add three samples -- toonshader fakeshadow lightmap

This commit is contained in:
tangziwen 2014-12-18 16:09:29 +08:00
parent 73014e8be3
commit 086bca399f
15 changed files with 300 additions and 21 deletions

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@ -55,6 +55,7 @@ static std::function<Layer*()> createFunctions[] =
CL(Sprite3DUVAnimationTest),
CL(Sprite3DFakeShadowTest),
CL(Sprite3DBasicToonShaderTest),
CL(Sprite3DLightMapTest),
#endif
CL(Sprite3DWithSkinTest),
#if (CC_TARGET_PLATFORM != CC_PLATFORM_WP8) && (CC_TARGET_PLATFORM != CC_PLATFORM_WINRT)
@ -1545,28 +1546,54 @@ void Sprite3DMirrorTest::addNewSpriteWithCoords(Vec2 p)
Sprite3DFakeShadowTest::Sprite3DFakeShadowTest()
{
Size visibleSize = Director::getInstance()->getVisibleSize();
//create UI
TTFConfig ttfConfig("fonts/arial.ttf", 16);
auto label1 = Label::createWithTTF(ttfConfig,"move_left");
auto menuItem1 = MenuItemLabel::create(label1, CC_CALLBACK_1(Sprite3DFakeShadowTest::Move,this,-1));
auto label2 = Label::createWithTTF(ttfConfig,"move_right");
auto menuItem2 = MenuItemLabel::create(label2, CC_CALLBACK_1(Sprite3DFakeShadowTest::Move,this,1));
auto menu = Menu::create(menuItem1, menuItem2,nullptr);
menu->setPosition(Vec2::ZERO);
menuItem1->setPosition( Vec2( visibleSize.width-80, visibleSize.height-160) );
menuItem2->setPosition( Vec2( visibleSize.width-80, visibleSize.height-190) );
auto layer = Layer::create();
addChild(layer,0);
addChild(menu, 10);
//create Camera
auto _camera = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1,200);
_camera->setCameraFlag(CameraFlag::USER1);
_camera->setPositionY(3);
auto plane = Sprite3D::create("Sprite3DTest/plane.c3t");
plane->setRotation3D(Vec3(90,0,0));
_camera->setPosition3D(Vec3(0,20,25));
_camera->setRotation3D(Vec3(-60,0,0));
//create a plane
_plane = Sprite3D::create("Sprite3DTest/plane.c3t");
_plane->setRotation3D(Vec3(90,0,0));
// use custom shader
auto shader =GLProgram::createWithFilenames("Sprite3DTest/simple_shadow.vert","Sprite3DTest/simple_shadow.frag");
auto state = GLProgramState::create(shader);
plane->setGLProgramState(state);
_plane->setGLProgramState(state);
//pass mesh's attribute to shader
long offset = 0;
auto attributeCount = plane->getMesh()->getMeshVertexAttribCount();
auto attributeCount = _plane->getMesh()->getMeshVertexAttribCount();
for (auto i = 0; i < attributeCount; i++) {
auto meshattribute = plane->getMesh()->getMeshVertexAttribute(i);
auto meshattribute = _plane->getMesh()->getMeshVertexAttribute(i);
state->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
meshattribute.size,
meshattribute.type,
GL_FALSE,
plane->getMesh()->getVertexSizeInBytes(),
_plane->getMesh()->getVertexSizeInBytes(),
(GLvoid*)offset);
offset += meshattribute.attribSizeBytes;
}
state->setUniformMat4("u_model_matrix",plane->getNodeToWorldTransform());
}
state->setUniformMat4("u_model_matrix",_plane->getNodeToWorldTransform());
//create shadow texture
auto shadowTexture = Director::getInstance()->getTextureCache()->addImage("Sprite3DTest/shadowCircle.png");
Texture2D::TexParams tRepeatParams;//set texture parameters
tRepeatParams.magFilter = GL_LINEAR;
@ -1575,15 +1602,17 @@ Sprite3DFakeShadowTest::Sprite3DFakeShadowTest()
tRepeatParams.wrapT = GL_CLAMP_TO_EDGE;
shadowTexture->setTexParameters(tRepeatParams);
state->setUniformTexture("u_shadowTexture",shadowTexture);
this->addChild(plane);
auto orc = Sprite3D::create("Sprite3DTest/orc.c3b");
orc->setScale(0.2);
orc->setPosition3D(Vec3(0,0,-10));
plane->getGLProgramState()->setUniformVec3("u_target_pos",orc->getPosition3D());
this->addChild(orc);
this->addChild(_camera);
this->setCameraMask(2);
layer->addChild(_plane);
//create the orc
_orc = Sprite3D::create("Sprite3DTest/orc.c3b");
_orc->setScale(0.2);
_orc->setRotation3D(Vec3(0,180,0));
_orc->setPosition3D(Vec3(0,0,10));
_plane->getGLProgramState()->setUniformVec3("u_target_pos",_orc->getPosition3D());
layer->addChild(_orc);
layer->addChild(_camera);
layer->setCameraMask(2);
}
std::string Sprite3DFakeShadowTest::title() const
@ -1593,9 +1622,17 @@ std::string Sprite3DFakeShadowTest::title() const
std::string Sprite3DFakeShadowTest::subtitle() const
{
return "fake shadow effect";
return "touch the label to move it";
}
void Sprite3DFakeShadowTest::Move(cocos2d::Ref* sender,int value)
{
_orc->setPositionX(_orc->getPositionX()+value);
//pass the newest orc position
_plane->getGLProgramState()->setUniformVec3("u_target_pos",_orc->getPosition3D());
}
//the basic toon shader test
Sprite3DBasicToonShaderTest::Sprite3DBasicToonShaderTest()
{
@ -1639,3 +1676,65 @@ std::string Sprite3DBasicToonShaderTest::subtitle() const
{
return " ";
}
//basic light map test
//the assets are from the OpenVR demo
Sprite3DLightMapTest::Sprite3DLightMapTest()
{
//get the visible size.
Size visibleSize = Director::getInstance()->getVisibleSize();
_camera = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1,200);
_camera->setCameraFlag(CameraFlag::USER1);
_camera->setPosition3D(Vec3(0,15,15));
auto LightMapScene = Sprite3D::create("Sprite3DTest/LightMapScene.c3b");
LightMapScene->setScale(0.1);
addChild(LightMapScene);
addChild(_camera);
setCameraMask(2);
//add a point light
auto light = PointLight::create(Vec3(35,75,-20.5),Color3B(255,255,255),700);
addChild(light);
//set the ambient light
auto ambient = AmbientLight::create(Color3B(100,100,100));
addChild(ambient);
//create a listener
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesMoved = CC_CALLBACK_2(Sprite3DLightMapTest::onTouchesMoved, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
}
std::string Sprite3DLightMapTest::title() const
{
return "light map test";
}
std::string Sprite3DLightMapTest::subtitle() const
{
return "drag the screen to move around";
}
void Sprite3DLightMapTest::onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
{
if(touches.size()==1)
{
float delta = Director::getInstance()->getDeltaTime();
auto touch = touches[0];
auto location = touch->getLocation();
auto PreviousLocation = touch->getPreviousLocation();
Point newPos = PreviousLocation - location;
Vec3 cameraDir;
Vec3 cameraRightDir;
_camera->getNodeToWorldTransform().getForwardVector(&cameraDir);
cameraDir.normalize();
cameraDir.y=0;
_camera->getNodeToWorldTransform().getRightVector(&cameraRightDir);
cameraRightDir.normalize();
cameraRightDir.y=0;
Vec3 cameraPos= _camera->getPosition3D();
cameraPos+=cameraDir*newPos.y*delta;
cameraPos+=cameraRightDir*newPos.x*delta;
_camera->setPosition3D(cameraPos);
}
}

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@ -89,8 +89,24 @@ public:
Sprite3DFakeShadowTest();
virtual std::string title() const override;
virtual std::string subtitle() const override;
void Move(cocos2d::Ref* sender,int value);
private:
cocos2d::Sprite3D * _plane;
cocos2d::Sprite3D * _orc;
};
class Sprite3DLightMapTest : public Sprite3DTestDemo
{
public:
CREATE_FUNC(Sprite3DLightMapTest);
Sprite3DLightMapTest();
virtual std::string title() const override;
virtual std::string subtitle() const override;
void onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
private:
Camera * _camera;
};
class Sprite3DBasicToonShaderTest : public Sprite3DTestDemo
{
public:
@ -98,6 +114,7 @@ public:
Sprite3DBasicToonShaderTest();
virtual std::string title() const override;
virtual std::string subtitle() const override;
};
class EffectSprite3D;

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@ -10,7 +10,7 @@ uniform float duration;
uniform sampler2D caustics;
void main(void)
{
vec4 golden = duration*vec4(0,0.8,0.4,1.0);
vec4 color = duration*vec4(0,0.8,0.4,1.0);
//blend two texture
gl_FragColor = texture2D(CC_Texture0, vec2(TextureCoordOut.x- 2.0 * offset,TextureCoordOut.y)) * vec4(0.3,0.3,0.3,1)+texture2D(caustics,vec2(TextureCoordOut.x-offset,TextureCoordOut.y)).r*golden;
gl_FragColor = u_color*texture2D(CC_Texture0, vec2(TextureCoordOut.x- 2.0 * offset,TextureCoordOut.y)) * vec4(0.3,0.3,0.3,1)+texture2D(caustics,vec2(TextureCoordOut.x-offset,TextureCoordOut.y)).r*color;
}

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@ -0,0 +1,93 @@
{
"version": "0.3",
"id": "",
"meshes": [
{
"attributes": [{
"size": 3,
"type": "GL_FLOAT",
"attribute": "VERTEX_ATTRIB_POSITION"
}, {
"size": 3,
"type": "GL_FLOAT",
"attribute": "VERTEX_ATTRIB_NORMAL"
}, {
"size": 2,
"type": "GL_FLOAT",
"attribute": "VERTEX_ATTRIB_TEX_COORD"
}],
"vertices": [
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16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23
]
}
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"materials": [
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"ambient": [ 0.588235, 0.588235, 0.588235],
"diffuse": [ 0.588235, 0.588235, 0.588235],
"emissive": [ 0.000000, 0.000000, 0.000000],
"opacity": 1.000000,
"specular": [ 0.900000, 0.900000, 0.900000],
"shininess": 2.000000,
"textures": [
{
"id": "Map #1",
"filename": "plane.png",
"type": "DIFFUSE",
"wrapModeU": "REPEAT",
"wrapModeV": "REPEAT"
}
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"animations": []
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@ -0,0 +1,22 @@
#ifdef GL_ES
varying mediump vec2 TextureCoordOut;
varying mediump vec4 v_position;
#else
varying vec2 TextureCoordOut;
varying vec4 v_position;
#endif
uniform sampler2D u_shadowTexture;
uniform vec3 u_target_pos;
uniform vec4 u_color;
void main(void)
{
float Radius = 4.0f;//project range
vec3 UVector = vec3(1.0f, 0.0f, 0.0f)/(2.0f * Radius);
vec3 VVector = vec3(0.0f, 0.0f, -1.0f)/(-2.0f * Radius);
vec2 coord;
coord.x = dot(v_position.xyz - u_target_pos, UVector) + 0.5f;
coord.y = dot(v_position.xyz - u_target_pos, VVector) + 0.5f;
gl_FragColor = u_color*texture2D(CC_Texture0,TextureCoordOut)*texture2D(u_shadowTexture,coord);
}

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@ -0,0 +1,12 @@
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 TextureCoordOut;
varying vec4 v_position;
uniform mat4 u_model_matrix;
void main(void)
{
gl_Position = CC_PMatrix * CC_MVMatrix * a_position;
TextureCoordOut = a_texCoord;
TextureCoordOut.y = (1.0 - TextureCoordOut.y);
v_position = u_model_matrix * a_position;
}

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@ -0,0 +1,24 @@
#ifdef GL_ES
varying mediump vec2 TextureCoordOut;
#else
varying vec2 TextureCoordOut;
#endif
uniform vec4 u_color;
varying vec3 v_normal;
void main(void)
{
vec3 light_direction = vec3(1,-1,0);
light_direction = normalize(light_direction);
vec3 light_color = vec3(1,1,1);
vec3 normal = normalize(v_normal);
float diffuse_factor = dot(normal,-light_direction);
vec4 diffuse_color = texture2D(CC_Texture0,TextureCoordOut);
if (diffuse_factor > 0.95) diffuse_factor=1.0;
else if (diffuse_factor > 0.75) diffuse_factor = 0.8;
else if (diffuse_factor > 0.50) diffuse_factor = 0.6;
else diffuse_factor = 0.4;
light_color = light_color * diffuse_factor;
gl_FragColor = vec4(light_color,1.0) * diffuse_color * u_color;
}

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@ -0,0 +1,12 @@
attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec3 a_normal;
varying vec2 TextureCoordOut;
varying vec3 v_normal;
void main(void)
{
gl_Position = CC_MVPMatrix * a_position;
TextureCoordOut = a_texCoord;
TextureCoordOut.y = (1.0 - TextureCoordOut.y);
v_normal = CC_NormalMatrix *a_normal;
}