Merge pull request #369 from songchengjiang/material

replace custom shaders by material files and add Sprite3DVertexColorTest
This commit is contained in:
XiaoYang 2015-09-07 14:06:37 +08:00
commit 47843f64a3
13 changed files with 318 additions and 195 deletions

View File

@ -61,6 +61,7 @@ Sprite3DTests::Sprite3DTests()
ADD_TEST_CASE(Sprite3DClippingTest);
ADD_TEST_CASE(Sprite3DTestMeshLight);
ADD_TEST_CASE(Animate3DCallbackTest);
ADD_TEST_CASE(Sprite3DVertexColorTest);
};
//------------------------------------------------------------------
@ -231,38 +232,9 @@ Sprite3DUVAnimationTest::Sprite3DUVAnimationTest()
//create cylinder
auto cylinder = Sprite3D::create("Sprite3DTest/cylinder.c3b");
//create and set our custom shader
auto shader =GLProgram::createWithFilenames("Sprite3DTest/cylinder.vert","Sprite3DTest/cylinder.frag");
_state = GLProgramState::create(shader);
cylinder->setGLProgramState(_state);
_state->setUniformFloat("offset",_cylinder_texture_offset);
_state->setUniformFloat("duration",_shining_duraion);
//pass mesh's attribute to shader
long offset = 0;
auto attributeCount = cylinder->getMesh()->getMeshVertexAttribCount();
for (auto i = 0; i < attributeCount; i++) {
auto meshattribute = cylinder->getMesh()->getMeshVertexAttribute(i);
_state->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
meshattribute.size,
meshattribute.type,
GL_FALSE,
cylinder->getMesh()->getVertexSizeInBytes(),
(GLvoid*)offset);
offset += meshattribute.attribSizeBytes;
}
//create the second texture for cylinder
auto shining_texture = Director::getInstance()->getTextureCache()->addImage("Sprite3DTest/caustics.png");
Texture2D::TexParams tRepeatParams;//set texture parameters
tRepeatParams.magFilter = GL_NEAREST;
tRepeatParams.minFilter = GL_NEAREST;
tRepeatParams.wrapS = GL_REPEAT;
tRepeatParams.wrapT = GL_REPEAT;
shining_texture->setTexParameters(tRepeatParams);
//pass the texture sampler to our custom shader
_state->setUniformTexture("caustics",shining_texture);
auto mat = Material::createWithFilename("Sprite3DTest/UVAnimation.material");
_state = mat->getTechniqueByIndex(0)->getPassByIndex(0)->getGLProgramState();
cylinder->setMaterial(mat);
this->addChild(cylinder);
@ -275,31 +247,6 @@ Sprite3DUVAnimationTest::Sprite3DUVAnimationTest()
//the callback function update cylinder's texcoord
schedule(schedule_selector(Sprite3DUVAnimationTest::cylinderUpdate));
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
_backToForegroundListener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND,
[this](EventCustom*)
{
auto glProgram = _state->getGLProgram();
glProgram->reset();
glProgram->initWithFilenames("Sprite3DTest/cylinder.vert", "Sprite3DTest/cylinder.frag");
glProgram->link();
glProgram->updateUniforms();
auto shining_texture = Director::getInstance()->getTextureCache()->addImage("Sprite3DTest/caustics.png");
Texture2D::TexParams tRepeatParams;//set texture parameters
tRepeatParams.magFilter = GL_NEAREST;
tRepeatParams.minFilter = GL_NEAREST;
tRepeatParams.wrapS = GL_REPEAT;
tRepeatParams.wrapT = GL_REPEAT;
shining_texture->setTexParameters(tRepeatParams);
//pass the texture sampler to our custom shader
_state->setUniformTexture("caustics",shining_texture);
_state->setUniformFloat("offset",_cylinder_texture_offset);
_state->setUniformFloat("duration",_shining_duraion);
}
);
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, -1);
#endif
}
Sprite3DUVAnimationTest::~Sprite3DUVAnimationTest()
@ -368,35 +315,11 @@ Sprite3DFakeShadowTest::Sprite3DFakeShadowTest()
_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");
_state = GLProgramState::create(shader);
_plane->setGLProgramState(_state);
//pass mesh's attribute to shader
long offset = 0;
auto attributeCount = _plane->getMesh()->getMeshVertexAttribCount();
for (auto i = 0; i < attributeCount; i++) {
auto meshattribute = _plane->getMesh()->getMeshVertexAttribute(i);
_state->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
meshattribute.size,
meshattribute.type,
GL_FALSE,
_plane->getMesh()->getVertexSizeInBytes(),
(GLvoid*)offset);
offset += meshattribute.attribSizeBytes;
}
auto mat = Material::createWithFilename("Sprite3DTest/FakeShadow.material");
_state = mat->getTechniqueByIndex(0)->getPassByIndex(0)->getGLProgramState();
_plane->setMaterial(mat);
_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;
tRepeatParams.minFilter = GL_LINEAR;
tRepeatParams.wrapS = GL_CLAMP_TO_EDGE;
tRepeatParams.wrapT = GL_CLAMP_TO_EDGE;
shadowTexture->setTexParameters(tRepeatParams);
_state->setUniformTexture("u_shadowTexture",shadowTexture);
layer->addChild(_plane);
//create the orc
@ -405,38 +328,12 @@ Sprite3DFakeShadowTest::Sprite3DFakeShadowTest()
_orc->setRotation3D(Vec3(0,180,0));
_orc->setPosition3D(Vec3(0,0,10));
_targetPos = _orc->getPosition3D();
_plane->getGLProgramState()->setUniformVec3("u_target_pos",_orc->getPosition3D());
_state->setUniformVec3("u_target_pos", _orc->getPosition3D());
layer->addChild(_orc);
layer->addChild(_camera);
layer->setCameraMask(2);
schedule(CC_SCHEDULE_SELECTOR(Sprite3DFakeShadowTest::updateCamera), 0.0f);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
_backToForegroundListener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND,
[this](EventCustom*)
{
auto glProgram = _state->getGLProgram();
glProgram->reset();
glProgram->initWithFilenames("Sprite3DTest/simple_shadow.vert","Sprite3DTest/simple_shadow.frag");
glProgram->link();
glProgram->updateUniforms();
_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;
tRepeatParams.minFilter = GL_LINEAR;
tRepeatParams.wrapS = GL_CLAMP_TO_EDGE;
tRepeatParams.wrapT = GL_CLAMP_TO_EDGE;
shadowTexture->setTexParameters(tRepeatParams);
_state->setUniformTexture("u_shadowTexture",shadowTexture);
}
);
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, -1);
#endif
}
Sprite3DFakeShadowTest::~Sprite3DFakeShadowTest()
@ -520,7 +417,7 @@ void Sprite3DFakeShadowTest::move3D(float elapsedTime)
offset.x=offset.x;
offset.z=offset.z;
//pass the newest orc position
_plane->getGLProgramState()->setUniformVec3("u_target_pos",_orc->getPosition3D());
_state->setUniformVec3("u_target_pos",_orc->getPosition3D());
}
void Sprite3DFakeShadowTest::updateState(float elapsedTime)
@ -616,44 +513,17 @@ Sprite3DBasicToonShaderTest::Sprite3DBasicToonShaderTest()
_camera->setCameraFlag(CameraFlag::USER1);
// create a teapot
auto teapot = Sprite3D::create("Sprite3DTest/teapot.c3b");
//create and set our custom shader
auto shader =GLProgram::createWithFilenames("Sprite3DTest/toon.vert","Sprite3DTest/toon.frag");
_state = GLProgramState::create(shader);
teapot->setGLProgramState(_state);
auto mat = Material::createWithFilename("Sprite3DTest/BasicToon.material");
_state = mat->getTechniqueByIndex(0)->getPassByIndex(0)->getGLProgramState();
teapot->setMaterial(mat);
teapot->setPosition3D(Vec3(0,-5,-20));
teapot->setRotation3D(Vec3(-90,180,0));
auto rotate_action = RotateBy::create(1.5,Vec3(0,30,0));
teapot->runAction(RepeatForever::create(rotate_action));
//pass mesh's attribute to shader
long offset = 0;
auto attributeCount = teapot->getMesh()->getMeshVertexAttribCount();
for (auto i = 0; i < attributeCount; i++) {
auto meshattribute = teapot->getMesh()->getMeshVertexAttribute(i);
_state->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
meshattribute.size,
meshattribute.type,
GL_FALSE,
teapot->getMesh()->getVertexSizeInBytes(),
(GLvoid*)offset);
offset += meshattribute.attribSizeBytes;
}
addChild(teapot);
addChild(_camera);
setCameraMask(2);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
_backToForegroundListener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND,
[this](EventCustom*)
{
auto glProgram = _state->getGLProgram();
glProgram->reset();
glProgram->initWithFilenames("Sprite3DTest/toon.vert","Sprite3DTest/toon.frag");
glProgram->link();
glProgram->updateUniforms();
}
);
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, -1);
#endif
}
Sprite3DBasicToonShaderTest::~Sprite3DBasicToonShaderTest()
@ -2433,10 +2303,6 @@ void Sprite3DCubeMapTest::addNewSpriteWithCoords(Vec2 p)
_teapot = Sprite3D::create("Sprite3DTest/teapot.c3b");
_teapot->retain();
//create and set our custom shader
auto shader = GLProgram::createWithFilenames("Sprite3DTest/cube_map.vert", "Sprite3DTest/cube_map.frag");
auto state = GLProgramState::create(shader);
// create the second texture for cylinder
_textureCube = TextureCube::create("Sprite3DTest/skybox/left.jpg", "Sprite3DTest/skybox/right.jpg",
"Sprite3DTest/skybox/top.jpg", "Sprite3DTest/skybox/bottom.jpg",
@ -2452,31 +2318,18 @@ void Sprite3DCubeMapTest::addNewSpriteWithCoords(Vec2 p)
tRepeatParams.wrapT = GL_CLAMP_TO_EDGE;
_textureCube->setTexParameters(tRepeatParams);
auto mat = Material::createWithFilename("Sprite3DTest/CubeMap.material");
auto state = mat->getTechniqueByIndex(0)->getPassByIndex(0)->getGLProgramState();
_teapot->setMaterial(mat);
// pass the texture sampler to our custom shader
state->setUniformTexture("u_cubeTex", _textureCube);
_teapot->setGLProgramState(state);
_teapot->setPosition3D(Vec3(0, -5, 0));
_teapot->setRotation3D(Vec3(-90, 180, 0));
auto rotate_action = RotateBy::create(1.5, Vec3(0, 30, 0));
_teapot->runAction(RepeatForever::create(rotate_action));
//pass mesh's attribute to shader
long offset = 0;
auto attributeCount = _teapot->getMesh()->getMeshVertexAttribCount();
for (auto i = 0; i < attributeCount; i++)
{
auto meshattribute = _teapot->getMesh()->getMeshVertexAttribute(i);
state->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
meshattribute.size,
meshattribute.type,
GL_FALSE,
_teapot->getMesh()->getVertexSizeInBytes(),
(GLvoid*)offset);
offset += meshattribute.attribSizeBytes;
}
addChild(_teapot);
{
@ -2490,33 +2343,6 @@ void Sprite3DCubeMapTest::addNewSpriteWithCoords(Vec2 p)
addChild(_camera);
setCameraMask(2);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
_backToForegroundListener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND,
[this](EventCustom*)
{
auto state = _teapot->getGLProgramState();
auto glProgram = state->getGLProgram();
glProgram->reset();
glProgram->initWithFilenames("Sprite3DTest/cube_map.vert", "Sprite3DTest/cube_map.frag");
glProgram->link();
glProgram->updateUniforms();
_textureCube->reloadTexture();
Texture2D::TexParams tRepeatParams;
tRepeatParams.magFilter = GL_NEAREST;
tRepeatParams.minFilter = GL_NEAREST;
tRepeatParams.wrapS = GL_CLAMP_TO_EDGE;
tRepeatParams.wrapT = GL_CLAMP_TO_EDGE;
_textureCube->setTexParameters(tRepeatParams);
state->setUniformTexture("u_cubeTex", _textureCube);
_skyBox->reload();
_skyBox->setTexture(_textureCube);
});
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, 1);
#endif
}
void Sprite3DCubeMapTest::onTouchesMoved(const std::vector<Touch*>& touches, cocos2d::Event *event)
@ -2669,6 +2495,7 @@ Animate3DCallbackTest::Animate3DCallbackTest()
((PUParticleSystem3D*)node)->startParticleSystem();
}
cocos2d::log("frame %d", info->frame);
});
Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener, -1);
@ -2720,3 +2547,35 @@ std::string Sprite3DTestMeshLight::subtitle() const
{
return "";
}
Sprite3DVertexColorTest::Sprite3DVertexColorTest()
{
auto s = Director::getInstance()->getWinSize();
auto sprite = Sprite3D::create("Sprite3DTest/box_VertexCol.c3t");
sprite->setPosition(Vec2(0, 0));
sprite->setScale(1.0f);
sprite->setCameraMask(2);
auto mat = Material::createWithFilename("Sprite3DTest/VertexColor.material");
sprite->setMaterial(mat);
sprite->runAction(RepeatForever::create(RotateBy::create(1.0f, Vec3(10.0f, 50.0f, 10.0f))));
this->addChild(sprite);
//setup camera
auto camera = Camera::createPerspective(40, s.width / s.height, 0.01f, 1000.f);
camera->setCameraFlag(CameraFlag::USER1);
camera->setPosition3D(Vec3(0.0f, 0.0f, 10.f));
camera->lookAt(Vec3(0.f, 0.f, 0.f));
addChild(camera);
}
std::string Sprite3DVertexColorTest::title() const
{
return "Testing Vertex Color";
}
std::string Sprite3DVertexColorTest::subtitle() const
{
return "";
}

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@ -592,4 +592,16 @@ protected:
cocos2d::Sprite3D* _sprite;
};
class Sprite3DVertexColorTest : public Sprite3DTestDemo
{
public:
CREATE_FUNC(Sprite3DVertexColorTest);
Sprite3DVertexColorTest();
virtual std::string title() const override;
virtual std::string subtitle() const override;
protected:
cocos2d::Sprite3D* _sprite;
};
#endif

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@ -0,0 +1,20 @@
// A "Material" file can contain one or more materials
material BasicToon
{
technique normal
{
pass 0
{
shader
{
vertexShader = Sprite3DTest/toon.vert
fragmentShader = Sprite3DTest/toon.frag
sampler u_sampler0
{
path = Sprite3DTest/teapot.png
}
}
}
}
}

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@ -0,0 +1,25 @@
// A "Material" file can contain one or more materials
material CubeMap
{
technique normal
{
pass 0
{
shader
{
vertexShader = Sprite3DTest/cube_map.vert
fragmentShader = Sprite3DTest/cube_map.frag
// sampler:
// responsible for setting the texture and its parameters
// the Id of the sampler is the uniform name
sampler u_cubeTex
{
path = Sprite3DTest/skybox/left.jpg
wrapS = GL_CLAMP_TO_EDGE
wrapT = GL_CLAMP_TO_EDGE
}
}
}
}
}

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@ -0,0 +1,33 @@
// A "Material" file can contain one or more materials
material FakeShadow
{
technique normal
{
pass 0
{
shader
{
vertexShader = Sprite3DTest/simple_shadow.vert
fragmentShader = Sprite3DTest/simple_shadow.frag
// sampler:
// responsible for setting the texture and its parameters
// the Id of the sampler is the uniform name
sampler u_sampler0
{
path = Sprite3DTest/plane.png
wrapS = REPEAT
wrapT = REPEAT
}
sampler u_sampler1
{
path = Sprite3DTest/shadowCircle.png
wrapS = CLAMP_TO_EDGE
wrapT = CLAMP_TO_EDGE
minFilter = LINEAR
magFilter = LINEAR
}
}
}
}
}

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@ -0,0 +1,31 @@
// A "Material" file can contain one or more materials
material UVAnimation
{
technique normal
{
pass 0
{
shader
{
vertexShader = Sprite3DTest/cylinder.vert
fragmentShader = Sprite3DTest/cylinder.frag
// sampler:
// responsible for setting the texture and its parameters
// the Id of the sampler is the uniform name
sampler u_sampler0
{
path = Sprite3DTest/dragon.png
wrapS = REPEAT
wrapT = REPEAT
}
sampler u_sampler1
{
path = Sprite3DTest/caustics.png
wrapS = REPEAT
wrapT = REPEAT
}
}
}
}
}

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@ -0,0 +1,10 @@
#ifdef GL_ES
precision lowp float;
#endif
varying vec4 v_fragmentColor;
void main()
{
gl_FragColor = v_fragmentColor;
}

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@ -0,0 +1,23 @@
// A "Material" file can contain one or more materials
material VertexColor
{
technique normal
{
pass 0
{
renderState
{
depthTest = true
depthWrite = true
}
shader
{
vertexShader = Sprite3DTest/VertexColor.vert
fragmentShader = Sprite3DTest/VertexColor.frag
// sampler:
// responsible for setting the texture and its parameters
// the Id of the sampler is the uniform name
}
}
}
}

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@ -0,0 +1,14 @@
attribute vec4 a_position;
attribute vec4 a_color;
#ifdef GL_ES
varying lowp vec4 v_fragmentColor;
#else
varying vec4 v_fragmentColor;
#endif
void main()
{
gl_Position = CC_MVPMatrix * a_position;
v_fragmentColor = a_color;
}

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@ -0,0 +1,93 @@
{
"version": "0.7",
"id": "",
"meshes": [
{
"attributes": [{
"size": 3,
"type": "GL_FLOAT",
"attribute": "VERTEX_ATTRIB_POSITION"
}, {
"size": 3,
"type": "GL_FLOAT",
"attribute": "VERTEX_ATTRIB_NORMAL"
}, {
"size": 4,
"type": "GL_FLOAT",
"attribute": "VERTEX_ATTRIB_COLOR"
}],
"vertices": [
0.500000, -0.500000, -0.500000, 0.000000, 0.000000, -1.000000, 1.000000, 0.000016, 0.000016, 1.000000,
-0.500000, -0.500000, -0.500000, 0.000000, 0.000000, -1.000000, 0.000000, 0.000000, 0.000000, 1.000000,
0.500000, 0.500000, -0.500000, 0.000000, 0.000000, -1.000000, 1.000000, 0.000054, 1.000000, 1.000000,
-0.500000, 0.500000, -0.500000, 0.000000, 0.000000, -1.000000, 0.000047, 0.000047, 1.000000, 1.000000,
0.500000, 0.500000, 0.500000, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000,
-0.500000, 0.500000, 0.500000, 0.000000, 0.000000, 1.000000, 0.000207, 1.000000, 1.000000, 1.000000,
-0.500000, -0.500000, 0.500000, 0.000000, 0.000000, 1.000000, 0.000001, 1.000000, 0.000001, 1.000000,
0.500000, -0.500000, 0.500000, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000, 0.000064, 1.000000,
0.500000, -0.500000, 0.500000, 0.000000, -1.000000, 0.000000, 1.000000, 1.000000, 0.000064, 1.000000,
-0.500000, -0.500000, 0.500000, 0.000000, -1.000000, 0.000000, 0.000001, 1.000000, 0.000001, 1.000000,
-0.500000, -0.500000, -0.500000, 0.000000, -1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000,
0.500000, -0.500000, -0.500000, 0.000000, -1.000000, 0.000000, 1.000000, 0.000016, 0.000016, 1.000000,
0.500000, 0.500000, 0.500000, 1.000000, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000, 1.000000,
0.500000, -0.500000, 0.500000, 1.000000, 0.000000, 0.000000, 1.000000, 1.000000, 0.000064, 1.000000,
0.500000, -0.500000, -0.500000, 1.000000, 0.000000, 0.000000, 1.000000, 0.000016, 0.000016, 1.000000,
0.500000, 0.500000, -0.500000, 1.000000, 0.000000, 0.000000, 1.000000, 0.000054, 1.000000, 1.000000,
-0.500000, 0.500000, 0.500000, 0.000000, 1.000000, 0.000000, 0.000207, 1.000000, 1.000000, 1.000000,
0.500000, 0.500000, 0.500000, 0.000000, 1.000000, 0.000000, 1.000000, 1.000000, 1.000000, 1.000000,
0.500000, 0.500000, -0.500000, 0.000000, 1.000000, 0.000000, 1.000000, 0.000054, 1.000000, 1.000000,
-0.500000, 0.500000, -0.500000, 0.000000, 1.000000, 0.000000, 0.000047, 0.000047, 1.000000, 1.000000,
-0.500000, -0.500000, 0.500000, -1.000000, 0.000000, 0.000000, 0.000001, 1.000000, 0.000001, 1.000000,
-0.500000, 0.500000, 0.500000, -1.000000, 0.000000, 0.000000, 0.000207, 1.000000, 1.000000, 1.000000,
-0.500000, 0.500000, -0.500000, -1.000000, 0.000000, 0.000000, 0.000047, 0.000047, 1.000000, 1.000000,
-0.500000, -0.500000, -0.500000, -1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000
],
"parts": [
{
"id": "shape1_part1",
"type": "TRIANGLES",
"indices": [
0, 1, 2, 1, 3, 2, 4, 5, 6, 4, 6, 7,
8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15,
16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23
],
"aabb": [-0.500000, -0.500000, -0.500000, 0.500000, 0.500000, 0.500000]
}
]
}
],
"materials": [
{
"id": "01 - Default",
"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": "win",
"type": "DIFFUSE",
"wrapModeU": "REPEAT",
"wrapModeV": "REPEAT"
}
]
}
],
"nodes": [
{
"id": "Box001",
"skeleton": false,
"transform": [ 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, -1.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000],
"parts": [
{
"meshpartid": "shape1_part1",
"materialid": "01 - Default"
}
]
}
],
"animations": []
}

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@ -7,10 +7,11 @@ varying vec2 v_texture_coord;
uniform vec4 u_color;
uniform float offset;
uniform float duration;
uniform sampler2D caustics;
uniform sampler2D u_sampler0;
uniform sampler2D u_sampler1;
void main(void)
{
vec4 color = duration*vec4(0,0.8,0.4,1.0);
//blend two texture
gl_FragColor = u_color*texture2D(CC_Texture0, vec2(v_texture_coord.x- 2.0 * offset,v_texture_coord.y)) * vec4(0.3,0.3,0.3,1)+texture2D(caustics,vec2(v_texture_coord.x-offset,v_texture_coord.y)).r*color;
gl_FragColor = u_color*texture2D(u_sampler0, vec2(v_texture_coord.x- 2.0 * offset,v_texture_coord.y)) * vec4(0.3,0.3,0.3,1)+texture2D(u_sampler1,vec2(v_texture_coord.x-offset,v_texture_coord.y)).r*color;
}

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@ -5,7 +5,8 @@ varying mediump vec4 v_position;
varying vec2 v_texture_coord;
varying vec4 v_position;
#endif
uniform sampler2D u_shadowTexture;
uniform sampler2D u_sampler0;
uniform sampler2D u_sampler1;
uniform vec3 u_target_pos;
uniform vec4 u_color;
void main(void)
@ -18,5 +19,5 @@ void main(void)
coord.x = dot(v_position.xyz - u_target_pos, UVector) + 0.5;
coord.y = dot(v_position.xyz - u_target_pos, VVector) + 0.5;
gl_FragColor = u_color*texture2D(CC_Texture0,v_texture_coord)*texture2D(u_shadowTexture,coord);
gl_FragColor = u_color*texture2D(u_sampler0,v_texture_coord)*texture2D(u_sampler1,coord);
}

View File

@ -4,6 +4,7 @@ varying mediump vec2 v_texture_coord;
varying vec2 v_texture_coord;
#endif
uniform vec4 u_color;
uniform sampler2D u_sampler0;
varying vec3 v_normal;
void main(void)
{
@ -12,7 +13,7 @@ void main(void)
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,v_texture_coord);
vec4 diffuse_color = texture2D(u_sampler0,v_texture_coord);
if (diffuse_factor > 0.95) diffuse_factor=1.0;
else if (diffuse_factor > 0.75) diffuse_factor = 0.8;