axmol/tests/cpp-tests/Classes/ShaderTest/ShaderTest.cpp

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#include "ShaderTest.h"
#include "../testResource.h"
#include "cocos2d.h"
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#include "renderer/CCCustomCommand.h"
#include "renderer/CCRenderer.h"
static int sceneIdx = -1;
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#define MAX_LAYER 9
static Layer* createShaderLayer(int nIndex)
{
switch (sceneIdx)
{
case 0: return new ShaderMonjori();
case 1: return new ShaderMandelbrot();
case 2: return new ShaderJulia();
case 3: return new ShaderHeart();
case 4: return new ShaderFlower();
case 5: return new ShaderPlasma();
case 6: return new ShaderBlur();
case 7: return new ShaderRetroEffect();
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case 8: return new ShaderFail();
}
return NULL;
}
static Layer* nextAction(void)
{
sceneIdx++;
sceneIdx = sceneIdx % MAX_LAYER;
auto layer = createShaderLayer(sceneIdx);
layer->autorelease();
return layer;
}
static Layer* backAction(void)
{
sceneIdx--;
int total = MAX_LAYER;
if( sceneIdx < 0 )
sceneIdx += total;
auto layer = createShaderLayer(sceneIdx);
layer->autorelease();
return layer;
}
static Layer* restartAction(void)
{
auto layer = createShaderLayer(sceneIdx);
layer->autorelease();
return layer;
}
ShaderTestDemo::ShaderTestDemo()
{
}
void ShaderTestDemo::backCallback(Ref* sender)
{
auto s = new ShaderTestScene();
s->addChild( backAction() );
Director::getInstance()->replaceScene(s);
s->release();
}
void ShaderTestDemo::nextCallback(Ref* sender)
{
auto s = new ShaderTestScene();//CCScene::create();
s->addChild( nextAction() );
Director::getInstance()->replaceScene(s);
s->release();
}
std::string ShaderTestDemo::title() const
{
return "No title";
}
std::string ShaderTestDemo::subtitle() const
{
return "";
}
void ShaderTestDemo::restartCallback(Ref* sender)
{
auto s = new ShaderTestScene();
s->addChild(restartAction());
Director::getInstance()->replaceScene(s);
s->release();
}
///---------------------------------------
//
// ShaderNode
//
///---------------------------------------
enum
{
SIZE_X = 256,
SIZE_Y = 256,
};
ShaderNode::ShaderNode()
:_center(Vertex2F(0.0f, 0.0f))
,_resolution(Vertex2F(0.0f, 0.0f))
,_time(0.0f)
,_uniformCenter(0)
,_uniformResolution(0)
,_uniformTime(0)
{
}
ShaderNode::~ShaderNode()
{
}
ShaderNode* ShaderNode::shaderNodeWithVertex(const char *vert, const char *frag)
{
auto node = new ShaderNode();
node->initWithVertex(vert, frag);
node->autorelease();
return node;
}
bool ShaderNode::initWithVertex(const char *vert, const char *frag)
{
#if CC_ENABLE_CACHE_TEXTURE_DATA
auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
this->setShaderProgram(NULL);
loadShaderVertex(_vertFileName.c_str(), _fragFileName.c_str());
});
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
#endif
loadShaderVertex(vert, frag);
_time = 0;
_resolution = Vertex2F(SIZE_X, SIZE_Y);
scheduleUpdate();
setContentSize(Size(SIZE_X, SIZE_Y));
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setAnchorPoint(Point(0.5f, 0.5f));
_vertFileName = vert;
_fragFileName = frag;
return true;
}
void ShaderNode::loadShaderVertex(const char *vert, const char *frag)
{
auto shader = new GLProgram();
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shader->initWithFilenames(vert, frag);
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shader->bindAttribLocation("aVertex", GLProgram::VERTEX_ATTRIB_POSITION);
shader->link();
shader->updateUniforms();
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_uniformCenter = shader->getUniformLocation("center");
_uniformResolution = shader->getUniformLocation("resolution");
_uniformTime = shader->getUniformLocation("time");
this->setShaderProgram(shader);
shader->release();
}
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void ShaderNode::update(float dt)
{
_time += dt;
}
void ShaderNode::setPosition(const Point &newPosition)
{
Node::setPosition(newPosition);
auto position = getPosition();
_center = Vertex2F(position.x * CC_CONTENT_SCALE_FACTOR(), position.y * CC_CONTENT_SCALE_FACTOR());
}
void ShaderNode::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated)
{
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(ShaderNode::onDraw, this, transform, transformUpdated);
renderer->addCommand(&_customCommand);
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}
void ShaderNode::onDraw(const kmMat4 &transform, bool transformUpdated)
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{
auto shader = getShaderProgram();
shader->use();
shader->setUniformsForBuiltins(transform);
shader->setUniformLocationWith2f(_uniformCenter, _center.x, _center.y);
shader->setUniformLocationWith2f(_uniformResolution, _resolution.x, _resolution.y);
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// time changes all the time, so it is Ok to call OpenGL directly, and not the "cached" version
glUniform1f(_uniformTime, _time);
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GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION );
float w = SIZE_X, h = SIZE_Y;
GLfloat vertices[12] = {0,0, w,0, w,h, 0,0, 0,h, w,h};
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glDrawArrays(GL_TRIANGLES, 0, 6);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,6);
}
/// ShaderMonjori
ShaderMonjori::ShaderMonjori()
{
init();
}
bool ShaderMonjori::init()
{
if (ShaderTestDemo::init())
{
auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Monjori.vsh", "Shaders/example_Monjori.fsh");
auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Point(s.width/2, s.height/2));
addChild(sn);
return true;
}
return false;
}
std::string ShaderMonjori::title() const
{
return "Shader: Frag shader";
}
std::string ShaderMonjori::subtitle() const
{
return "Monjori plane deformations";
}
/// ShaderMandelbrot
ShaderMandelbrot::ShaderMandelbrot()
{
init();
}
bool ShaderMandelbrot::init()
{
if (ShaderTestDemo::init())
{
auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Mandelbrot.vsh", "Shaders/example_Mandelbrot.fsh");
auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Point(s.width/2, s.height/2));
addChild(sn);
return true;
}
return false;
}
std::string ShaderMandelbrot::title() const
{
return "Shader: Frag shader";
}
std::string ShaderMandelbrot::subtitle() const
{
return "Mandelbrot shader with Zoom";
}
/// ShaderJulia
ShaderJulia::ShaderJulia()
{
init();
}
bool ShaderJulia::init()
{
if (ShaderTestDemo::init())
{
auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Julia.vsh", "Shaders/example_Julia.fsh");
auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Point(s.width/2, s.height/2));
addChild(sn);
return true;
}
return false;
}
std::string ShaderJulia::title() const
{
return "Shader: Frag shader";
}
std::string ShaderJulia::subtitle() const
{
return "Julia shader";
}
/// ShaderHeart
ShaderHeart::ShaderHeart()
{
init();
}
bool ShaderHeart::init()
{
if (ShaderTestDemo::init())
{
auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Heart.vsh", "Shaders/example_Heart.fsh");
auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Point(s.width/2, s.height/2));
addChild(sn);
return true;
}
return false;
}
std::string ShaderHeart::title() const
{
return "Shader: Frag shader";
}
std::string ShaderHeart::subtitle() const
{
return "Heart";
}
/// ShaderFlower
ShaderFlower::ShaderFlower()
{
init();
}
bool ShaderFlower::init()
{
if (ShaderTestDemo::init())
{
auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Flower.vsh", "Shaders/example_Flower.fsh");
auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Point(s.width/2, s.height/2));
addChild(sn);
return true;
}
return false;
}
std::string ShaderFlower::title() const
{
return "Shader: Frag shader";
}
std::string ShaderFlower::subtitle() const
{
return "Flower";
}
/// ShaderPlasma
ShaderPlasma::ShaderPlasma()
{
init();
}
bool ShaderPlasma::init()
{
if (ShaderTestDemo::init())
{
auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Plasma.vsh", "Shaders/example_Plasma.fsh");
auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Point(s.width/2, s.height/2));
addChild(sn);
return true;
}
return false;
}
std::string ShaderPlasma::title() const
{
return "Shader: Frag shader";
}
std::string ShaderPlasma::subtitle() const
{
return "Plasma";
}
// ShaderBlur
class SpriteBlur : public Sprite
{
public:
~SpriteBlur();
void setBlurSize(float f);
bool initWithTexture(Texture2D* texture, const Rect& rect);
virtual void draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) override;
void initProgram();
static SpriteBlur* create(const char *pszFileName);
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protected:
void onDraw(const kmMat4 &transform, bool transformUpdated);
int _blurRadius;
Point _pixelSize;
int _samplingRadius;
//gaussian = cons * exp( (dx*dx + dy*dy) * scale);
float _scale;
float _cons;
float _weightSum;
GLuint pixelSizeLocation;
GLuint coefficientLocation;
CustomCommand _customCommand;
};
SpriteBlur::~SpriteBlur()
{
}
SpriteBlur* SpriteBlur::create(const char *pszFileName)
{
SpriteBlur* pRet = new SpriteBlur();
if (pRet && pRet->initWithFile(pszFileName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
bool SpriteBlur::initWithTexture(Texture2D* texture, const Rect& rect)
{
_blurRadius = 0;
if( Sprite::initWithTexture(texture, rect) )
{
#if CC_ENABLE_CACHE_TEXTURE_DATA
auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
setShaderProgram(NULL);
initProgram();
});
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
#endif
auto s = getTexture()->getContentSizeInPixels();
_pixelSize = Point(1/s.width, 1/s.height);
_samplingRadius = 0;
this->initProgram();
return true;
}
return false;
}
void SpriteBlur::initProgram()
{
GLchar * fragSource = (GLchar*) String::createWithContentsOfFile(
FileUtils::getInstance()->fullPathForFilename("Shaders/example_Blur.fsh").c_str())->getCString();
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auto program = new GLProgram();
program->initWithByteArrays(ccPositionTextureColor_vert, fragSource);
setShaderProgram(program);
program->release();
CHECK_GL_ERROR_DEBUG();
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program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);
program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
CHECK_GL_ERROR_DEBUG();
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program->link();
CHECK_GL_ERROR_DEBUG();
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program->updateUniforms();
CHECK_GL_ERROR_DEBUG();
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pixelSizeLocation = program->getUniformLocation("onePixelSize");
coefficientLocation = program->getUniformLocation("gaussianCoefficient");
CHECK_GL_ERROR_DEBUG();
}
void SpriteBlur::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated)
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{
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(SpriteBlur::onDraw, this, transform, transformUpdated);
renderer->addCommand(&_customCommand);
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}
void SpriteBlur::onDraw(const kmMat4 &transform, bool transformUpdated)
{
GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX );
BlendFunc blend = getBlendFunc();
GL::blendFunc(blend.src, blend.dst);
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auto program = getShaderProgram();
program->use();
program->setUniformsForBuiltins(transform);
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program->setUniformLocationWith2f(pixelSizeLocation, _pixelSize.x, _pixelSize.y);
program->setUniformLocationWith4f(coefficientLocation, _samplingRadius, _scale,_cons,_weightSum);
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GL::bindTexture2D( getTexture()->getName());
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//
// Attributes
//
#define kQuadSize sizeof(_quad.bl)
size_t offset = (size_t)&_quad;
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// vertex
int diff = offsetof( V3F_C4B_T2F, vertices);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
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// texCoods
diff = offsetof( V3F_C4B_T2F, texCoords);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
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// color
diff = offsetof( V3F_C4B_T2F, colors);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,4);
}
void SpriteBlur::setBlurSize(float f)
{
if(_blurRadius == (int)f)
return;
_blurRadius = (int)f;
_samplingRadius = _blurRadius;
if (_samplingRadius > 10)
{
_samplingRadius = 10;
}
if (_blurRadius > 0)
{
float sigma = _blurRadius / 2.0f;
_scale = -0.5f / (sigma * sigma);
_cons = -1.0f * _scale / 3.141592f;
_weightSum = -_cons;
float weight;
int squareX;
for(int dx = 0; dx <= _samplingRadius; ++dx)
{
squareX = dx * dx;
weight = _cons * exp(squareX * _scale);
_weightSum += 2.0 * weight;
for (int dy = 1; dy <= _samplingRadius; ++dy)
{
weight = _cons * exp((squareX + dy * dy) * _scale);
_weightSum += 4.0 * weight;
}
}
}
log("_blurRadius:%d",_blurRadius);
}
// ShaderBlur
ShaderBlur::ShaderBlur()
{
init();
}
std::string ShaderBlur::title() const
{
return "Shader: Frag shader";
}
std::string ShaderBlur::subtitle() const
{
return "Gaussian blur";
}
ControlSlider* ShaderBlur::createSliderCtl()
{
auto screenSize = Director::getInstance()->getWinSize();
ControlSlider *slider = ControlSlider::create("extensions/sliderTrack.png","extensions/sliderProgress.png" ,"extensions/sliderThumb.png");
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slider->setAnchorPoint(Point(0.5f, 1.0f));
slider->setMinimumValue(0.0f); // Sets the min value of range
slider->setMaximumValue(25.0f); // Sets the max value of range
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slider->setPosition(Point(screenSize.width / 2.0f, screenSize.height / 3.0f));
// When the value of the slider will change, the given selector will be call
slider->addTargetWithActionForControlEvents(this, cccontrol_selector(ShaderBlur::sliderAction), Control::EventType::VALUE_CHANGED);
slider->setValue(2.0f);
return slider;
}
bool ShaderBlur::init()
{
if( ShaderTestDemo::init() )
{
_blurSprite = SpriteBlur::create("Images/grossini.png");
auto sprite = Sprite::create("Images/grossini.png");
auto s = Director::getInstance()->getWinSize();
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_blurSprite->setPosition(Point(s.width/3, s.height/2));
sprite->setPosition(Point(2*s.width/3, s.height/2));
addChild(_blurSprite);
addChild(sprite);
_sliderCtl = createSliderCtl();
addChild(_sliderCtl);
return true;
}
return false;
}
void ShaderBlur::sliderAction(Ref* sender, Control::EventType controlEvent)
{
ControlSlider* pSlider = (ControlSlider*)sender;
_blurSprite->setBlurSize(pSlider->getValue());
}
// ShaderRetroEffect
ShaderRetroEffect::ShaderRetroEffect()
: _label(NULL)
, _accum(0.0f)
{
init();
}
bool ShaderRetroEffect::init()
{
if( ShaderTestDemo::init() ) {
GLchar * fragSource = (GLchar*) String::createWithContentsOfFile(FileUtils::getInstance()->fullPathForFilename("Shaders/example_HorizontalColor.fsh").c_str())->getCString();
auto p = new GLProgram();
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p->initWithByteArrays(ccPositionTexture_vert, fragSource);
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p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
p->link();
p->updateUniforms();
auto director = Director::getInstance();
auto s = director->getWinSize();
_label = Label::createWithBMFont("fonts/west_england-64.fnt","RETRO EFFECT");
_label->setAnchorPoint(Point::ANCHOR_MIDDLE);
_label->setShaderProgram(p);
p->release();
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_label->setPosition(Point(s.width/2,s.height/2));
addChild(_label);
scheduleUpdate();
return true;
}
return false;
}
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void ShaderRetroEffect::update(float dt)
{
_accum += dt;
int letterCount = _label->getStringLength();
for (int i = 0; i < letterCount; ++i)
{
auto sprite = _label->getLetter(i);
auto oldPosition = sprite->getPosition();
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sprite->setPosition(Point( oldPosition.x, sinf( _accum * 2 + i/2.0) * 20 ));
// add fabs() to prevent negative scaling
float scaleY = ( sinf( _accum * 2 + i/2.0 + 0.707) );
sprite->setScaleY(scaleY);
}
}
std::string ShaderRetroEffect::title() const
{
return "Shader: Retro test";
}
std::string ShaderRetroEffect::subtitle() const
{
return "sin() effect with moving colors";
}
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// ShaderFail
const GLchar *shader_frag_fail = "\n\
#ifdef GL_ES \n\
precision lowp float; \n\
#endif \n\
\n\
varying vec2 v_texCoord; \n\
uniform sampler2D CC_Texture0; \n\
\n\
vec4 colors[10]; \n\
\n\
void main(void) \n\
{ \n\
colors[0] = vec4(1,0,0,1); \n\
colors[1] = vec4(0,1,0,1); \n\
colors[2] = vec4(0,0,1,1); \n\
colors[3] = vec4(0,1,1,1); \n\
colors[4] = vec4(1,0,1,1); \n\
colors[5] = vec4(1,1,0,1); \n\
colors[6] = vec4(1,1,1,1); \n\
colors[7] = vec4(1,0.5,0,1); \n\
colors[8] = vec4(1,0.5,0.5,1); \n\
colors[9] = vec4(0.5,0.5,1,1); \n\
\n\
int y = int( mod(gl_FragCoord.y / 3.0, 10.0 ) ); \n\
gl_FragColor = colors[z] * texture2D(CC_Texture0, v_texCoord); \n\
} \n\
\n";
ShaderFail::ShaderFail()
{
auto p = new GLProgram();
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p->initWithByteArrays(ccPositionTexture_vert, shader_frag_fail);
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p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
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p->link();
p->updateUniforms();
p->release();
}
std::string ShaderFail::title() const
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{
return "Shader: Invalid shader";
}
std::string ShaderFail::subtitle() const
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{
return "See console for output with useful error log";
}
///---------------------------------------
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//
// ShaderTestScene
//
///---------------------------------------
void ShaderTestScene::runThisTest()
{
sceneIdx = -1;
addChild(nextAction());
Director::getInstance()->replaceScene(this);
}