initProgramState("Shaders/example_Sepia.fsh");
|
2014-05-15 07:55:57 +08:00
|
|
|
return true;
|
2014-04-14 11:52:17 +08:00
|
|
|
}
|
2013-09-09 17:49:13 +08:00
|
|
|
};
|
|
|
|
|
2014-05-15 07:55:57 +08:00
|
|
|
// bloom
|
|
|
|
class EffectBloom : public Effect
|
2013-09-09 17:49:13 +08:00
|
|
|
{
|
|
|
|
public:
|
2014-05-15 07:55:57 +08:00
|
|
|
CREATE_FUNC(EffectBloom);
|
|
|
|
|
2013-09-09 17:49:13 +08:00
|
|
|
protected:
|
2014-05-15 07:55:57 +08:00
|
|
|
bool init() {
|
2019-03-26 13:45:03 +08:00
|
|
|
initProgramState("Shaders/example_Bloom.fsh");
|
2014-05-15 07:55:57 +08:00
|
|
|
return true;
|
|
|
|
}
|
2014-05-09 06:43:12 +08:00
|
|
|
|
2014-05-15 07:55:57 +08:00
|
|
|
virtual void setTarget(EffectSprite* sprite) override
|
|
|
|
{
|
|
|
|
auto s = sprite->getTexture()->getContentSizeInPixels();
|
2019-03-26 13:45:03 +08:00
|
|
|
SET_UNIFORM(_programState, "resolution", Vec2(s.width, s.height));
|
2014-05-15 07:55:57 +08:00
|
|
|
}
|
2013-09-09 17:49:13 +08:00
|
|
|
};
|
|
|
|
|
2014-05-15 07:55:57 +08:00
|
|
|
// cel shading
|
|
|
|
class EffectCelShading : public Effect
|
2013-09-12 10:25:55 +08:00
|
|
|
{
|
|
|
|
public:
|
2014-05-15 07:55:57 +08:00
|
|
|
CREATE_FUNC(EffectCelShading);
|
2014-05-09 06:43:12 +08:00
|
|
|
|
|
|
|
protected:
|
2014-05-15 07:55:57 +08:00
|
|
|
bool init() {
|
2019-03-26 13:45:03 +08:00
|
|
|
initProgramState("Shaders/example_CelShading.fsh");
|
2014-05-15 07:55:57 +08:00
|
|
|
return true;
|
|
|
|
}
|
2014-05-09 06:43:12 +08:00
|
|
|
|
2014-05-15 07:55:57 +08:00
|
|
|
virtual void setTarget(EffectSprite* sprite) override
|
|
|
|
{
|
|
|
|
auto s = sprite->getTexture()->getContentSizeInPixels();
|
2019-03-26 13:45:03 +08:00
|
|
|
SET_UNIFORM(_programState, "resolution", Vec2(s.width, s.height));
|
2014-05-15 07:55:57 +08:00
|
|
|
}
|
2013-09-12 10:25:55 +08:00
|
|
|
};
|
|
|
|
|
2014-05-15 07:55:57 +08:00
|
|
|
// Lens Flare
|
|
|
|
class EffectLensFlare : public Effect
|
2013-09-12 10:25:55 +08:00
|
|
|
{
|
2014-05-15 07:55:57 +08:00
|
|
|
public:
|
|
|
|
CREATE_FUNC(EffectLensFlare);
|
2013-09-12 10:25:55 +08:00
|
|
|
|
2014-05-15 07:55:57 +08:00
|
|
|
protected:
|
|
|
|
bool init() {
|
2019-03-26 13:45:03 +08:00
|
|
|
initProgramState("Shaders/example_LensFlare.fsh");
|
2014-05-15 07:55:57 +08:00
|
|
|
return true;
|
2013-09-09 17:49:13 +08:00
|
|
|
}
|
|
|
|
|
2014-05-15 07:55:57 +08:00
|
|
|
virtual void setTarget(EffectSprite* sprite) override
|
2013-09-09 17:49:13 +08:00
|
|
|
{
|
2014-05-15 07:55:57 +08:00
|
|
|
auto s = sprite->getTexture()->getContentSizeInPixels();
|
2019-03-26 13:45:03 +08:00
|
|
|
SET_UNIFORM(_programState, "textureResolution", Vec2(s.width, s.height));
|
2014-05-15 07:55:57 +08:00
|
|
|
s = Director::getInstance()->getWinSize();
|
2019-03-26 13:45:03 +08:00
|
|
|
SET_UNIFORM(_programState, "resolution", Vec2(s.width, s.height));
|
2013-09-12 10:25:55 +08:00
|
|
|
|
|
|
|
}
|
2014-05-15 07:55:57 +08:00
|
|
|
};
|
|
|
|
|
2014-10-14 16:54:52 +08:00
|
|
|
class EffectNormalMapped : public Effect
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|
{
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|
public:
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|
|
|
CREATE_FUNC(EffectNormalMapped);
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|
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|
static EffectNormalMapped* create(const std::string&normalMapFileName)
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|
|
|
{
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|
EffectNormalMapped *normalMappedSprite = new (std::nothrow) EffectNormalMapped();
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|
|
if (normalMappedSprite && normalMappedSprite->init() && normalMappedSprite->initNormalMap(normalMapFileName))
|
|
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|
{
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|
normalMappedSprite->autorelease();
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|
return normalMappedSprite;
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|
}
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|
CC_SAFE_DELETE(normalMappedSprite);
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|
return nullptr;
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|
}
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|
void setKBump(float value);
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void setLightPos(const Vec3& pos);
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void setLightColor(const Color4F& color);
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float getKBump()const{return _kBump;}
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protected:
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bool init();
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bool initNormalMap(const std::string&normalMapFileName);
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virtual void setTarget(EffectSprite* sprite) override;
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|
EffectSprite* _sprite;
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Vec3 _lightPos;
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Color4F _lightColor;
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float _kBump;
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};
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|
bool EffectNormalMapped::init()
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{
|
2019-03-26 13:45:03 +08:00
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initProgramState("Shaders3D/Normal.frag");
|
2014-10-14 16:54:52 +08:00
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|
_kBump = 2;
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return true;
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}
|
2014-11-05 07:42:29 +08:00
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|
bool EffectNormalMapped::initNormalMap(const std::string& normalMapFileName)
|
2014-10-14 16:54:52 +08:00
|
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|
{
|
2016-06-29 10:04:11 +08:00
|
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|
auto normalMapTexture = Director::getInstance()->getTextureCache()->addImage(normalMapFileName);
|
2019-03-26 13:45:03 +08:00
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SET_TEXTURE(_programState, "u_normalMap", 1, normalMapTexture->getBackendTexture());
|
2014-10-14 16:54:52 +08:00
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|
return true;
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|
}
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|
void EffectNormalMapped::setTarget(EffectSprite* sprite)
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|
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|
{
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|
_sprite = sprite;
|
2019-03-26 13:45:03 +08:00
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|
SET_UNIFORM(_programState, "u_kBump", _kBump);
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SET_UNIFORM(_programState, "u_contentSize", Vec2(sprite->getContentSize().width, sprite->getContentSize().height));
|
2014-10-14 16:54:52 +08:00
|
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}
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|
void EffectNormalMapped::setKBump(float value)
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|
|
|
{
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|
_kBump = value;
|
2019-03-26 13:45:03 +08:00
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|
SET_UNIFORM(_programState, "u_kBump", _kBump);
|
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|
|
|
2014-10-14 16:54:52 +08:00
|
|
|
}
|
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|
|
|
void EffectNormalMapped::setLightPos(const Vec3& pos)
|
|
|
|
{
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|
|
_lightPos = pos;
|
2019-03-26 13:45:03 +08:00
|
|
|
SET_UNIFORM(_programState, "u_lightPosInLocalSpace", Vec4(_lightPos.x, _lightPos.y, _lightPos.z, 1));
|
2014-10-14 16:54:52 +08:00
|
|
|
}
|
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|
void EffectNormalMapped::setLightColor(const Color4F& color)
|
|
|
|
{
|
|
|
|
_lightColor = color;
|
2019-03-26 13:45:03 +08:00
|
|
|
SET_UNIFORM(_programState, "u_diffuseL", Vec3(_lightColor.r, _lightColor.g, _lightColor.b));
|
|
|
|
|
2014-10-14 16:54:52 +08:00
|
|
|
}
|
2014-04-14 11:52:17 +08:00
|
|
|
|
2014-05-15 04:09:33 +08:00
|
|
|
EffectSpriteTest::EffectSpriteTest()
|
2015-08-24 18:19:28 +08:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
bool EffectSpriteTest::init()
|
2014-04-14 11:52:17 +08:00
|
|
|
{
|
|
|
|
if (ShaderTestDemo2::init()) {
|
2014-05-15 04:09:33 +08:00
|
|
|
|
2015-05-06 04:07:32 +08:00
|
|
|
auto layer = LayerColor::create(Color4B::BLUE);
|
|
|
|
this->addChild(layer);
|
|
|
|
|
2014-04-14 11:52:17 +08:00
|
|
|
auto s = Director::getInstance()->getWinSize();
|
2014-05-07 02:19:51 +08:00
|
|
|
|
2014-05-15 07:55:57 +08:00
|
|
|
auto itemPrev = MenuItemImage::create("Images/b1.png", "Images/b2.png",
|
|
|
|
[&](Ref *sender) {
|
|
|
|
_vectorIndex--;
|
|
|
|
if(_vectorIndex<0)
|
|
|
|
_vectorIndex = _effects.size()-1;
|
|
|
|
_sprite->setEffect(_effects.at(_vectorIndex));
|
|
|
|
});
|
|
|
|
|
|
|
|
auto itemNext = MenuItemImage::create("Images/f1.png", "Images/f2.png",
|
2014-05-15 04:09:33 +08:00
|
|
|
[&](Ref *sender) {
|
|
|
|
_vectorIndex++;
|
|
|
|
if(_vectorIndex>=_effects.size())
|
|
|
|
_vectorIndex = 0;
|
|
|
|
_sprite->setEffect(_effects.at(_vectorIndex));
|
|
|
|
});
|
2014-05-14 09:12:58 +08:00
|
|
|
|
2014-07-10 00:45:27 +08:00
|
|
|
auto menu = Menu::create(itemPrev, itemNext, nullptr);
|
2014-05-15 07:55:57 +08:00
|
|
|
menu->alignItemsHorizontally();
|
|
|
|
menu->setScale(0.5);
|
|
|
|
menu->setAnchorPoint(Vec2(0,0));
|
|
|
|
menu->setPosition(Vec2(s.width/2,70));
|
2014-05-15 04:09:33 +08:00
|
|
|
addChild(menu);
|
|
|
|
|
|
|
|
_sprite = EffectSprite::create("Images/grossini.png");
|
|
|
|
_sprite->setPosition(Vec2(0, s.height/2));
|
|
|
|
addChild(_sprite);
|
2014-05-14 09:12:58 +08:00
|
|
|
|
2014-05-15 01:07:09 +08:00
|
|
|
auto jump = JumpBy::create(4, Vec2(s.width,0), 100, 4);
|
2014-05-14 09:12:58 +08:00
|
|
|
auto rot = RotateBy::create(4, 720);
|
2014-07-10 00:45:27 +08:00
|
|
|
auto spawn = Spawn::create(jump, rot, nullptr);
|
2014-05-14 09:12:58 +08:00
|
|
|
auto rev = spawn->reverse();
|
2014-07-10 00:45:27 +08:00
|
|
|
auto seq = Sequence::create(spawn, rev, nullptr);
|
2014-05-14 09:12:58 +08:00
|
|
|
auto repeat = RepeatForever::create(seq);
|
2014-05-15 04:09:33 +08:00
|
|
|
_sprite->runAction(repeat);
|
|
|
|
|
|
|
|
// set the Effects
|
|
|
|
_effects.pushBack(EffectBlur::create());
|
|
|
|
_effects.pushBack(EffectOutline::create());
|
|
|
|
_effects.pushBack(EffectNoise::create());
|
|
|
|
_effects.pushBack(EffectEdgeDetect::create());
|
|
|
|
_effects.pushBack(EffectGreyScale::create());
|
2014-05-15 07:55:57 +08:00
|
|
|
_effects.pushBack(EffectSepia::create());
|
|
|
|
_effects.pushBack(EffectBloom::create());
|
|
|
|
_effects.pushBack(EffectCelShading::create());
|
|
|
|
_effects.pushBack(EffectLensFlare::create());
|
2014-05-14 09:12:58 +08:00
|
|
|
|
2014-05-15 04:09:33 +08:00
|
|
|
_vectorIndex = 0;
|
|
|
|
_sprite->setEffect( _effects.at(_vectorIndex) );
|
2014-05-16 03:58:13 +08:00
|
|
|
|
|
|
|
// _sprite->addEffect( _effects.at(8), -10 );
|
|
|
|
// _sprite->addEffect( _effects.at(1), 1 );
|
2015-08-24 18:19:28 +08:00
|
|
|
|
|
|
|
return true;
|
2014-05-14 09:12:58 +08:00
|
|
|
}
|
2015-08-24 18:19:28 +08:00
|
|
|
return false;
|
2014-05-14 09:12:58 +08:00
|
|
|
}
|
|
|
|
|
2014-10-14 16:54:52 +08:00
|
|
|
EffectSpriteLamp::EffectSpriteLamp()
|
2015-08-24 18:19:28 +08:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
bool EffectSpriteLamp::init()
|
2014-10-14 16:54:52 +08:00
|
|
|
{
|
|
|
|
if (ShaderTestDemo2::init()) {
|
|
|
|
|
|
|
|
auto s = Director::getInstance()->getWinSize();
|
|
|
|
_sprite = EffectSprite::create("Images/elephant1_Diffuse.png");
|
|
|
|
//auto contentSize = _sprite->getContentSize();
|
|
|
|
_sprite->setPosition(Vec2(s.width/2, s.height/2));
|
|
|
|
addChild(_sprite);
|
|
|
|
|
|
|
|
auto lampEffect = EffectNormalMapped::create("Images/elephant1_Normal.png");
|
|
|
|
|
|
|
|
Vec3 pos(150,150, 50);
|
|
|
|
_lightSprite = Sprite::create("Images/ball.png");
|
|
|
|
this->addChild(_lightSprite);
|
|
|
|
_lightSprite->setPosition(Vec2(pos.x, s.height- pos.y));
|
|
|
|
Mat4 mat = _sprite->getNodeToWorldTransform();
|
2016-04-11 18:35:44 +08:00
|
|
|
Point lightPosInLocalSpace = PointApplyAffineTransform(Vec2(pos.x, pos.y), _sprite->getWorldToNodeAffineTransform());
|
2014-10-14 16:54:52 +08:00
|
|
|
lampEffect->setLightColor(Color4F(1,1,1,1));
|
|
|
|
lampEffect->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
|
|
|
|
lampEffect->setKBump(2);
|
|
|
|
_sprite->setEffect(lampEffect);
|
|
|
|
_effect = lampEffect;
|
2017-03-06 10:01:53 +08:00
|
|
|
auto listener = EventListenerTouchAllAtOnce::create();
|
|
|
|
listener->onTouchesBegan = CC_CALLBACK_2(EffectSpriteLamp::onTouchesBegan, this);
|
|
|
|
listener->onTouchesMoved = CC_CALLBACK_2(EffectSpriteLamp::onTouchesMoved, this);
|
|
|
|
listener->onTouchesEnded = CC_CALLBACK_2(EffectSpriteLamp::onTouchesEnded, this);
|
|
|
|
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
|
2015-08-24 18:19:28 +08:00
|
|
|
return true;
|
2014-10-14 16:54:52 +08:00
|
|
|
}
|
2015-08-24 18:19:28 +08:00
|
|
|
return false;
|
2014-10-14 16:54:52 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void EffectSpriteLamp::onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event)
|
|
|
|
{
|
|
|
|
for ( auto &item: touches )
|
|
|
|
{
|
|
|
|
auto touch = item;
|
|
|
|
auto s = Director::getInstance()->getWinSize();
|
|
|
|
Point loc_winSpace = touch->getLocationInView();
|
|
|
|
_lightSprite->setPosition(Vec2( loc_winSpace.x, s.height - loc_winSpace.y));
|
|
|
|
Vec3 pos(loc_winSpace.x,loc_winSpace.y, 50);
|
|
|
|
Mat4 mat = _sprite->getNodeToWorldTransform();
|
2016-04-11 18:35:44 +08:00
|
|
|
Point lightPosInLocalSpace = PointApplyAffineTransform(Vec2(pos.x, pos.y), _sprite->getWorldToNodeAffineTransform());
|
2014-10-14 16:54:52 +08:00
|
|
|
((EffectNormalMapped*)_effect)->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void EffectSpriteLamp::onTouchesMoved(const std::vector<Touch*>& touches, Event *unused_event)
|
|
|
|
{
|
|
|
|
for ( auto &item: touches )
|
|
|
|
{
|
|
|
|
auto touch = item;
|
|
|
|
auto s = Director::getInstance()->getWinSize();
|
|
|
|
Point loc_winSpace = touch->getLocationInView();
|
|
|
|
_lightSprite->setPosition(Vec2( loc_winSpace.x, s.height - loc_winSpace.y));
|
|
|
|
Vec3 pos(loc_winSpace.x,loc_winSpace.y, 50);
|
|
|
|
Mat4 mat = _sprite->getNodeToWorldTransform();
|
2016-04-11 18:35:44 +08:00
|
|
|
Point lightPosInLocalSpace = PointApplyAffineTransform(Vec2(pos.x, pos.y), _sprite->getWorldToNodeAffineTransform());
|
2014-10-14 16:54:52 +08:00
|
|
|
((EffectNormalMapped*)_effect)->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void EffectSpriteLamp::onTouchesEnded(const std::vector<Touch*>& touches, Event *unused_event)
|
|
|
|
{
|
|
|
|
for ( auto &item: touches )
|
|
|
|
{
|
|
|
|
auto touch = item;
|
|
|
|
auto s = Director::getInstance()->getWinSize();
|
|
|
|
Point loc_winSpace = touch->getLocationInView();
|
|
|
|
_lightSprite->setPosition(Vec2( loc_winSpace.x, s.height - loc_winSpace.y));
|
|
|
|
Vec3 pos(loc_winSpace.x,loc_winSpace.y, 50);
|
|
|
|
Mat4 mat = _sprite->getNodeToWorldTransform();
|
2016-04-11 18:35:44 +08:00
|
|
|
Point lightPosInLocalSpace = PointApplyAffineTransform(Vec2(pos.x, pos.y), _sprite->getWorldToNodeAffineTransform());
|
2014-10-14 16:54:52 +08:00
|
|
|
((EffectNormalMapped*)_effect)->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
|
|
|
|
}
|
|
|
|
}
|