Merge pull request #8690 from dabingnn/v3_spriteLamp

sprite lamp
This commit is contained in:
minggo 2014-10-16 19:33:57 +08:00
commit 34cfcb0b54
5 changed files with 195 additions and 0 deletions

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@ -34,6 +34,7 @@ namespace ShaderTest2
static std::function<Layer*()> createFunctions[] =
{
CL(EffectSpriteTest),
CL(EffectSpriteLamp),
};
static unsigned int TEST_CASE_COUNT = sizeof(ShaderTest2::createFunctions) / sizeof(ShaderTest2::createFunctions[0]);
@ -433,6 +434,77 @@ protected:
}
};
class EffectNormalMapped : public Effect
{
public:
CREATE_FUNC(EffectNormalMapped);
static EffectNormalMapped* create(const std::string&normalMapFileName)
{
EffectNormalMapped *normalMappedSprite = new (std::nothrow) EffectNormalMapped();
if (normalMappedSprite && normalMappedSprite->init() && normalMappedSprite->initNormalMap(normalMapFileName))
{
normalMappedSprite->autorelease();
return normalMappedSprite;
}
CC_SAFE_DELETE(normalMappedSprite);
return nullptr;
}
void setKBump(float value);
void setLightPos(const Vec3& pos);
void setLightColor(const Color4F& color);
float getKBump()const{return _kBump;}
protected:
bool init();
bool initNormalMap(const std::string&normalMapFileName);
virtual void setTarget(EffectSprite* sprite) override;
EffectSprite* _sprite;
Vec3 _lightPos;
Color4F _lightColor;
float _kBump;
};
bool EffectNormalMapped::init()
{
initGLProgramState("Shaders3D/Normal.frag");
_kBump = 2;
return true;
}
bool EffectNormalMapped::initNormalMap(const std::string&normalMapFileName)
{
auto normalMapTextrue = TextureCache::getInstance()->addImage(normalMapFileName.c_str());
getGLProgramState()->setUniformTexture("u_normalMap", normalMapTextrue);
return true;
}
void EffectNormalMapped::setTarget(EffectSprite* sprite)
{
_sprite = sprite;
getGLProgramState()->setUniformFloat("u_kBump", _kBump);
getGLProgramState()->setUniformVec2("u_contentSize", Vec2(sprite->getContentSize().width,sprite->getContentSize().height));
}
void EffectNormalMapped::setKBump(float value)
{
_kBump = value;
auto glProgramState = getGLProgramState();
if(glProgramState) glProgramState->setUniformFloat("u_kBump", _kBump);
}
void EffectNormalMapped::setLightPos(const Vec3& pos)
{
_lightPos = pos;
auto glProgramState = getGLProgramState();
if(glProgramState) glProgramState->setUniformVec4("u_lightPosInLocalSpace", Vec4(_lightPos.x,_lightPos.y,_lightPos.z,1));
}
void EffectNormalMapped::setLightColor(const Color4F& color)
{
_lightColor = color;
auto glProgramState = getGLProgramState();
if(glProgramState) getGLProgramState()->setUniformVec3("u_diffuseL", Vec3(_lightColor.r,_lightColor.g,_lightColor.b));
}
EffectSpriteTest::EffectSpriteTest()
{
@ -495,3 +567,79 @@ EffectSpriteTest::EffectSpriteTest()
}
}
EffectSpriteLamp::EffectSpriteLamp()
{
if (ShaderTestDemo2::init()) {
auto s = Director::getInstance()->getWinSize();
_sprite = EffectSprite::create("Images/elephant1_Diffuse.png");
//auto contentSize = _sprite->getContentSize();
_sprite->setPosition(Vec2(s.width/2, s.height/2));
addChild(_sprite);
auto lampEffect = EffectNormalMapped::create("Images/elephant1_Normal.png");
Vec3 pos(150,150, 50);
_lightSprite = Sprite::create("Images/ball.png");
this->addChild(_lightSprite);
_lightSprite->setPosition(Vec2(pos.x, s.height- pos.y));
Mat4 mat = _sprite->getNodeToWorldTransform();
Point lightPosInLocalSpace=PointApplyAffineTransform(Vec2(pos.x, pos.y),_sprite->worldToNodeTransform());
lampEffect->setLightColor(Color4F(1,1,1,1));
lampEffect->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
lampEffect->setKBump(2);
_sprite->setEffect(lampEffect);
_effect = lampEffect;
auto listerner = EventListenerTouchAllAtOnce::create();
listerner->onTouchesBegan = CC_CALLBACK_2(EffectSpriteLamp::onTouchesBegan, this);
listerner->onTouchesMoved = CC_CALLBACK_2(EffectSpriteLamp::onTouchesMoved, this);
listerner->onTouchesEnded = CC_CALLBACK_2(EffectSpriteLamp::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listerner, this);
}
}
void EffectSpriteLamp::onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event)
{
for ( auto &item: touches )
{
auto touch = item;
auto s = Director::getInstance()->getWinSize();
Point loc_winSpace = touch->getLocationInView();
_lightSprite->setPosition(Vec2( loc_winSpace.x, s.height - loc_winSpace.y));
Vec3 pos(loc_winSpace.x,loc_winSpace.y, 50);
Mat4 mat = _sprite->getNodeToWorldTransform();
Point lightPosInLocalSpace=PointApplyAffineTransform(Vec2(pos.x, pos.y),_sprite->worldToNodeTransform());
((EffectNormalMapped*)_effect)->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
}
}
void EffectSpriteLamp::onTouchesMoved(const std::vector<Touch*>& touches, Event *unused_event)
{
for ( auto &item: touches )
{
auto touch = item;
auto s = Director::getInstance()->getWinSize();
Point loc_winSpace = touch->getLocationInView();
_lightSprite->setPosition(Vec2( loc_winSpace.x, s.height - loc_winSpace.y));
Vec3 pos(loc_winSpace.x,loc_winSpace.y, 50);
Mat4 mat = _sprite->getNodeToWorldTransform();
Point lightPosInLocalSpace=PointApplyAffineTransform(Vec2(pos.x, pos.y),_sprite->worldToNodeTransform());
((EffectNormalMapped*)_effect)->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
}
}
void EffectSpriteLamp::onTouchesEnded(const std::vector<Touch*>& touches, Event *unused_event)
{
for ( auto &item: touches )
{
auto touch = item;
auto s = Director::getInstance()->getWinSize();
Point loc_winSpace = touch->getLocationInView();
_lightSprite->setPosition(Vec2( loc_winSpace.x, s.height - loc_winSpace.y));
Vec3 pos(loc_winSpace.x,loc_winSpace.y, 50);
Mat4 mat = _sprite->getNodeToWorldTransform();
Point lightPosInLocalSpace=PointApplyAffineTransform(Vec2(pos.x, pos.y),_sprite->worldToNodeTransform());
((EffectNormalMapped*)_effect)->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
}
}

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@ -59,5 +59,21 @@ protected:
EffectSprite *_sprite;
};
class EffectSpriteLamp : public ShaderTestDemo2
{
public:
CREATE_FUNC(EffectSpriteLamp);
EffectSpriteLamp();
virtual std::string subtitle() const {return "Sprite Lamp effects";}
//callback
public:
virtual void onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event);
virtual void onTouchesMoved(const std::vector<Touch*>& touches, Event *unused_event);
virtual void onTouchesEnded(const std::vector<Touch*>& touches, Event *unused_event);
protected:
EffectSprite *_sprite;
Effect* _effect;
Sprite* _lightSprite;
};
#endif

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@ -0,0 +1,31 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform sampler2D u_normalMap;
uniform float u_kBump;
uniform vec4 u_lightPosInLocalSpace;
uniform vec2 u_contentSize;
uniform vec3 u_diffuseL;
void main(void)
{
vec4 texColor=texture2D(CC_Texture0, v_texCoord);
vec3 normal=texture2D(u_normalMap, v_texCoord).rgb;
normal=normal*2.0-1.0;
normal.y=-normal.y;
if(u_kBump!=1.0)
{
//if the vertex.z mult kBump, then the normal.z should div kBump and re-normalize
normal=vec3(normal.x,normal.y,normal.z/u_kBump);
normal=normalize(normal);
}
vec4 curPixelPosInLocalSpace=vec4(v_texCoord.x*u_contentSize.x,(1.0-v_texCoord.y)*u_contentSize.y,0.0,1.0);
vec4 lightDir=normalize(curPixelPosInLocalSpace-u_lightPosInLocalSpace);
vec3 posToLight=-lightDir.xyz;
float normDotPosToLight=max(0.0,dot(normal,posToLight));
vec4 diffuse=vec4(normDotPosToLight*u_diffuseL,1.0);
vec4 ambient=vec4(0.5,0.5,0.5,1);
gl_FragColor=texColor*vec4(vec3(diffuse+ambient),diffuse.a);;
}