mirror of https://github.com/axmolengine/axmol.git
Merge branch 'v3' of https://github.com/cocos2d/cocos2d-x into v3
This commit is contained in:
commit
369ed3e6d3
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@ -29,6 +29,7 @@ cocos2d-x-3.2 ???
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[FIX] Repeat: will run one more over in rare situations
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[FIX] Scale9Sprite: support culling
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[FIX] Schedule: schedulePerFrame() can not be called twice
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[FIX] ShaderTest: 7 times performance improved of blur effect
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[FIX] SpriteFrameCache: fix memory leak
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[FIX] Texture2D: use image's pixel format to create texture
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[FIX] TextureCache: addImageAsync() may repeatedly generate Image for the same image file
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@ -1529,7 +1529,7 @@ public:
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virtual void setOpacityModifyRGB(bool bValue) override { return Node::setOpacityModifyRGB(bValue); }
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virtual bool isOpacityModifyRGB() const override { return Node::isOpacityModifyRGB(); }
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protected:
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CC_CONSTRUCTOR_ACCESS:
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__NodeRGBA();
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virtual ~__NodeRGBA() {}
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@ -164,22 +164,25 @@ void bindTexture2DN(GLuint textureUnit, GLuint textureId)
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void deleteTexture(GLuint textureId)
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{
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deleteTextureN(0, textureId);
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}
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void deleteTextureN(GLuint textureUnit, GLuint textureId)
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{
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#if CC_ENABLE_GL_STATE_CACHE
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if (s_currentBoundTexture[textureUnit] == textureId)
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for (size_t i = 0; i < MAX_ACTIVE_TEXTURE; ++i)
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{
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s_currentBoundTexture[textureUnit] = -1;
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if (s_currentBoundTexture[i] == textureId)
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{
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s_currentBoundTexture[i] = -1;
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}
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}
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#endif // CC_ENABLE_GL_STATE_CACHE
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glDeleteTextures(1, &textureId);
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}
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void deleteTextureN(GLuint textureUnit, GLuint textureId)
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{
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deleteTexture(textureId);
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}
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void activeTexture(GLenum texture)
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{
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#if CC_ENABLE_GL_STATE_CACHE
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@ -129,7 +129,7 @@ void CC_DLL deleteTexture(GLuint textureId);
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If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glDeleteTextures() directly.
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@since v2.1.0
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*/
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void CC_DLL deleteTextureN(GLuint textureUnit, GLuint textureId);
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CC_DEPRECATED_ATTRIBUTE void CC_DLL deleteTextureN(GLuint textureUnit, GLuint textureId);
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/** Select active texture unit.
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If CC_ENABLE_GL_STATE_CACHE is disabled, it will call glActiveTexture() directly.
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@ -255,27 +255,10 @@ int LuaStack::executeString(const char *codes)
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int LuaStack::executeScriptFile(const char* filename)
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{
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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std::string code("require \"");
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code.append(filename);
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code.append("\"");
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return executeString(code.c_str());
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#else
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std::string fullPath = FileUtils::getInstance()->fullPathForFilename(filename);
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++_callFromLua;
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int nRet = luaL_dofile(_state, fullPath.c_str());
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--_callFromLua;
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CC_ASSERT(_callFromLua >= 0);
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// lua_gc(_state, LUA_GCCOLLECT, 0);
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if (nRet != 0)
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{
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CCLOG("[LUA ERROR] %s", lua_tostring(_state, -1));
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lua_pop(_state, 1);
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return nRet;
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}
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return 0;
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#endif
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}
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int LuaStack::executeGlobalFunction(const char* functionName)
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@ -421,22 +421,16 @@ class SpriteBlur : public Sprite
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{
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public:
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~SpriteBlur();
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void setBlurSize(float f);
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bool initWithTexture(Texture2D* texture, const Rect& rect);
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void initGLProgram();
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static SpriteBlur* create(const char *pszFileName);
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void setBlurRadius(float radius);
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void setBlurSampleNum(float num);
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protected:
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int _blurRadius;
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Vec2 _pixelSize;
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int _samplingRadius;
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//gaussian = cons * exp( (dx*dx + dy*dy) * scale);
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float _scale;
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float _cons;
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float _weightSum;
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float _blurRadius;
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float _blurSampleNum;
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};
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SpriteBlur::~SpriteBlur()
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@ -472,14 +466,7 @@ bool SpriteBlur::initWithTexture(Texture2D* texture, const Rect& rect)
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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#endif
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auto s = getTexture()->getContentSizeInPixels();
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_pixelSize = Vec2(1/s.width, 1/s.height);
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_samplingRadius = 0;
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this->initGLProgram();
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getGLProgramState()->setUniformVec2("onePixelSize", _pixelSize);
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initGLProgram();
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return true;
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}
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@ -495,43 +482,23 @@ void SpriteBlur::initGLProgram()
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auto glProgramState = GLProgramState::getOrCreateWithGLProgram(program);
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setGLProgramState(glProgramState);
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auto size = getTexture()->getContentSizeInPixels();
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getGLProgramState()->setUniformVec2("resolution", size);
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getGLProgramState()->setUniformFloat("blurRadius", _blurRadius);
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getGLProgramState()->setUniformFloat("sampleNum", 7.0f);
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}
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void SpriteBlur::setBlurSize(float f)
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void SpriteBlur::setBlurRadius(float radius)
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{
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if(_blurRadius == (int)f)
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return;
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_blurRadius = (int)f;
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_blurRadius = radius;
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getGLProgramState()->setUniformFloat("blurRadius", _blurRadius);
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}
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_samplingRadius = _blurRadius;
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if (_samplingRadius > 10)
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{
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_samplingRadius = 10;
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}
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if (_blurRadius > 0)
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{
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float sigma = _blurRadius / 2.0f;
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_scale = -0.5f / (sigma * sigma);
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_cons = -1.0f * _scale / 3.141592f;
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_weightSum = -_cons;
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float weight;
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int squareX;
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for(int dx = 0; dx <= _samplingRadius; ++dx)
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{
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squareX = dx * dx;
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weight = _cons * exp(squareX * _scale);
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_weightSum += 2.0 * weight;
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for (int dy = 1; dy <= _samplingRadius; ++dy)
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{
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weight = _cons * exp((squareX + dy * dy) * _scale);
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_weightSum += 4.0 * weight;
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}
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}
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}
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log("_blurRadius:%d",_blurRadius);
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getGLProgramState()->setUniformVec4("gaussianCoefficient", Vec4(_samplingRadius, _scale, _cons, _weightSum));
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void SpriteBlur::setBlurSampleNum(float num)
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{
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_blurSampleNum = num;
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getGLProgramState()->setUniformFloat("sampleNum", _blurSampleNum);
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}
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// ShaderBlur
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@ -551,22 +518,43 @@ std::string ShaderBlur::subtitle() const
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return "Gaussian blur";
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}
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ControlSlider* ShaderBlur::createSliderCtl()
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void ShaderBlur::createSliderCtls()
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{
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auto screenSize = Director::getInstance()->getWinSize();
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ControlSlider *slider = ControlSlider::create("extensions/sliderTrack.png","extensions/sliderProgress.png" ,"extensions/sliderThumb.png");
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slider->setAnchorPoint(Vec2(0.5f, 1.0f));
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slider->setMinimumValue(0.0f); // Sets the min value of range
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slider->setMaximumValue(25.0f); // Sets the max value of range
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{
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ControlSlider *slider = ControlSlider::create("extensions/sliderTrack.png","extensions/sliderProgress.png" ,"extensions/sliderThumb.png");
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slider->setAnchorPoint(Vec2(0.5f, 1.0f));
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slider->setMinimumValue(0.0f);
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slider->setMaximumValue(25.0f);
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slider->setScale(0.6f);
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slider->setPosition(Vec2(screenSize.width / 4.0f, screenSize.height / 3.0f));
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slider->addTargetWithActionForControlEvents(this, cccontrol_selector(ShaderBlur::onRadiusChanged), Control::EventType::VALUE_CHANGED);
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slider->setValue(2.0f);
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addChild(slider);
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_sliderRadiusCtl = slider;
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auto label = Label::createWithTTF("Blur Radius", "fonts/arial.ttf", 12.0f);
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addChild(label);
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label->setPosition(Vec2(screenSize.width / 4.0f, screenSize.height / 3.0f - 24.0f));
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}
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slider->setPosition(Vec2(screenSize.width / 2.0f, screenSize.height / 3.0f));
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// When the value of the slider will change, the given selector will be call
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slider->addTargetWithActionForControlEvents(this, cccontrol_selector(ShaderBlur::sliderAction), Control::EventType::VALUE_CHANGED);
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slider->setValue(2.0f);
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return slider;
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{
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ControlSlider *slider = ControlSlider::create("extensions/sliderTrack.png","extensions/sliderProgress.png" ,"extensions/sliderThumb.png");
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slider->setAnchorPoint(Vec2(0.5f, 1.0f));
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slider->setMinimumValue(0.0f);
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slider->setMaximumValue(11.0f);
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slider->setScale(0.6f);
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slider->setPosition(Vec2(screenSize.width * 3 / 4.0f, screenSize.height / 3.0f));
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slider->addTargetWithActionForControlEvents(this, cccontrol_selector(ShaderBlur::onSampleNumChanged), Control::EventType::VALUE_CHANGED);
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slider->setValue(7.0f);
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addChild(slider);
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_sliderNumCtrl = slider;
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auto label = Label::createWithTTF("Blur Sample Num", "fonts/arial.ttf", 12.0f);
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addChild(label);
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label->setPosition(Vec2(screenSize.width * 3 / 4.0f, screenSize.height / 3.0f - 24.0f));
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}
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}
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@ -575,9 +563,7 @@ bool ShaderBlur::init()
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if( ShaderTestDemo::init() )
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{
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_blurSprite = SpriteBlur::create("Images/grossini.png");
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auto sprite = Sprite::create("Images/grossini.png");
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auto s = Director::getInstance()->getWinSize();
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_blurSprite->setPosition(Vec2(s.width/3, s.height/2));
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sprite->setPosition(Vec2(2*s.width/3, s.height/2));
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@ -585,19 +571,24 @@ bool ShaderBlur::init()
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addChild(_blurSprite);
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addChild(sprite);
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_sliderCtl = createSliderCtl();
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createSliderCtls();
|
||||
|
||||
addChild(_sliderCtl);
|
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return true;
|
||||
}
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||||
|
||||
return false;
|
||||
}
|
||||
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||||
void ShaderBlur::sliderAction(Ref* sender, Control::EventType controlEvent)
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void ShaderBlur::onRadiusChanged(Ref* sender, Control::EventType)
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{
|
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ControlSlider* slider = (ControlSlider*)sender;
|
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_blurSprite->setBlurSize(slider->getValue());
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_blurSprite->setBlurRadius(slider->getValue());
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}
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||||
void ShaderBlur::onSampleNumChanged(Ref* sender, Control::EventType)
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{
|
||||
ControlSlider* slider = (ControlSlider*)sender;
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||||
_blurSprite->setBlurSampleNum(slider->getValue());
|
||||
}
|
||||
|
||||
// ShaderRetroEffect
|
||||
|
|
|
@ -92,11 +92,14 @@ public:
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|||
virtual std::string title() const override;
|
||||
virtual std::string subtitle() const override;
|
||||
virtual bool init();
|
||||
ControlSlider* createSliderCtl();
|
||||
void sliderAction(Ref* sender, Control::EventType controlEvent);
|
||||
void createSliderCtls();
|
||||
void onRadiusChanged(Ref* sender, Control::EventType controlEvent);
|
||||
void onSampleNumChanged(Ref* sender, Control::EventType controlEvent);
|
||||
|
||||
protected:
|
||||
SpriteBlur* _blurSprite;
|
||||
ControlSlider* _sliderCtl;
|
||||
ControlSlider* _sliderRadiusCtl;
|
||||
ControlSlider* _sliderNumCtrl;
|
||||
};
|
||||
|
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class ShaderRetroEffect : public ShaderTestDemo
|
||||
|
|
|
@ -249,80 +249,42 @@ class EffectBlur : public Effect
|
|||
{
|
||||
public:
|
||||
CREATE_FUNC(EffectBlur);
|
||||
|
||||
virtual void setTarget(EffectSprite *sprite) override;
|
||||
|
||||
void setGaussian(float value);
|
||||
void setCustomUniforms();
|
||||
void setBlurSize(float f);
|
||||
void setBlurRadius(float radius);
|
||||
void setBlurSampleNum(float num);
|
||||
|
||||
protected:
|
||||
bool init(float blurSize=3.0);
|
||||
|
||||
int _blurRadius;
|
||||
Vec2 _pixelSize;
|
||||
|
||||
int _samplingRadius;
|
||||
float _scale;
|
||||
float _cons;
|
||||
float _weightSum;
|
||||
bool init(float blurRadius = 10.0f, float sampleNum = 5.0f);
|
||||
|
||||
float _blurRadius;
|
||||
float _blurSampleNum;
|
||||
};
|
||||
|
||||
void EffectBlur::setTarget(EffectSprite *sprite)
|
||||
{
|
||||
Size s = sprite->getTexture()->getContentSizeInPixels();
|
||||
_pixelSize = Vec2(1/s.width, 1/s.height);
|
||||
_glprogramstate->setUniformVec2("onePixelSize", _pixelSize);
|
||||
Size size = sprite->getTexture()->getContentSizeInPixels();
|
||||
_glprogramstate->setUniformVec2("resolution", size);
|
||||
_glprogramstate->setUniformFloat("blurRadius", _blurRadius);
|
||||
_glprogramstate->setUniformFloat("sampleNum", _blurSampleNum);
|
||||
}
|
||||
|
||||
bool EffectBlur::init(float blurSize)
|
||||
bool EffectBlur::init(float blurRadius, float sampleNum)
|
||||
{
|
||||
initGLProgramState("Shaders/example_Blur.fsh");
|
||||
auto s = Size(100,100);
|
||||
|
||||
_blurRadius = 0;
|
||||
_pixelSize = Vec2(1/s.width, 1/s.height);
|
||||
_samplingRadius = 0;
|
||||
|
||||
setBlurSize(blurSize);
|
||||
|
||||
_glprogramstate->setUniformVec2("onePixelSize", _pixelSize);
|
||||
_glprogramstate->setUniformVec4("gaussianCoefficient", Vec4(_samplingRadius, _scale, _cons, _weightSum));
|
||||
_blurRadius = blurRadius;
|
||||
_blurSampleNum = sampleNum;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void EffectBlur::setBlurSize(float f)
|
||||
void EffectBlur::setBlurRadius(float radius)
|
||||
{
|
||||
if(_blurRadius == (int)f)
|
||||
return;
|
||||
_blurRadius = (int)f;
|
||||
_blurRadius = radius;
|
||||
}
|
||||
|
||||
_samplingRadius = _blurRadius;
|
||||
if (_samplingRadius > 10)
|
||||
{
|
||||
_samplingRadius = 10;
|
||||
}
|
||||
if (_blurRadius > 0)
|
||||
{
|
||||
float sigma = _blurRadius / 2.0f;
|
||||
_scale = -0.5f / (sigma * sigma);
|
||||
_cons = -1.0f * _scale / 3.141592f;
|
||||
_weightSum = -_cons;
|
||||
|
||||
float weight;
|
||||
int squareX;
|
||||
for(int dx = 0; dx <= _samplingRadius; ++dx)
|
||||
{
|
||||
squareX = dx * dx;
|
||||
weight = _cons * exp(squareX * _scale);
|
||||
_weightSum += 2.0 * weight;
|
||||
for (int dy = 1; dy <= _samplingRadius; ++dy)
|
||||
{
|
||||
weight = _cons * exp((squareX + dy * dy) * _scale);
|
||||
_weightSum += 4.0 * weight;
|
||||
}
|
||||
}
|
||||
}
|
||||
void EffectBlur::setBlurSampleNum(float num)
|
||||
{
|
||||
_blurSampleNum = num;
|
||||
}
|
||||
|
||||
// Outline
|
||||
|
|
|
@ -1,5 +1,3 @@
|
|||
// Shader taken from: http://webglsamples.googlecode.com/hg/electricflower/electricflower.html
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
@ -7,50 +5,42 @@ precision mediump float;
|
|||
varying vec4 v_fragmentColor;
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
uniform vec4 gaussianCoefficient;
|
||||
uniform vec2 onePixelSize;
|
||||
uniform vec2 resolution;
|
||||
uniform float blurRadius;
|
||||
uniform float sampleNum;
|
||||
|
||||
void main() {
|
||||
if(gaussianCoefficient.x > 0.0) {
|
||||
vec4 sum = vec4(0.0);
|
||||
vec2 offset;
|
||||
float weight;
|
||||
float squareX;
|
||||
|
||||
for(float dx = 0.0; dx <= gaussianCoefficient.x; dx += 1.0) {
|
||||
squareX = dx * dx;
|
||||
weight = gaussianCoefficient.z * exp(squareX * gaussianCoefficient.y);
|
||||
|
||||
offset.x = -dx * onePixelSize.x;
|
||||
offset.y = 0.0;
|
||||
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
|
||||
|
||||
offset.x = dx * onePixelSize.x;
|
||||
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
|
||||
|
||||
for(float dy = 1.0; dy <= gaussianCoefficient.x; dy += 1.0) {
|
||||
weight = gaussianCoefficient.z * exp((squareX + dy * dy) * gaussianCoefficient.y);
|
||||
|
||||
offset.x = -dx * onePixelSize.x;
|
||||
offset.y = -dy * onePixelSize.y;
|
||||
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
|
||||
|
||||
offset.y = dy * onePixelSize.y;
|
||||
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
|
||||
|
||||
offset.x = dx * onePixelSize.x;
|
||||
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
|
||||
|
||||
offset.y = -dy * onePixelSize.y;
|
||||
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
|
||||
}
|
||||
}
|
||||
sum -= texture2D(CC_Texture0, v_texCoord) * gaussianCoefficient.z;
|
||||
sum /= gaussianCoefficient.w;
|
||||
gl_FragColor = sum * v_fragmentColor;
|
||||
}
|
||||
else {
|
||||
gl_FragColor = texture2D(CC_Texture0, v_texCoord) * v_fragmentColor;
|
||||
}
|
||||
vec3 blur(vec2);
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec3 col = blur(v_texCoord);
|
||||
gl_FragColor = vec4(col, 1.0) * v_fragmentColor;
|
||||
}
|
||||
|
||||
vec3 blur(vec2 p)
|
||||
{
|
||||
if (blurRadius > 0.0 && sampleNum > 1.0)
|
||||
{
|
||||
vec3 col = vec3(0);
|
||||
vec2 unit = 1.0 / resolution.xy;
|
||||
|
||||
float r = blurRadius;
|
||||
float sampleStep = r / sampleNum;
|
||||
|
||||
float count = 0.0;
|
||||
|
||||
for(float x = -r; x < r; x += sampleStep)
|
||||
{
|
||||
for(float y = -r; y < r; y += sampleStep)
|
||||
{
|
||||
float weight = (r - abs(x)) * (r - abs(y));
|
||||
col += texture2D(CC_Texture0, p + vec2(x * unit.x, y * unit.y)).rgb * weight;
|
||||
count += weight;
|
||||
}
|
||||
}
|
||||
|
||||
return col / count;
|
||||
}
|
||||
|
||||
return texture2D(CC_Texture0, p).rgb;
|
||||
}
|
||||
|
|
|
@ -1 +1 @@
|
|||
Subproject commit 498f24c1683e4725ecaad6168a1aab21b283b8d5
|
||||
Subproject commit f5037bab73a8fb109e8e34656220bed1a1743087
|
Loading…
Reference in New Issue