mirror of https://github.com/axmolengine/axmol.git
Adds simple sample for multitexturing
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adce46a7b4
commit
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@ -71,7 +71,6 @@ void UniformValue::apply()
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switch (_uniform->type) {
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case GL_SAMPLER_2D:
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_glprogram->setUniformLocationWith1i(_uniform->location, _value.tex.textureUnit);
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GL::activeTexture(_value.tex.textureUnit);
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GL::bindTexture2DN(_value.tex.textureUnit, _value.tex.textureId);
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break;
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@ -4,23 +4,23 @@
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static int sceneIdx = -1;
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#define MAX_LAYER 10
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#define MAX_LAYER 11
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static Layer* createShaderLayer(int nIndex)
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{
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switch (sceneIdx)
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{
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case 0: return new ShaderLensFlare();
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case 1: return new ShaderMandelbrot();
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case 2: return new ShaderJulia();
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case 3: return new ShaderHeart();
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case 4: return new ShaderFlower();
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case 5: return new ShaderPlasma();
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case 6: return new ShaderBlur();
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case 7: return new ShaderRetroEffect();
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case 8: return new ShaderMonjori();
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//case 9: return new ShaderFireBall();
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case 9: return new ShaderGlow();
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case 0: return new ShaderLensFlare();
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case 1: return new ShaderMandelbrot();
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case 2: return new ShaderJulia();
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case 3: return new ShaderHeart();
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case 4: return new ShaderFlower();
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case 5: return new ShaderPlasma();
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case 6: return new ShaderBlur();
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case 7: return new ShaderRetroEffect();
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case 8: return new ShaderMonjori();
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case 9: return new ShaderGlow();
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case 10: return new ShaderMultiTexture();
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}
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return NULL;
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}
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@ -694,39 +694,9 @@ bool ShaderLensFlare::init()
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return false;
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}
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ShaderFireBall::ShaderFireBall()
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{
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init();
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}
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std::string ShaderFireBall::title() const
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{
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return "ShaderToy Test";
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}
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std::string ShaderFireBall::subtitle() const
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{
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return "Fire Ball";
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}
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bool ShaderFireBall::init()
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{
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if (ShaderTestDemo::init())
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{
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auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/shadertoy_FireBall.fsh");
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auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Vector2(s.width/2, s.height/2));
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sn->setContentSize(Size(s.width/2,s.height/2));
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addChild(sn);
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return true;
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}
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return false;
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}
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//
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// ShaderGlow
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//
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ShaderGlow::ShaderGlow()
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{
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init();
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@ -759,6 +729,48 @@ bool ShaderGlow::init()
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return false;
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}
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//
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// ShaderMultiTexture
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//
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ShaderMultiTexture::ShaderMultiTexture()
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{
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init();
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}
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std::string ShaderMultiTexture::title() const
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{
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return "MultiTexture test";
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}
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std::string ShaderMultiTexture::subtitle() const
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{
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return "MultiTexture";
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}
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bool ShaderMultiTexture::init()
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{
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if (ShaderTestDemo::init())
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{
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auto s = Director::getInstance()->getWinSize();
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auto sprite = Sprite::create("Images/grossinis_sister1.png");
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Texture2D *texture1 = Director::getInstance()->getTextureCache()->addImage("Images/grossinis_sister2.png");
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addChild(sprite);
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sprite->setPosition(Vector2(s.width/2, s.height/2));
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auto glprogram = GLProgram::createWithFilenames("Shaders/example_MultiTexture.vsh", "Shaders/example_MultiTexture.fsh");
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auto glprogramstate = GLProgramState::getOrCreate(glprogram);
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sprite->setGLProgramState(glprogramstate);
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glprogramstate->setUniformTexture("u_texture1", texture1);
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return true;
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}
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return false;
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}
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///---------------------------------------
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//
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@ -152,16 +152,6 @@ public:
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virtual bool init();
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};
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class ShaderFireBall : public ShaderTestDemo
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{
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public:
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ShaderFireBall();
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virtual std::string title() const override;
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virtual std::string subtitle() const override;
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virtual bool init();
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};
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class ShaderGlow : public ShaderTestDemo
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{
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public:
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@ -172,8 +162,14 @@ public:
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virtual bool init();
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};
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class ShaderMultiTexture : public ShaderTestDemo
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{
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public:
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ShaderMultiTexture();
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//CCLayer* nextAction();
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virtual std::string title() const override;
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virtual std::string subtitle() const override;
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virtual bool init();
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};
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#endif
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@ -0,0 +1,18 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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uniform sampler2D CC_Texture0;
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uniform sampler2D u_texture1;
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void main() {
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vec4 color1 = texture2D(CC_Texture0, v_texCoord) * vec4(1,1,1,CC_SinTime[3]);
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vec4 color2 = texture2D(u_texture1, v_texCoord) * vec4(1,1,1,CC_CosTime[3]);
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gl_FragColor = (color1 + color2) * v_fragmentColor;
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}
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@ -0,0 +1,19 @@
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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attribute vec4 a_color;
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#ifdef GL_ES
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varying lowp vec4 v_fragmentColor;
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varying mediump vec2 v_texCoord;
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#else
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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#endif
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void main()
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{
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gl_Position = CC_PMatrix * a_position;
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v_fragmentColor = a_color;
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v_texCoord = a_texCoord;
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}
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