mirror of https://github.com/axmolengine/axmol.git
GLProgramState fixes
It is possible to submit to the Renderer a Sprite with custom uniforms (although it won't be batched). It is possible to use a custom shader + uniforms on Sprite with subclassing Sprite
This commit is contained in:
parent
5d24b3d99a
commit
012f1020ca
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@ -106,7 +106,7 @@ bool AtlasNode::initWithTexture(Texture2D* texture, int tileWidth, int tileHeigh
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_quadsToDraw = itemsToRender;
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// shader stuff
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
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return true;
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}
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@ -138,7 +138,7 @@ void AtlasNode::draw(Renderer *renderer, const Matrix &transform, bool transform
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_quadCommand.init(
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_globalZOrder,
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_textureAtlas->getTexture()->getName(),
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getGLProgram(),
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getGLProgramState(),
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_blendFunc,
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_textureAtlas->getQuads(),
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_quadsToDraw,
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@ -158,7 +158,7 @@ bool DrawNode::init()
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{
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR));
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ensureCapacity(512);
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@ -314,7 +314,7 @@ void Grid3D::blit(void)
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{
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int n = _gridSize.width * _gridSize.height;
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORDS );
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORD );
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_shaderProgram->use();
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_shaderProgram->setUniformsForBuiltins();;
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@ -536,7 +536,7 @@ void TiledGrid3D::blit(void)
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//
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// Attributes
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//
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORDS );
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORD );
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#ifdef EMSCRIPTEN
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int numQuads = _gridSize.width * _gridSize.height;
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@ -339,21 +339,21 @@ void Label::updateShaderProgram()
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{
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case cocos2d::LabelEffect::NORMAL:
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if (_useDistanceField)
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL));
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else if (_useA8Shader)
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_LABEL_NORMAL));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_LABEL_NORMAL));
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else
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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break;
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case cocos2d::LabelEffect::OUTLINE:
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_LABEL_OUTLINE));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_LABEL_OUTLINE));
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_uniformEffectColor = glGetUniformLocation(getGLProgram()->getProgram(), "v_effectColor");
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break;
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case cocos2d::LabelEffect::GLOW:
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if (_useDistanceField)
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{
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_GLOW));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_LABEL_DISTANCEFIELD_GLOW));
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_uniformEffectColor = glGetUniformLocation(getGLProgram()->getProgram(), "v_effectColor");
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}
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break;
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@ -534,7 +534,7 @@ bool LayerColor::initWithColor(const Color4B& color, GLfloat w, GLfloat h)
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updateColor();
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setContentSize(Size(w, h));
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_COLOR_NO_MVP));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_COLOR_NO_MVP));
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return true;
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}
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return false;
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@ -128,7 +128,7 @@ bool MotionStreak::initWithFade(float fade, float minSeg, float stroke, const Co
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_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
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// shader state
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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setTexture(texture);
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setColor(color);
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@ -647,7 +647,7 @@ void Node::setGLProgram(GLProgram *glProgram)
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if (_glProgramState == nullptr || (_glProgramState && _glProgramState->getGLProgram() != glProgram))
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{
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CC_SAFE_RELEASE(_glProgramState);
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_glProgramState = GLProgramState::get(glProgram);
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_glProgramState = GLProgramState::getOrCreate(glProgram);
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_glProgramState->retain();
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}
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}
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@ -103,7 +103,7 @@ bool ParticleBatchNode::initWithTexture(Texture2D *tex, int capacity)
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_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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return true;
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}
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@ -131,7 +131,7 @@ bool ParticleSystemQuad::initWithTotalParticles(int numberOfParticles)
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setupVBO();
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}
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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// Need to listen the event only when not use batchnode, because it will use VBO
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@ -374,7 +374,7 @@ void ParticleSystemQuad::draw(Renderer *renderer, const Matrix &transform, bool
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//quad command
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if(_particleIdx > 0)
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{
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_quadCommand.init(_globalZOrder, _texture->getName(), getGLProgram(), _blendFunc, _quads, _particleIdx, transform);
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_quadCommand.init(_globalZOrder, _texture->getName(), getGLProgramState(), _blendFunc, _quads, _particleIdx, transform);
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renderer->addCommand(&_quadCommand);
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}
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}
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@ -87,7 +87,7 @@ bool ProgressTimer::initWithSprite(Sprite* sp)
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setSprite(sp);
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// shader state
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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return true;
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}
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@ -249,7 +249,7 @@ bool Sprite::initWithTexture(Texture2D *texture, const Rect& rect, bool rotated)
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_quad.tr.colors = Color4B::WHITE;
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// shader state
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP));
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// update texture (calls updateBlendFunc)
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setTexture(texture);
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@ -590,7 +590,7 @@ void Sprite::draw(Renderer *renderer, const Matrix &transform, bool transformUpd
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if(_insideBounds)
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{
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_quadCommand.init(_globalZOrder, _texture->getName(), getGLProgram(), _blendFunc, &_quad, 1, transform);
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_quadCommand.init(_globalZOrder, _texture->getName(), getGLProgramState(), _blendFunc, &_quad, 1, transform);
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renderer->addCommand(&_quadCommand);
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#if CC_SPRITE_DEBUG_DRAW
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_customDebugDrawCommand.init(_globalZOrder);
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@ -100,7 +100,7 @@ bool SpriteBatchNode::initWithTexture(Texture2D *tex, ssize_t capacity)
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_descendants.reserve(capacity);
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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return true;
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}
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@ -205,7 +205,7 @@ void TMXLayer::parseInternalProperties()
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_useAutomaticVertexZ = true;
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auto alphaFuncVal = getProperty("cc_alpha_func");
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float alphaFuncValue = alphaFuncVal.asFloat();
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST));
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GLint alphaValueLocation = glGetUniformLocation(getGLProgram()->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
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@ -1159,7 +1159,7 @@ void Texture2D::drawAtPoint(const Vector2& point)
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point.x, height + point.y,
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width + point.x, height + point.y };
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORDS );
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORD );
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_shaderProgram->use();
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_shaderProgram->setUniformsForBuiltins();
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@ -1193,7 +1193,7 @@ void Texture2D::drawInRect(const Rect& rect)
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rect.origin.x, rect.origin.y + rect.size.height, /*0.0f,*/
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rect.origin.x + rect.size.width, rect.origin.y + rect.size.height, /*0.0f*/ };
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORDS );
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_TEX_COORD );
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_shaderProgram->use();
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_shaderProgram->setUniformsForBuiltins();
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@ -848,7 +848,7 @@ CC_DEPRECATED_ATTRIBUTE extern const char* kCCAttributeNameTexCoord;
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CC_DEPRECATED_ATTRIBUTE const int kCCVertexAttribFlag_None = GL::VERTEX_ATTRIB_FLAG_NONE;
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CC_DEPRECATED_ATTRIBUTE const int kCCVertexAttribFlag_Position = GL::VERTEX_ATTRIB_FLAG_POSITION;
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CC_DEPRECATED_ATTRIBUTE const int kCCVertexAttribFlag_Color = GL::VERTEX_ATTRIB_FLAG_COLOR;
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CC_DEPRECATED_ATTRIBUTE const int kCCVertexAttribFlag_TexCoords = GL::VERTEX_ATTRIB_FLAG_TEX_COORDS;
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CC_DEPRECATED_ATTRIBUTE const int kCCVertexAttribFlag_TexCoords = GL::VERTEX_ATTRIB_FLAG_TEX_COORD;
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CC_DEPRECATED_ATTRIBUTE const int kCCVertexAttribFlag_PosColorTex = GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX;
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CC_DEPRECATED_ATTRIBUTE const ProgressTimer::Type kCCProgressTimerTypeRadial = ProgressTimer::Type::RADIAL;
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@ -182,7 +182,7 @@ bool Armature::init(const std::string& name)
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}
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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setCascadeOpacityEnabled(true);
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setCascadeColorEnabled(true);
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@ -61,7 +61,7 @@ BatchNode::~BatchNode()
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bool BatchNode::init()
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{
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bool ret = Node::init();
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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return ret;
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}
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@ -224,7 +224,7 @@ void Skin::draw(Renderer *renderer, const Matrix &transform, bool transformUpdat
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Matrix mv = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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//TODO implement z order
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_quadCommand.init(_globalZOrder, _texture->getName(), getGLProgram(), _blendFunc, &_quad, 1, mv);
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_quadCommand.init(_globalZOrder, _texture->getName(), getGLProgramState(), _blendFunc, &_quad, 1, mv);
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renderer->addCommand(&_quadCommand);
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}
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@ -69,7 +69,7 @@ void Skeleton::initialize () {
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setOpacityModifyRGB(true);
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setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
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}
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void Skeleton::setSkeletonData (spSkeletonData *skeletonData, bool isOwnsSkeletonData) {
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@ -33,8 +33,6 @@ NS_CC_BEGIN
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class TextureAtlas;
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#define CC_NO_TEXTURE 0
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class BatchCommand : public RenderCommand
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{
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public:
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@ -166,12 +166,14 @@ void UniformValue::setMat4(const Matrix& value)
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VertexAttribValue::VertexAttribValue()
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: _useCallback(false)
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, _vertexAttrib(nullptr)
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, _enabled(false)
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{
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}
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VertexAttribValue::VertexAttribValue(VertexAttrib *vertexAttrib)
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: _useCallback(false)
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, _vertexAttrib(vertexAttrib)
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, _enabled(false)
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{
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}
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@ -182,18 +184,20 @@ VertexAttribValue::~VertexAttribValue()
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}
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void VertexAttribValue::apply()
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{
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if(_useCallback) {
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(*_value.callback)(_vertexAttrib);
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}
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else
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{
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glVertexAttribPointer(_vertexAttrib->index,
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_value.pointer.size,
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_value.pointer.type,
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_value.pointer.normalized,
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_value.pointer.stride,
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_value.pointer.pointer);
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{
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if(_enabled) {
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if(_useCallback) {
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(*_value.callback)(_vertexAttrib);
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}
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else
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{
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glVertexAttribPointer(_vertexAttrib->index,
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_value.pointer.size,
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_value.pointer.type,
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_value.pointer.normalized,
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_value.pointer.stride,
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_value.pointer.pointer);
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}
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}
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}
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@ -202,6 +206,7 @@ void VertexAttribValue::setCallback(const std::function<void(VertexAttrib*)> &ca
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_value.callback = new std::function<void(VertexAttrib*)>();
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*_value.callback = callback;
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_useCallback = true;
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_enabled = true;
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}
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void VertexAttribValue::setPointer(GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer)
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@ -211,6 +216,7 @@ void VertexAttribValue::setPointer(GLint size, GLenum type, GLboolean normalized
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_value.pointer.normalized = normalized;
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_value.pointer.stride = stride;
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_value.pointer.pointer = pointer;
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_enabled = true;
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}
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//
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@ -229,18 +235,18 @@ GLProgramState* GLProgramState::create(GLProgram *glprogram)
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return ret;
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}
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GLProgramState* GLProgramState::getWithGLProgramName(const std::string &glProgramName )
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GLProgramState* GLProgramState::getOrCreateWithGLProgramName(const std::string &glProgramName )
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{
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GLProgram *glProgram = GLProgramCache::getInstance()->getGLProgram(glProgramName);
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if( glProgram )
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return get(glProgram);
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return getOrCreate(glProgram);
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CCLOG("cocos2d: warning: GLProgram '%s' not found", glProgramName.c_str());
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return nullptr;
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}
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GLProgramState* GLProgramState::get(GLProgram *glprogram)
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GLProgramState* GLProgramState::getOrCreate(GLProgram *glprogram)
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{
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GLProgramState* ret = GLProgramStateCache::getInstance()->getGLProgramState(glprogram);
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return ret;
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@ -294,12 +300,16 @@ void GLProgramState::apply(const Matrix& modelView)
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_glprogram->setUniformsForBuiltins(modelView);
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// enable/disable vertex attribs
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GL::enableVertexAttribs(_vertexAttribsFlags);
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// quick hack:
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// Don't deal with attributes if they were set
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if(_vertexAttribsFlags) {
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// enable/disable vertex attribs
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GL::enableVertexAttribs(_vertexAttribsFlags);
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// set attributes
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for(auto &attribute : _attributes) {
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attribute.second.apply();
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// set attributes
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for(auto &attribute : _attributes) {
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attribute.second.apply();
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}
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}
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// set uniforms
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@ -108,6 +108,7 @@ public:
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protected:
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VertexAttrib* _vertexAttrib; // weak ref
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bool _useCallback;
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bool _enabled;
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union U{
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struct {
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@ -143,19 +144,22 @@ public:
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static GLProgramState* create(GLProgram* glprogram);
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/** gets-or-creates an instance of GLProgramState for a given GLProgram */
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static GLProgramState* get(GLProgram* glprogram);
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static GLProgramState* getOrCreate(GLProgram* glprogram);
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/** gets-or-creates an instance of GLProgramState for a given GLProgramName */
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static GLProgramState* getWithGLProgramName(const std::string &glProgramName );
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static GLProgramState* getOrCreateWithGLProgramName(const std::string &glProgramName );
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void apply(const Matrix& modelView);
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void setGLProgram(GLProgram* glprogram);
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GLProgram* getGLProgram() const { return _glprogram; }
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uint32_t getVertexAttribsFlags() const { return _vertexAttribsFlags; }
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ssize_t getVertexAttribCount() const { return _attributes.size(); }
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void setVertexAttribCallback(const std::string &name, const std::function<void(VertexAttrib*)> &callback);
|
||||
void setVertexAttribPointer(const std::string &name, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer);
|
||||
|
||||
ssize_t getUniformCount() const { return _uniforms.size(); }
|
||||
void setUniformFloat(const std::string &uniformName, float value);
|
||||
void setUniformInt(const std::string &uniformName, int value);
|
||||
void setUniformVec2(const std::string &uniformName, const Vector2& value);
|
||||
|
@ -164,6 +168,7 @@ public:
|
|||
void setUniformMat4(const std::string &uniformName, const Matrix& value);
|
||||
void setUniformCallback(const std::string &uniformName, const std::function<void(Uniform*)> &callback);
|
||||
|
||||
|
||||
protected:
|
||||
GLProgramState();
|
||||
~GLProgramState();
|
||||
|
@ -176,7 +181,6 @@ protected:
|
|||
std::unordered_map<std::string, VertexAttribValue> _attributes;
|
||||
|
||||
uint32_t _vertexAttribsFlags;
|
||||
|
||||
GLProgram *_glprogram;
|
||||
};
|
||||
|
||||
|
|
|
@ -25,20 +25,17 @@
|
|||
|
||||
#include "renderer/CCQuadCommand.h"
|
||||
#include "renderer/ccGLStateCache.h"
|
||||
#include "renderer/CCGLProgram.h"
|
||||
#include "renderer/CCGLProgramState.h"
|
||||
#include "xxhash.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
|
||||
static void convertIntToByteArray(int value, int* output)
|
||||
{
|
||||
*output = value;
|
||||
}
|
||||
|
||||
QuadCommand::QuadCommand()
|
||||
:_materialID(0)
|
||||
,_textureID(0)
|
||||
,_shader(nullptr)
|
||||
,_glProgramState(nullptr)
|
||||
,_blendType(BlendFunc::DISABLE)
|
||||
,_quads(nullptr)
|
||||
,_quadsCount(0)
|
||||
|
@ -46,8 +43,11 @@ QuadCommand::QuadCommand()
|
|||
_type = RenderCommand::Type::QUAD_COMMAND;
|
||||
}
|
||||
|
||||
void QuadCommand::init(float globalOrder, GLuint textureID, GLProgram* shader, BlendFunc blendType, V3F_C4B_T2F_Quad* quad, ssize_t quadCount, const Matrix &mv)
|
||||
void QuadCommand::init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, V3F_C4B_T2F_Quad* quad, ssize_t quadCount, const Matrix &mv)
|
||||
{
|
||||
CCASSERT(glProgramState, "Invalid GLProgramState");
|
||||
CCASSERT(glProgramState->getVertexAttribsFlags() == 0, "No custom attributes are supported in QuadCommand");
|
||||
|
||||
_globalOrder = globalOrder;
|
||||
|
||||
_quadsCount = quadCount;
|
||||
|
@ -55,12 +55,12 @@ void QuadCommand::init(float globalOrder, GLuint textureID, GLProgram* shader, B
|
|||
|
||||
_mv = mv;
|
||||
|
||||
if( _textureID != textureID || _blendType.src != blendType.src || _blendType.dst != blendType.dst || _shader != shader) {
|
||||
|
||||
if( _textureID != textureID || _blendType.src != blendType.src || _blendType.dst != blendType.dst || _glProgramState != glProgramState) {
|
||||
|
||||
_textureID = textureID;
|
||||
_blendType = blendType;
|
||||
_shader = shader;
|
||||
|
||||
_glProgramState = glProgramState;
|
||||
|
||||
generateMaterialID();
|
||||
}
|
||||
}
|
||||
|
@ -71,48 +71,29 @@ QuadCommand::~QuadCommand()
|
|||
|
||||
void QuadCommand::generateMaterialID()
|
||||
{
|
||||
//TODO fix blend id generation
|
||||
int blendID = 0;
|
||||
if(_blendType == BlendFunc::DISABLE)
|
||||
|
||||
if( _glProgramState->getUniformCount() > 0 )
|
||||
{
|
||||
blendID = 0;
|
||||
}
|
||||
else if(_blendType == BlendFunc::ALPHA_PREMULTIPLIED)
|
||||
{
|
||||
blendID = 1;
|
||||
}
|
||||
else if(_blendType == BlendFunc::ALPHA_NON_PREMULTIPLIED)
|
||||
{
|
||||
blendID = 2;
|
||||
}
|
||||
else if(_blendType == BlendFunc::ADDITIVE)
|
||||
{
|
||||
blendID = 3;
|
||||
_materialID = QuadCommand::MATERIAL_ID_IGNORE;
|
||||
}
|
||||
else
|
||||
{
|
||||
blendID = 4;
|
||||
int glProgram = (int)_glProgramState->getGLProgram()->getProgram();
|
||||
int intArray[4] = { glProgram, (int)_textureID, (int)_blendType.src, (int)_blendType.dst};
|
||||
|
||||
_materialID = XXH32((const void*)intArray, sizeof(intArray), 0);
|
||||
}
|
||||
|
||||
// convert program id, texture id and blend id into byte array
|
||||
int intArray[3];
|
||||
convertIntToByteArray(_shader->getProgram(), intArray);
|
||||
convertIntToByteArray(blendID, intArray+1);
|
||||
convertIntToByteArray(_textureID, intArray+2);
|
||||
|
||||
_materialID = XXH32((const void*)intArray, sizeof(intArray), 0);
|
||||
}
|
||||
|
||||
void QuadCommand::useMaterial() const
|
||||
{
|
||||
_shader->use();
|
||||
_shader->setUniformsForBuiltins(_mv);
|
||||
|
||||
//Set texture
|
||||
GL::bindTexture2D(_textureID);
|
||||
|
||||
//set blend mode
|
||||
GL::blendFunc(_blendType.src, _blendType.dst);
|
||||
|
||||
_glProgramState->apply(_mv);
|
||||
}
|
||||
|
||||
NS_CC_END
|
|
@ -25,61 +25,47 @@
|
|||
#ifndef _CC_QUADCOMMAND_H_
|
||||
#define _CC_QUADCOMMAND_H_
|
||||
|
||||
#include "CCRenderCommand.h"
|
||||
#include "renderer/CCGLProgram.h"
|
||||
#include "CCRenderCommandPool.h"
|
||||
#include "renderer/CCRenderCommand.h"
|
||||
#include "renderer/CCGLProgramState.h"
|
||||
#include "renderer/CCRenderCommandPool.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
#define CC_NO_TEXTURE 0
|
||||
|
||||
/** Command used to render one or more Quads */
|
||||
class QuadCommand : public RenderCommand
|
||||
{
|
||||
public:
|
||||
static const int MATERIAL_ID_IGNORE = 0;
|
||||
|
||||
QuadCommand();
|
||||
~QuadCommand();
|
||||
|
||||
/** Initializes the command with a globalZOrder, a texture ID, a `GLProgram`, a blending function, a pointer to quads,
|
||||
* quantity of quads, and the Model View transform to be used for the quads */
|
||||
void init(float globalOrder, GLuint texutreID, GLProgram* shader, BlendFunc blendType, V3F_C4B_T2F_Quad* quads, ssize_t quadCount,
|
||||
void init(float globalOrder, GLuint texutreID, GLProgramState* shader, BlendFunc blendType, V3F_C4B_T2F_Quad* quads, ssize_t quadCount,
|
||||
const Matrix& mv);
|
||||
|
||||
void useMaterial() const;
|
||||
|
||||
//TODO use material to decide if it is translucent
|
||||
inline bool isTranslucent() const { return true; }
|
||||
|
||||
inline uint32_t getMaterialID() const { return _materialID; }
|
||||
|
||||
inline GLuint getTextureID() const { return _textureID; }
|
||||
|
||||
inline V3F_C4B_T2F_Quad* getQuads() const { return _quads; }
|
||||
|
||||
inline ssize_t getQuadCount() const { return _quadsCount; }
|
||||
|
||||
inline GLProgram* getShader() const { return _shader; }
|
||||
|
||||
inline GLProgramState* getGLProgramState() const { return _glProgramState; }
|
||||
inline BlendFunc getBlendType() const { return _blendType; }
|
||||
|
||||
inline const Matrix& getModelView() const { return _mv; }
|
||||
|
||||
private:
|
||||
|
||||
protected:
|
||||
void generateMaterialID();
|
||||
|
||||
protected:
|
||||
|
||||
uint32_t _materialID;
|
||||
|
||||
GLuint _textureID;
|
||||
|
||||
GLProgram* _shader;
|
||||
|
||||
GLProgramState* _glProgramState;
|
||||
BlendFunc _blendType;
|
||||
|
||||
V3F_C4B_T2F_Quad* _quads;
|
||||
ssize_t _quadsCount;
|
||||
|
||||
Matrix _mv;
|
||||
};
|
||||
NS_CC_END
|
||||
|
|
|
@ -450,10 +450,10 @@ void Renderer::drawBatchedQuads()
|
|||
}
|
||||
|
||||
//Start drawing verties in batch
|
||||
//for(auto i = _batchedQuadCommands.begin(); i != _batchedQuadCommands.end(); ++i)
|
||||
for(const auto& cmd : _batchedQuadCommands)
|
||||
{
|
||||
if(_lastMaterialID != cmd->getMaterialID())
|
||||
auto newMaterialID = cmd->getMaterialID();
|
||||
if(_lastMaterialID != newMaterialID || newMaterialID == QuadCommand::MATERIAL_ID_IGNORE)
|
||||
{
|
||||
//Draw quads
|
||||
if(quadsToDraw > 0)
|
||||
|
@ -468,7 +468,7 @@ void Renderer::drawBatchedQuads()
|
|||
|
||||
//Use new material
|
||||
cmd->useMaterial();
|
||||
_lastMaterialID = cmd->getMaterialID();
|
||||
_lastMaterialID = newMaterialID;
|
||||
}
|
||||
|
||||
quadsToDraw += cmd->getQuadCount();
|
||||
|
|
|
@ -50,9 +50,9 @@ enum {
|
|||
|
||||
VERTEX_ATTRIB_FLAG_POSITION = 1 << 0,
|
||||
VERTEX_ATTRIB_FLAG_COLOR = 1 << 1,
|
||||
VERTEX_ATTRIB_FLAG_TEX_COORDS = 1 << 2,
|
||||
VERTEX_ATTRIB_FLAG_TEX_COORD = 1 << 2,
|
||||
|
||||
VERTEX_ATTRIB_FLAG_POS_COLOR_TEX = (VERTEX_ATTRIB_FLAG_POSITION | VERTEX_ATTRIB_FLAG_COLOR | VERTEX_ATTRIB_FLAG_TEX_COORDS),
|
||||
VERTEX_ATTRIB_FLAG_POS_COLOR_TEX = (VERTEX_ATTRIB_FLAG_POSITION | VERTEX_ATTRIB_FLAG_COLOR | VERTEX_ATTRIB_FLAG_TEX_COORD),
|
||||
};
|
||||
|
||||
/** @file ccGLStateCache.h
|
||||
|
|
|
@ -748,7 +748,7 @@ void RawStencilBufferTest3::setupStencilForDrawingOnPlane(GLint plane)
|
|||
void RawStencilBufferTestAlphaTest::setup()
|
||||
{
|
||||
RawStencilBufferTest::setup();
|
||||
auto programState = GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
|
||||
auto programState = GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
|
||||
for(int i = 0; i < _planeCount; ++i)
|
||||
{
|
||||
_spritesStencil.at(i)->setGLProgramState(programState);
|
||||
|
|
|
@ -185,7 +185,7 @@ void ArmatureTestLayer::onEnter()
|
|||
|
||||
addChild(menu, 100);
|
||||
|
||||
setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
|
||||
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
|
||||
|
||||
}
|
||||
void ArmatureTestLayer::onExit()
|
||||
|
|
|
@ -150,7 +150,7 @@ void SceneEditorTestLayer::onEnter()
|
|||
|
||||
addChild(menu, 100);
|
||||
|
||||
setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
|
||||
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
|
||||
}
|
||||
|
||||
void SceneEditorTestLayer::onExit()
|
||||
|
|
|
@ -14,7 +14,7 @@ class TouchPoint : public Node
|
|||
public:
|
||||
TouchPoint()
|
||||
{
|
||||
setGLProgramState(GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
|
||||
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
|
||||
}
|
||||
|
||||
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
|
||||
|
|
|
@ -989,7 +989,7 @@ public:
|
|||
sprite->initWithFile(spritefilename);
|
||||
sprite->autorelease();
|
||||
|
||||
auto shaderState = GLProgramState::getWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR);
|
||||
auto shaderState = GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR);
|
||||
sprite->setGLProgramState(shaderState);
|
||||
return sprite;
|
||||
}
|
||||
|
|
|
@ -120,7 +120,7 @@ ShaderNode::~ShaderNode()
|
|||
{
|
||||
}
|
||||
|
||||
ShaderNode* ShaderNode::shaderNodeWithVertex(const char *vert, const char *frag)
|
||||
ShaderNode* ShaderNode::shaderNodeWithVertex(const std::string &vert, const std::string& frag)
|
||||
{
|
||||
auto node = new ShaderNode();
|
||||
node->initWithVertex(vert, frag);
|
||||
|
@ -129,17 +129,20 @@ ShaderNode* ShaderNode::shaderNodeWithVertex(const char *vert, const char *frag)
|
|||
return node;
|
||||
}
|
||||
|
||||
bool ShaderNode::initWithVertex(const char *vert, const char *frag)
|
||||
bool ShaderNode::initWithVertex(const std::string &vert, const std::string &frag)
|
||||
{
|
||||
#if CC_ENABLE_CACHE_TEXTURE_DATA
|
||||
auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
|
||||
this->setGLProgram(nullptr);
|
||||
loadShaderVertex(_vertFileName.c_str(), _fragFileName.c_str());
|
||||
this->setGLProgramState(nullptr);
|
||||
loadShaderVertex(_vertFileName, _fragFileName);
|
||||
});
|
||||
|
||||
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
|
||||
#endif
|
||||
|
||||
_vertFileName = vert;
|
||||
_fragFileName = frag;
|
||||
|
||||
loadShaderVertex(vert, frag);
|
||||
|
||||
_time = 0;
|
||||
|
@ -151,16 +154,30 @@ bool ShaderNode::initWithVertex(const char *vert, const char *frag)
|
|||
setContentSize(Size(SIZE_X, SIZE_Y));
|
||||
setAnchorPoint(Vector2(0.5f, 0.5f));
|
||||
|
||||
_vertFileName = vert;
|
||||
_fragFileName = frag;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ShaderNode::loadShaderVertex(const char *vert, const char *frag)
|
||||
void ShaderNode::loadShaderVertex(const std::string &vert, const std::string &frag)
|
||||
{
|
||||
auto shader = GLProgram::createWithFilenames(vert, frag);
|
||||
this->setGLProgram(shader);
|
||||
auto fileUtiles = FileUtils::getInstance();
|
||||
|
||||
// frag
|
||||
auto fragmentFilePath = fileUtiles->fullPathForFilename(frag);
|
||||
auto fragSource = fileUtiles->getStringFromFile(fragmentFilePath);
|
||||
|
||||
// vert
|
||||
std::string vertSource;
|
||||
if (vert.empty()) {
|
||||
vertSource = ccPositionTextureColor_vert;
|
||||
} else {
|
||||
std::string vertexFilePath = fileUtiles->fullPathForFilename(vert);
|
||||
vertSource = fileUtiles->getStringFromFile(vertexFilePath);
|
||||
}
|
||||
|
||||
auto glprogram = GLProgram::createWithByteArrays(vertSource.c_str(), fragSource.c_str());
|
||||
auto glprogramstate = GLProgramState::getOrCreate(glprogram);
|
||||
setGLProgramState(glprogramstate);
|
||||
}
|
||||
|
||||
void ShaderNode::update(float dt)
|
||||
|
@ -208,7 +225,7 @@ bool ShaderMonjori::init()
|
|||
{
|
||||
if (ShaderTestDemo::init())
|
||||
{
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Monjori.vsh", "Shaders/example_Monjori.fsh");
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/example_Monjori.fsh");
|
||||
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
sn->setPosition(Vector2(s.width/2, s.height/2));
|
||||
|
@ -242,7 +259,7 @@ bool ShaderMandelbrot::init()
|
|||
{
|
||||
if (ShaderTestDemo::init())
|
||||
{
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Mandelbrot.vsh", "Shaders/example_Mandelbrot.fsh");
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/example_Mandelbrot.fsh");
|
||||
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
sn->setPosition(Vector2(s.width/2, s.height/2));
|
||||
|
@ -275,7 +292,7 @@ bool ShaderJulia::init()
|
|||
{
|
||||
if (ShaderTestDemo::init())
|
||||
{
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Julia.vsh", "Shaders/example_Julia.fsh");
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/example_Julia.fsh");
|
||||
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
sn->setPosition(Vector2(s.width/2, s.height/2));
|
||||
|
@ -309,7 +326,7 @@ bool ShaderHeart::init()
|
|||
{
|
||||
if (ShaderTestDemo::init())
|
||||
{
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Heart.vsh", "Shaders/example_Heart.fsh");
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/example_Heart.fsh");
|
||||
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
sn->setPosition(Vector2(s.width/2, s.height/2));
|
||||
|
@ -342,7 +359,7 @@ bool ShaderFlower::init()
|
|||
{
|
||||
if (ShaderTestDemo::init())
|
||||
{
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Flower.vsh", "Shaders/example_Flower.fsh");
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/example_Flower.fsh");
|
||||
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
sn->setPosition(Vector2(s.width/2, s.height/2));
|
||||
|
@ -375,7 +392,7 @@ bool ShaderPlasma::init()
|
|||
{
|
||||
if (ShaderTestDemo::init())
|
||||
{
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Plasma.vsh", "Shaders/example_Plasma.fsh");
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/example_Plasma.fsh");
|
||||
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
sn->setPosition(Vector2(s.width/2, s.height/2));
|
||||
|
@ -406,15 +423,13 @@ public:
|
|||
~SpriteBlur();
|
||||
void setBlurSize(float f);
|
||||
bool initWithTexture(Texture2D* texture, const Rect& rect);
|
||||
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
|
||||
void initProgram();
|
||||
void initGLProgram();
|
||||
|
||||
static SpriteBlur* create(const char *pszFileName);
|
||||
|
||||
protected:
|
||||
void onDraw(const Matrix &transform, bool transformUpdated);
|
||||
|
||||
int _blurRadius;
|
||||
int _blurRadius;
|
||||
Vector2 _pixelSize;
|
||||
|
||||
int _samplingRadius;
|
||||
|
@ -422,8 +437,6 @@ protected:
|
|||
float _scale;
|
||||
float _cons;
|
||||
float _weightSum;
|
||||
|
||||
CustomCommand _customCommand;
|
||||
};
|
||||
|
||||
SpriteBlur::~SpriteBlur()
|
||||
|
@ -453,7 +466,7 @@ bool SpriteBlur::initWithTexture(Texture2D* texture, const Rect& rect)
|
|||
#if CC_ENABLE_CACHE_TEXTURE_DATA
|
||||
auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
|
||||
setGLProgram(nullptr);
|
||||
initProgram();
|
||||
initGLProgram();
|
||||
});
|
||||
|
||||
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
|
||||
|
@ -464,7 +477,7 @@ bool SpriteBlur::initWithTexture(Texture2D* texture, const Rect& rect)
|
|||
_pixelSize = Vector2(1/s.width, 1/s.height);
|
||||
|
||||
_samplingRadius = 0;
|
||||
this->initProgram();
|
||||
this->initGLProgram();
|
||||
|
||||
getGLProgramState()->setUniformVec2("onePixelSize", _pixelSize);
|
||||
|
||||
|
@ -474,45 +487,14 @@ bool SpriteBlur::initWithTexture(Texture2D* texture, const Rect& rect)
|
|||
return false;
|
||||
}
|
||||
|
||||
void SpriteBlur::initProgram()
|
||||
void SpriteBlur::initGLProgram()
|
||||
{
|
||||
GLchar * fragSource = (GLchar*) String::createWithContentsOfFile(
|
||||
FileUtils::getInstance()->fullPathForFilename("Shaders/example_Blur.fsh").c_str())->getCString();
|
||||
auto program = GLProgram::createWithByteArrays(ccPositionTextureColor_vert, fragSource);
|
||||
setGLProgram(program);
|
||||
auto program = GLProgram::createWithByteArrays(ccPositionTextureColor_noMVP_vert, fragSource);
|
||||
|
||||
auto glProgramState = getGLProgramState();
|
||||
#define kQuadSize sizeof(_quad.bl)
|
||||
size_t offset = (size_t)&_quad;
|
||||
|
||||
// position
|
||||
int diff = offsetof( V3F_C4B_T2F, vertices);
|
||||
glProgramState->setVertexAttribPointer("a_position", 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
|
||||
// texcoord
|
||||
diff = offsetof( V3F_C4B_T2F, texCoords);
|
||||
glProgramState->setVertexAttribPointer("a_texCoord", 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
|
||||
// color
|
||||
diff = offsetof( V3F_C4B_T2F, colors);
|
||||
glProgramState->setVertexAttribPointer("a_color", 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
|
||||
}
|
||||
|
||||
void SpriteBlur::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
|
||||
{
|
||||
_customCommand.init(_globalZOrder);
|
||||
_customCommand.func = CC_CALLBACK_0(SpriteBlur::onDraw, this, transform, transformUpdated);
|
||||
renderer->addCommand(&_customCommand);
|
||||
}
|
||||
|
||||
void SpriteBlur::onDraw(const Matrix &transform, bool transformUpdated)
|
||||
{
|
||||
GL::blendFunc(_blendFunc.src, _blendFunc.dst);
|
||||
GL::bindTexture2D(_texture->getName());
|
||||
|
||||
auto glProgramState = getGLProgramState();
|
||||
glProgramState->apply(transform);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,4);
|
||||
auto glProgramState = GLProgramState::getOrCreate(program);
|
||||
setGLProgramState(glProgramState);
|
||||
}
|
||||
|
||||
void SpriteBlur::setBlurSize(float f)
|
||||
|
@ -614,8 +596,8 @@ bool ShaderBlur::init()
|
|||
|
||||
void ShaderBlur::sliderAction(Ref* sender, Control::EventType controlEvent)
|
||||
{
|
||||
ControlSlider* pSlider = (ControlSlider*)sender;
|
||||
_blurSprite->setBlurSize(pSlider->getValue());
|
||||
ControlSlider* slider = (ControlSlider*)sender;
|
||||
_blurSprite->setBlurSize(slider->getValue());
|
||||
}
|
||||
|
||||
// ShaderRetroEffect
|
||||
|
@ -680,101 +662,6 @@ std::string ShaderRetroEffect::subtitle() const
|
|||
}
|
||||
|
||||
|
||||
|
||||
UniformShaderNode::UniformShaderNode()
|
||||
:_center(Vector2(0.0f, 0.0f))
|
||||
,_resolution(Vector2(0.0f, 0.0f))
|
||||
,_time(0.0f)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
UniformShaderNode::~UniformShaderNode()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool UniformShaderNode::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->setGLProgram(nullptr);
|
||||
loadShaderVertex(_vertFileName.c_str(), _fragFileName.c_str());
|
||||
});
|
||||
|
||||
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
|
||||
#endif
|
||||
|
||||
loadShaderVertex(vert, frag);
|
||||
|
||||
_time = 0;
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
_resolution = Vector2(s.width , s.height );
|
||||
getGLProgramState()->setUniformVec2("resolution", _resolution);
|
||||
|
||||
scheduleUpdate();
|
||||
|
||||
//setContentSize(Size(getContentSize().width, getContentSize().height));
|
||||
setAnchorPoint(Vector2(0.5f, 0.5f));
|
||||
|
||||
_vertFileName = vert;
|
||||
_fragFileName = frag;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void UniformShaderNode::loadShaderVertex(const char *vert, const char *frag)
|
||||
{
|
||||
auto shader = GLProgram::createWithFilenames(vert, frag);
|
||||
this->setGLProgram(shader);
|
||||
}
|
||||
|
||||
void UniformShaderNode::update(float dt)
|
||||
{
|
||||
_time += dt;
|
||||
}
|
||||
|
||||
void UniformShaderNode::setPosition(const Vector2 &newPosition)
|
||||
{
|
||||
Node::setPosition(newPosition);
|
||||
auto position = getPosition();
|
||||
_center = Vector2(position.x * CC_CONTENT_SCALE_FACTOR(), position.y * CC_CONTENT_SCALE_FACTOR());
|
||||
getGLProgramState()->setUniformVec2("center", _center);
|
||||
}
|
||||
|
||||
void UniformShaderNode::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
|
||||
{
|
||||
_customCommand.init(_globalZOrder);
|
||||
_customCommand.func = CC_CALLBACK_0(UniformShaderNode::onDraw, this, transform, transformUpdated);
|
||||
renderer->addCommand(&_customCommand);
|
||||
|
||||
}
|
||||
|
||||
UniformShaderNode* UniformShaderNode::shaderNodeWithVertex(const char *vert, const char *frag)
|
||||
{
|
||||
auto node = new UniformShaderNode();
|
||||
node->initWithVertex(vert, frag);
|
||||
node->autorelease();
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
void UniformShaderNode::onDraw(const Matrix &transform, bool transformUpdated)
|
||||
{
|
||||
float w = getContentSize().width, h = getContentSize().height;
|
||||
GLfloat vertices[12] = {0,0, w,0, w,h, 0,0, 0,h, w,h};
|
||||
|
||||
auto glProgramState = getGLProgramState();
|
||||
glProgramState->setVertexAttribPointer("a_position", 2, GL_FLOAT, GL_FALSE, 0, vertices);
|
||||
glProgramState->apply(transform);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,6);
|
||||
|
||||
}
|
||||
|
||||
ShaderLensFlare::ShaderLensFlare()
|
||||
{
|
||||
init();
|
||||
|
@ -794,7 +681,7 @@ bool ShaderLensFlare::init()
|
|||
{
|
||||
if (ShaderTestDemo::init())
|
||||
{
|
||||
auto sn = UniformShaderNode::shaderNodeWithVertex("Shaders/example_Heart.vsh", "Shaders/shadertoy_LensFlare.fsh");
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/shadertoy_LensFlare.fsh");
|
||||
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
sn->setPosition(Vector2(s.width/2, s.height/2));
|
||||
|
@ -826,7 +713,7 @@ bool ShaderFireBall::init()
|
|||
{
|
||||
if (ShaderTestDemo::init())
|
||||
{
|
||||
auto sn = UniformShaderNode::shaderNodeWithVertex("Shaders/example_Heart.vsh", "Shaders/shadertoy_FireBall.fsh");
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/shadertoy_FireBall.fsh");
|
||||
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
sn->setPosition(Vector2(s.width/2, s.height/2));
|
||||
|
@ -859,7 +746,7 @@ bool ShaderGlow::init()
|
|||
{
|
||||
if (ShaderTestDemo::init())
|
||||
{
|
||||
auto sn = UniformShaderNode::shaderNodeWithVertex("Shaders/example_Heart.vsh", "Shaders/shadertoy_Glow.fsh");
|
||||
auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/shadertoy_Glow.fsh");
|
||||
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
sn->setPosition(Vector2(s.width/2, s.height/2));
|
||||
|
|
|
@ -113,19 +113,19 @@ protected:
|
|||
class ShaderNode : public Node
|
||||
{
|
||||
public:
|
||||
ShaderNode();
|
||||
~ShaderNode();
|
||||
|
||||
bool initWithVertex(const char *vert, const char *frag);
|
||||
void loadShaderVertex(const char *vert, const char *frag);
|
||||
static ShaderNode* shaderNodeWithVertex(const std::string &vert, const std::string &frag);
|
||||
|
||||
virtual void update(float dt);
|
||||
virtual void setPosition(const Vector2 &newPosition);
|
||||
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
|
||||
|
||||
static ShaderNode* shaderNodeWithVertex(const char *vert, const char *frag);
|
||||
|
||||
protected:
|
||||
ShaderNode();
|
||||
~ShaderNode();
|
||||
|
||||
bool initWithVertex(const std::string &vert, const std::string &frag);
|
||||
void loadShaderVertex(const std::string &vert, const std::string &frag);
|
||||
|
||||
void onDraw(const Matrix &transform, bool transformUpdated);
|
||||
|
||||
Vector2 _center;
|
||||
|
@ -142,34 +142,6 @@ public:
|
|||
virtual void runThisTest();
|
||||
};
|
||||
|
||||
|
||||
class UniformShaderNode : public Node
|
||||
{
|
||||
public:
|
||||
UniformShaderNode();
|
||||
~UniformShaderNode();
|
||||
|
||||
bool initWithVertex(const char *vert, const char *frag);
|
||||
void loadShaderVertex(const char *vert, const char *frag);
|
||||
|
||||
virtual void update(float dt);
|
||||
virtual void setPosition(const Vector2 &newPosition);
|
||||
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
|
||||
|
||||
static UniformShaderNode* shaderNodeWithVertex(const char *vert, const char *frag);
|
||||
|
||||
protected:
|
||||
void onDraw(const Matrix &transform, bool transformUpdated);
|
||||
|
||||
Vector2 _center;
|
||||
Vector2 _resolution;
|
||||
float _time;
|
||||
std::string _vertFileName;
|
||||
std::string _fragFileName;
|
||||
CustomCommand _customCommand;
|
||||
|
||||
};
|
||||
|
||||
class ShaderLensFlare : public ShaderTestDemo
|
||||
{
|
||||
public:
|
||||
|
|
|
@ -136,7 +136,6 @@ public:
|
|||
virtual void initShader();
|
||||
void setBackgroundNotification();
|
||||
|
||||
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
|
||||
void listenBackToForeground(Ref *obj);
|
||||
|
||||
protected:
|
||||
|
@ -144,9 +143,6 @@ protected:
|
|||
|
||||
std::string _fragSourceFile;
|
||||
std::string _vertSourceFile;
|
||||
|
||||
CustomCommand _renderCommand;
|
||||
void onDraw(const Matrix &transform, bool transformUpdated);
|
||||
};
|
||||
|
||||
ShaderSprite::ShaderSprite()
|
||||
|
@ -162,7 +158,7 @@ void ShaderSprite::setBackgroundNotification()
|
|||
{
|
||||
#if CC_ENABLE_CACHE_TEXTURE_DATA
|
||||
auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
|
||||
this->setGLProgram(nullptr);
|
||||
this->setGLProgramState(nullptr);
|
||||
this->initShader();
|
||||
});
|
||||
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
|
||||
|
@ -176,49 +172,17 @@ void ShaderSprite::initShader()
|
|||
auto fragSource = fileUtiles->getStringFromFile(fragmentFilePath);
|
||||
std::string vertSource;
|
||||
if (_vertSourceFile.empty()) {
|
||||
vertSource = ccPositionTextureColor_vert;
|
||||
vertSource = ccPositionTextureColor_noMVP_vert;
|
||||
}else{
|
||||
std::string vertexFilePath = fileUtiles->fullPathForFilename(_vertSourceFile);
|
||||
vertSource = fileUtiles->getStringFromFile(vertexFilePath);
|
||||
}
|
||||
|
||||
auto program = GLProgram::createWithByteArrays(vertSource.c_str(), fragSource.c_str());
|
||||
setGLProgram(program);
|
||||
|
||||
auto glprogramState = getGLProgramState();
|
||||
auto glprogram = GLProgram::createWithByteArrays(vertSource.c_str(), fragSource.c_str());
|
||||
auto glprogramState = GLProgramState::getOrCreate(glprogram);
|
||||
this->setGLProgramState(glprogramState);
|
||||
|
||||
setCustomUniforms();
|
||||
|
||||
#define kQuadSize sizeof(_quad.bl)
|
||||
size_t offset = (size_t)&_quad;
|
||||
|
||||
// vertex
|
||||
int diff = offsetof( V3F_C4B_T2F, vertices);
|
||||
glprogramState->setVertexAttribPointer("a_position", 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
|
||||
// texCoods
|
||||
diff = offsetof( V3F_C4B_T2F, texCoords);
|
||||
glprogramState->setVertexAttribPointer("a_texCoord", 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
|
||||
// color
|
||||
diff = offsetof( V3F_C4B_T2F, colors);
|
||||
glprogramState->setVertexAttribPointer("a_color", 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*) (offset + diff));
|
||||
|
||||
}
|
||||
|
||||
void ShaderSprite::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
|
||||
{
|
||||
_renderCommand.init(_globalZOrder);
|
||||
_renderCommand.func = CC_CALLBACK_0(ShaderSprite::onDraw, this, transform, transformUpdated);
|
||||
renderer->addCommand(&_renderCommand);
|
||||
}
|
||||
|
||||
void ShaderSprite::onDraw(const Matrix &transform, bool transformUpdated)
|
||||
{
|
||||
GL::blendFunc(_blendFunc.src, _blendFunc.dst);
|
||||
GL::bindTexture2D(_texture->getName());
|
||||
|
||||
getGLProgramState()->apply(transform);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);
|
||||
}
|
||||
|
||||
class NormalSprite : public ShaderSprite, public ShaderSpriteCreator<NormalSprite>
|
||||
|
@ -588,7 +552,7 @@ protected:
|
|||
OutlineSprite::OutlineSprite()
|
||||
{
|
||||
_fragSourceFile = "Shaders/example_outline.fsh";
|
||||
_vertSourceFile = "Shaders/example_outline.vsh";
|
||||
_vertSourceFile = ""; //"Shaders/example_outline.vsh";
|
||||
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
|
||||
}
|
||||
|
||||
|
@ -619,157 +583,3 @@ OutlineShadingSpriteTest::OutlineShadingSpriteTest()
|
|||
}
|
||||
}
|
||||
|
||||
class UniformSprite : public Sprite
|
||||
{
|
||||
public:
|
||||
UniformSprite();
|
||||
~UniformSprite();
|
||||
CREATE_FUNC(UniformSprite);
|
||||
|
||||
virtual void initShader();
|
||||
// void setBackgroundNotification();
|
||||
|
||||
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
|
||||
// void listenBackToForeground(Ref *obj);
|
||||
|
||||
protected:
|
||||
virtual void setCustomUniforms();
|
||||
|
||||
std::string _fragSourceFile;
|
||||
std::string _vertSourceFile;
|
||||
|
||||
CustomCommand _renderCommand;
|
||||
void onDraw(const Matrix &transform, bool transformUpdated);
|
||||
};
|
||||
|
||||
UniformSprite::UniformSprite()
|
||||
{
|
||||
_vertSourceFile = "Shaders/example_Heart.vsh";
|
||||
_fragSourceFile = "Shaders/example_Heart.fsh";
|
||||
}
|
||||
|
||||
UniformSprite::~UniformSprite()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void UniformSprite::initShader()
|
||||
{
|
||||
auto shader = GLProgram::createWithFilenames(_vertSourceFile, _fragSourceFile);
|
||||
this->setGLProgram(shader);
|
||||
}
|
||||
|
||||
void UniformSprite::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
|
||||
{
|
||||
_renderCommand.init(_globalZOrder);
|
||||
_renderCommand.func = CC_CALLBACK_0(UniformSprite::onDraw, this, transform, transformUpdated);
|
||||
renderer->addCommand(&_renderCommand);
|
||||
}
|
||||
|
||||
void UniformSprite::setCustomUniforms()
|
||||
{
|
||||
auto glprogramstate = getGLProgramState();
|
||||
glprogramstate->setUniformVec2("center", Vector2(480,320));
|
||||
glprogramstate->setUniformVec2("resolution", Vector2(256,256));
|
||||
}
|
||||
|
||||
void UniformSprite::onDraw(const Matrix &transform, bool transformUpdated)
|
||||
{
|
||||
GL::blendFunc(_blendFunc.src, _blendFunc.dst);
|
||||
GL::bindTexture2D(_texture->getName());
|
||||
|
||||
float w = 256, h = 256;
|
||||
GLfloat vertices[12] = {0,0, w,0, w,h, 0,0, 0,h, w,h};
|
||||
|
||||
auto glprogramstate = getGLProgramState();
|
||||
glprogramstate->setVertexAttribPointer("a_position", 2, GL_FLOAT, GL_FALSE, 0, vertices);
|
||||
glprogramstate->apply(transform);
|
||||
|
||||
|
||||
// Draw Call Test
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,6);
|
||||
|
||||
CHECK_GL_ERROR_DEBUG();
|
||||
}
|
||||
|
||||
class AttribSprite : public Sprite
|
||||
{
|
||||
public:
|
||||
AttribSprite();
|
||||
~AttribSprite();
|
||||
CREATE_FUNC(AttribSprite);
|
||||
|
||||
virtual void initShader();
|
||||
// void setBackgroundNotification();
|
||||
|
||||
virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
|
||||
// void listenBackToForeground(Ref *obj);
|
||||
|
||||
protected:
|
||||
virtual void setCustomUniforms();
|
||||
|
||||
std::string _fragSourceFile;
|
||||
std::string _vertSourceFile;
|
||||
|
||||
CustomCommand _renderCommand;
|
||||
void onDraw(const Matrix &transform, bool transformUpdated);
|
||||
};
|
||||
|
||||
AttribSprite::AttribSprite()
|
||||
{
|
||||
_fragSourceFile = "Shaders/example_normal.fsh";
|
||||
_vertSourceFile = "Shaders/example_normal.vsh";
|
||||
}
|
||||
|
||||
AttribSprite::~AttribSprite()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void AttribSprite::initShader()
|
||||
{
|
||||
auto glProgram = GLProgram::createWithFilenames(_vertSourceFile, _fragSourceFile);
|
||||
setGLProgram(glProgram);
|
||||
|
||||
auto glProgramState = getGLProgramState();
|
||||
|
||||
#define kQuadSize sizeof(_quad.bl)
|
||||
size_t offset = (size_t)&_quad;
|
||||
|
||||
// vertex
|
||||
int diff = offsetof( V3F_C4B_T2F, vertices);
|
||||
glProgramState->setVertexAttribPointer("a_position", 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
|
||||
// texCoods
|
||||
diff = offsetof( V3F_C4B_T2F, texCoords);
|
||||
glProgramState->setVertexAttribPointer("a_texCoord", 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
|
||||
// color
|
||||
diff = offsetof( V3F_C4B_T2F, colors);
|
||||
glProgramState->setVertexAttribPointer("a_color", 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*) (offset + diff));
|
||||
|
||||
//program->getUniformValue("u_diffuseColor")->setValue(Vector4(1,1,1,1));
|
||||
}
|
||||
|
||||
void AttribSprite::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
|
||||
{
|
||||
_renderCommand.init(_globalZOrder);
|
||||
_renderCommand.func = CC_CALLBACK_0(AttribSprite::onDraw, this, transform, transformUpdated);
|
||||
renderer->addCommand(&_renderCommand);
|
||||
}
|
||||
|
||||
void AttribSprite::setCustomUniforms()
|
||||
{
|
||||
}
|
||||
|
||||
void AttribSprite::onDraw(const Matrix &transform, bool transformUpdated)
|
||||
{
|
||||
GL::blendFunc(_blendFunc.src, _blendFunc.dst);
|
||||
GL::bindTexture2D(_texture->getName());
|
||||
|
||||
getGLProgramState()->apply(transform);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);
|
||||
|
||||
CHECK_GL_ERROR_DEBUG();
|
||||
}
|
||||
|
|
|
@ -1,8 +0,0 @@
|
|||
// http://www.cocos2d-iphone.org
|
||||
|
||||
attribute vec4 a_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = CC_MVPMatrix * a_position;
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
// http://www.cocos2d-iphone.org
|
||||
|
||||
attribute vec4 a_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = CC_MVPMatrix * a_position;
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
// http://www.cocos2d-iphone.org
|
||||
|
||||
attribute vec4 a_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = CC_MVPMatrix * a_position;
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
// http://www.cocos2d-iphone.org
|
||||
|
||||
attribute vec4 a_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = CC_MVPMatrix * a_position;
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
// http://www.cocos2d-iphone.org
|
||||
|
||||
attribute vec4 a_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = CC_MVPMatrix * a_position;
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
// http://www.cocos2d-iphone.org
|
||||
|
||||
attribute vec4 a_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = CC_MVPMatrix * a_position;
|
||||
}
|
|
@ -1,8 +0,0 @@
|
|||
// http://www.cocos2d-iphone.org
|
||||
|
||||
attribute vec4 a_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = CC_MVPMatrix * a_position;
|
||||
}
|
|
@ -1,13 +0,0 @@
|
|||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
varying vec4 v_fragmentColor;
|
||||
varying vec4 v_diffColor;
|
||||
|
||||
uniform sampler2D CC_Texture0;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_FragColor = v_fragmentColor;// * v_diffColor;
|
||||
}
|
|
@ -1,19 +0,0 @@
|
|||
attribute vec3 a_position;
|
||||
attribute vec4 a_color;
|
||||
|
||||
uniform vec4 u_diffuseColor;
|
||||
|
||||
#ifdef GL_ES
|
||||
varying lowp vec4 v_fragmentColor;
|
||||
varying mediump vec4 v_diffColor;
|
||||
#else
|
||||
varying vec4 v_fragmentColor;
|
||||
varying vec4 v_diffColor;
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = CC_MVPMatrix * vec4(a_position, 1);
|
||||
v_fragmentColor = a_color;
|
||||
v_diffColor = u_diffuseColor;
|
||||
}
|
|
@ -1,20 +0,0 @@
|
|||
|
||||
attribute vec3 a_position;
|
||||
attribute vec4 a_color;
|
||||
attribute vec2 a_texCoord;
|
||||
|
||||
#ifdef GL_ES
|
||||
varying lowp vec4 v_fragmentColor;
|
||||
varying mediump vec2 v_texCoord;
|
||||
#else
|
||||
varying vec4 v_fragmentColor;
|
||||
varying vec2 v_texCoord;
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = CC_MVPMatrix * vec4(a_position, 1);
|
||||
v_fragmentColor = a_color;
|
||||
v_texCoord = a_texCoord;
|
||||
|
||||
}
|
|
@ -1,20 +0,0 @@
|
|||
/*
|
||||
Created by guanghui on 4/8/14.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
attribute vec4 a_position;
|
||||
attribute vec4 a_color;
|
||||
attribute vec2 a_texCoord;
|
||||
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
varying vec4 v_fragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = CC_MVPMatrix * a_position;
|
||||
v_fragmentColor = a_color;
|
||||
v_texCoord = a_texCoord;
|
||||
}
|
Loading…
Reference in New Issue