mirror of https://github.com/axmolengine/axmol.git
commit
34cfcb0b54
|
@ -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));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
Binary file not shown.
After Width: | Height: | Size: 3.8 KiB |
Binary file not shown.
After Width: | Height: | Size: 14 KiB |
|
@ -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);;
|
||||
}
|
Loading…
Reference in New Issue