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@ -1,27 +1,27 @@
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/****************************************************************************
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Copyright (c) 2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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Copyright (c) 2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
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Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
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in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "Sprite3DTest.h"
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#include "3d/CCAnimation3D.h"
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@ -53,6 +53,8 @@ static std::function<Layer*()> createFunctions[] =
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// 3DEffect use custom shader which is not supported on WP8/WinRT yet.
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CL(Sprite3DEffectTest),
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CL(Sprite3DUVAnimationTest),
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CL(Sprite3DFakeShadowTest),
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CL(Sprite3DBasicToonShaderTest),
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#endif
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CL(Sprite3DWithSkinTest),
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#if (CC_TARGET_PLATFORM != CC_PLATFORM_WP8) && (CC_TARGET_PLATFORM != CC_PLATFORM_WINRT)
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@ -100,7 +102,7 @@ static Layer* restartSpriteTestAction()
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//------------------------------------------------------------------
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Sprite3DTestDemo::Sprite3DTestDemo(void)
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: BaseTest()
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: BaseTest()
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{
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}
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@ -171,8 +173,8 @@ void Sprite3DBasicTest::addNewSpriteWithCoords(Vec2 p)
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//int x = (idx%5) * 85;
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//int y = (idx/5) * 121;
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// //option 1: load a obj that contain the texture in it
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// auto sprite = Sprite3D::create("sprite3dTest/scene01.obj");
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// //option 1: load a obj that contain the texture in it
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// auto sprite = Sprite3D::create("sprite3dTest/scene01.obj");
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//option 2: load obj and assign the texture
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auto sprite = Sprite3D::create("Sprite3DTest/boss1.obj");
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@ -270,8 +272,8 @@ Sprite3DUVAnimationTest::Sprite3DUVAnimationTest()
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//create the second texture for cylinder
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auto shining_texture = Director::getInstance()->getTextureCache()->addImage("Sprite3DTest/caustics.png");
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Texture2D::TexParams tRepeatParams;//set texture parameters
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tRepeatParams.magFilter = GL_NEAREST;
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tRepeatParams.minFilter = GL_NEAREST;
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tRepeatParams.magFilter = GL_LINEAR;
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tRepeatParams.minFilter = GL_LINEAR;
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tRepeatParams.wrapS = GL_REPEAT;
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tRepeatParams.wrapT = GL_REPEAT;
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shining_texture->setTexParameters(tRepeatParams);
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@ -445,7 +447,7 @@ EffectSprite3D* EffectSprite3D::create(const std::string &path)
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}
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EffectSprite3D::EffectSprite3D()
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: _defaultEffect(nullptr)
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: _defaultEffect(nullptr)
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{
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}
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@ -532,11 +534,11 @@ bool Effect3DOutline::init()
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}
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Effect3DOutline::Effect3DOutline()
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: _outlineWidth(1.0f)
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, _outlineColor(1, 1, 1)
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, _sprite(nullptr)
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: _outlineWidth(1.0f)
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, _outlineColor(1, 1, 1)
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, _sprite(nullptr)
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{
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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_backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED,
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[this](EventCustom*)
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{
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@ -553,7 +555,7 @@ Effect3DOutline::Effect3DOutline()
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Effect3DOutline::~Effect3DOutline()
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{
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
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Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener);
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#endif
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}
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@ -613,7 +615,6 @@ void Effect3DOutline::setTarget(EffectSprite3D *sprite)
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(void*)offset);
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offset += meshvertexattrib.attribSizeBytes;
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}
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Color4F color(_sprite->getDisplayedColor());
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color.a = _sprite->getDisplayedOpacity() / 255.0f;
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_glProgramState->setUniformVec4("u_color", Vec4(color.r, color.g, color.b, color.a));
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@ -673,7 +674,6 @@ void EffectSprite3D::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &tran
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CustomCommand &cc = std::get<2>(effect);
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cc.func = CC_CALLBACK_0(Effect3D::draw,std::get<1>(effect),transform);
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renderer->addCommand(&cc);
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}
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if(!_defaultEffect)
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@ -900,11 +900,11 @@ void Sprite3DWithSkinOutlineTest::onTouchesEnded(const std::vector<Touch*>& touc
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}
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Animate3DTest::Animate3DTest()
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: _hurt(nullptr)
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, _swim(nullptr)
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, _sprite(nullptr)
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, _moveAction(nullptr)
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, _elapseTransTime(0.f)
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: _hurt(nullptr)
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, _swim(nullptr)
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, _sprite(nullptr)
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, _moveAction(nullptr)
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, _elapseTransTime(0.f)
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{
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addSprite3D();
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@ -1035,8 +1035,8 @@ void Animate3DTest::onTouchesEnded(const std::vector<Touch*>& touches, Event* ev
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}
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AttachmentTest::AttachmentTest()
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: _hasWeapon(false)
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, _sprite(nullptr)
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: _hasWeapon(false)
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, _sprite(nullptr)
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{
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auto s = Director::getInstance()->getWinSize();
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addNewSpriteWithCoords( Vec2(s.width/2, s.height/2) );
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@ -1092,7 +1092,7 @@ void AttachmentTest::onTouchesEnded(const std::vector<Touch*>& touches, Event* e
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_hasWeapon = !_hasWeapon;
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}
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Sprite3DReskinTest::Sprite3DReskinTest()
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: _sprite(nullptr)
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: _sprite(nullptr)
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{
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auto s = Director::getInstance()->getWinSize();
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addNewSpriteWithCoords( Vec2(s.width/2, s.height/2) );
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@ -1102,38 +1102,69 @@ Sprite3DReskinTest::Sprite3DReskinTest()
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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TTFConfig ttfConfig("fonts/arial.ttf", 20);
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auto label1 = Label::createWithTTF(ttfConfig,"Hair");
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auto item1 = MenuItemLabel::create(label1,CC_CALLBACK_1(Sprite3DReskinTest::menuCallback_reSkin,this) );
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auto item1 = MenuItemLabel::create(label1,CC_CALLBACK_1(Sprite3DReskinTest::menuCallback_switchHair,this) );
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auto label2 = Label::createWithTTF(ttfConfig,"Glasses");
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auto item2 = MenuItemLabel::create(label2, CC_CALLBACK_1(Sprite3DReskinTest::menuCallback_reSkin,this) );
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auto item2 = MenuItemLabel::create(label2, CC_CALLBACK_1(Sprite3DReskinTest::menuCallback_switchGlasses,this) );
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auto label3 = Label::createWithTTF(ttfConfig,"Coat");
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auto item3 = MenuItemLabel::create(label3,CC_CALLBACK_1(Sprite3DReskinTest::menuCallback_reSkin,this) );
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auto item3 = MenuItemLabel::create(label3,CC_CALLBACK_1(Sprite3DReskinTest::menuCallback_switchCoat,this) );
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auto label4 = Label::createWithTTF(ttfConfig,"Pants");
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auto item4 = MenuItemLabel::create(label4, CC_CALLBACK_1(Sprite3DReskinTest::menuCallback_reSkin,this) );
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auto item4 = MenuItemLabel::create(label4, CC_CALLBACK_1(Sprite3DReskinTest::menuCallback_switchPants,this) );
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auto label5 = Label::createWithTTF(ttfConfig,"Shoes");
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auto item5 = MenuItemLabel::create(label5,CC_CALLBACK_1(Sprite3DReskinTest::menuCallback_reSkin,this) );
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auto item5 = MenuItemLabel::create(label5,CC_CALLBACK_1(Sprite3DReskinTest::menuCallback_switchShoes,this) );
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item1->setPosition( Vec2(VisibleRect::left().x+50, VisibleRect::bottom().y+item1->getContentSize().height*4 ) );
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item2->setPosition( Vec2(VisibleRect::left().x+50, VisibleRect::bottom().y+item1->getContentSize().height *5 ) );
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item3->setPosition( Vec2(VisibleRect::left().x+50, VisibleRect::bottom().y+item1->getContentSize().height*6 ) );
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item4->setPosition( Vec2(VisibleRect::left().x+50, VisibleRect::bottom().y+item1->getContentSize().height *7 ) );
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item5->setPosition( Vec2(VisibleRect::left().x+50, VisibleRect::bottom().y+item1->getContentSize().height *8 ) );
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item1->setUserData((void*)SkinType::HAIR);
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item2->setUserData((void*)SkinType::GLASSES);
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item3->setUserData((void*)SkinType::UPPER_BODY);
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item4->setUserData((void*)SkinType::PANTS);
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item5->setUserData((void*)SkinType::SHOES);
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auto pMenu1 = CCMenu::create(item1, item2, item3, item4, item5, nullptr);
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pMenu1->setPosition(Vec2(0,0));
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this->addChild(pMenu1, 10);
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}
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void Sprite3DReskinTest::menuCallback_reSkin(Ref* sender)
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void Sprite3DReskinTest::menuCallback_switchHair(Ref* sender)
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{
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long index = (long)(((MenuItemLabel*)sender)->getUserData());
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if (index < (int)SkinType::MAX_TYPE)
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{
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_curSkin[index] = (_curSkin[index] + 1) % _skins[index].size();
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std::string str = _curSkin[SkinType::HAIR];
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if (str == "Girl_Hair01")
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_curSkin[SkinType::HAIR] = "Girl_Hair02";
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else
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_curSkin[SkinType::HAIR] = "Girl_Hair01";
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applyCurSkin();
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}
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void Sprite3DReskinTest::menuCallback_switchGlasses(Ref* sender)
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{
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std::string str = _curSkin[SkinType::GLASSES];
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if (str == "Girl_Glasses01")
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_curSkin[SkinType::GLASSES] = "";
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else
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_curSkin[SkinType::GLASSES] = "Girl_Glasses01";
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applyCurSkin();
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}
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void Sprite3DReskinTest::menuCallback_switchCoat(Ref* sender)
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{
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std::string str = _curSkin[SkinType::UPPER_BODY];
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if (str == "Girl_UpperBody01")
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_curSkin[SkinType::UPPER_BODY] = "Girl_UpperBody02";
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else
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_curSkin[SkinType::UPPER_BODY] = "Girl_UpperBody01";
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applyCurSkin();
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}
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void Sprite3DReskinTest::menuCallback_switchPants(Ref* sender)
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{
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std::string str = _curSkin[SkinType::PANTS];
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if (str == "Girl_LowerBody01")
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_curSkin[SkinType::PANTS] = "Girl_LowerBody02";
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else
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_curSkin[SkinType::PANTS] = "Girl_LowerBody01";
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applyCurSkin();
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}
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void Sprite3DReskinTest::menuCallback_switchShoes(Ref* sender)
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{
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std::string strShoes = _curSkin[SkinType::SHOES];
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if (strShoes == "Girl_Shoes01")
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_curSkin[SkinType::SHOES] = "Girl_Shoes02";
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else
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_curSkin[SkinType::SHOES] = "Girl_Shoes01";
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applyCurSkin();
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}
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}
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std::string Sprite3DReskinTest::title() const
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@ -1162,36 +1193,13 @@ void Sprite3DReskinTest::addNewSpriteWithCoords(Vec2 p)
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}
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_sprite = sprite;
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auto& body = _skins[(int)SkinType::UPPER_BODY];
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body.push_back("Girl_UpperBody01");
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body.push_back("Girl_UpperBody02");
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auto& pants = _skins[(int)SkinType::PANTS];
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pants.push_back("Girl_LowerBody01");
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pants.push_back("Girl_LowerBody02");
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auto& shoes = _skins[(int)SkinType::SHOES];
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shoes.push_back("Girl_Shoes01");
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shoes.push_back("Girl_Shoes02");
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auto& hair = _skins[(int)SkinType::HAIR];
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hair.push_back("Girl_Hair01");
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hair.push_back("Girl_Hair02");
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auto& face = _skins[(int)SkinType::FACE];
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face.push_back("Girl_Face01");
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face.push_back("Girl_Face02");
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auto& hand = _skins[(int)SkinType::HAND];
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hand.push_back("Girl_Hand01");
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hand.push_back("Girl_Hand02");
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auto& glasses = _skins[(int)SkinType::GLASSES];
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glasses.push_back("");
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glasses.push_back("Girl_Glasses01");
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memset(_curSkin, 0, (int)SkinType::MAX_TYPE * sizeof(int));
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_curSkin[SkinType::UPPER_BODY] = "Girl_UpperBody01";
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_curSkin[SkinType::PANTS] = "Girl_LowerBody01";
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_curSkin[SkinType::SHOES] = "Girl_Shoes01";
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_curSkin[SkinType::HAIR] = "Girl_Hair01";
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_curSkin[SkinType::FACE] = "Girl_Face01";
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_curSkin[SkinType::HAND] = "Girl_Hand01";
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_curSkin[SkinType::GLASSES] = "";
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applyCurSkin();
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}
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@ -1204,8 +1212,8 @@ void Sprite3DReskinTest::applyCurSkin()
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for (ssize_t i = 0; i < _sprite->getMeshCount(); i++) {
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auto mesh = _sprite->getMeshByIndex(static_cast<int>(i));
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bool isVisible = false;
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for (int j = 0; j < (int)SkinType::MAX_TYPE; j++) {
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if (mesh->getName() == _skins[j].at(_curSkin[j]))
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for (auto& it : _curSkin) {
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if (mesh->getName() == it.second)
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{
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isVisible = true;
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break;
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|
@ -1473,8 +1481,8 @@ void Sprite3DWithOBBPerfromanceTest::calculateRayByLocationInView(Ray* ray, cons
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}
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Sprite3DMirrorTest::Sprite3DMirrorTest()
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: _sprite(nullptr)
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, _mirrorSprite(nullptr)
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: _sprite(nullptr)
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, _mirrorSprite(nullptr)
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{
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auto s = Director::getInstance()->getWinSize();
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addNewSpriteWithCoords( Vec2(s.width/2, s.height/2) );
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@ -1533,3 +1541,101 @@ void Sprite3DMirrorTest::addNewSpriteWithCoords(Vec2 p)
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}
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_mirrorSprite = sprite;
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}
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Sprite3DFakeShadowTest::Sprite3DFakeShadowTest()
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{
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Size visibleSize = Director::getInstance()->getVisibleSize();
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auto _camera = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1,200);
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_camera->setCameraFlag(CameraFlag::USER1);
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_camera->setPositionY(3);
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auto plane = Sprite3D::create("Sprite3DTest/plane.c3t");
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plane->setRotation3D(Vec3(90,0,0));
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auto shader =GLProgram::createWithFilenames("Sprite3DTest/simple_shadow.vert","Sprite3DTest/simple_shadow.frag");
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auto state = GLProgramState::create(shader);
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plane->setGLProgramState(state);
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//pass mesh's attribute to shader
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long offset = 0;
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auto attributeCount = plane->getMesh()->getMeshVertexAttribCount();
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for (auto i = 0; i < attributeCount; i++) {
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auto meshattribute = plane->getMesh()->getMeshVertexAttribute(i);
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state->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
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meshattribute.size,
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meshattribute.type,
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GL_FALSE,
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plane->getMesh()->getVertexSizeInBytes(),
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(GLvoid*)offset);
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offset += meshattribute.attribSizeBytes;
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}
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state->setUniformMat4("u_model_matrix",plane->getNodeToWorldTransform());
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auto shadowTexture = Director::getInstance()->getTextureCache()->addImage("Sprite3DTest/shadowCircle.png");
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Texture2D::TexParams tRepeatParams;//set texture parameters
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tRepeatParams.magFilter = GL_LINEAR;
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tRepeatParams.minFilter = GL_LINEAR;
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tRepeatParams.wrapS = GL_CLAMP_TO_EDGE;
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tRepeatParams.wrapT = GL_CLAMP_TO_EDGE;
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shadowTexture->setTexParameters(tRepeatParams);
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state->setUniformTexture("u_shadowTexture",shadowTexture);
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this->addChild(plane);
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auto orc = Sprite3D::create("Sprite3DTest/orc.c3b");
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orc->setScale(0.2);
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orc->setPosition3D(Vec3(0,0,-10));
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plane->getGLProgramState()->setUniformVec3("u_target_pos",orc->getPosition3D());
|
||||
this->addChild(orc);
|
||||
this->addChild(_camera);
|
||||
this->setCameraMask(2);
|
||||
}
|
||||
|
||||
std::string Sprite3DFakeShadowTest::title() const
|
||||
{
|
||||
return "fake shadow effect";
|
||||
}
|
||||
|
||||
std::string Sprite3DFakeShadowTest::subtitle() const
|
||||
{
|
||||
return "fake shadow effect";
|
||||
}
|
||||
|
||||
//the basic toon shader test
|
||||
Sprite3DBasicToonShaderTest::Sprite3DBasicToonShaderTest()
|
||||
{
|
||||
Size visibleSize = Director::getInstance()->getVisibleSize();
|
||||
auto _camera = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1,200);
|
||||
_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");
|
||||
auto state = GLProgramState::create(shader);
|
||||
teapot->setGLProgramState(state);
|
||||
teapot->setPosition3D(Vec3(0,-5,-20));
|
||||
teapot->setRotation3D(Vec3(-90,180,0));
|
||||
auto rotate_action = RotateBy::create(3,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);
|
||||
}
|
||||
|
||||
std::string Sprite3DBasicToonShaderTest::title() const
|
||||
{
|
||||
return "basic toon shader test";
|
||||
}
|
||||
|
||||
std::string Sprite3DBasicToonShaderTest::subtitle() const
|
||||
{
|
||||
return " ";
|
||||
}
|
||||
|
|
|
@ -81,6 +81,24 @@ protected:
|
|||
float _shining_duraion;
|
||||
GLProgramState * _state;
|
||||
};
|
||||
|
||||
class Sprite3DFakeShadowTest : public Sprite3DTestDemo
|
||||
{
|
||||
public:
|
||||
CREATE_FUNC(Sprite3DFakeShadowTest);
|
||||
Sprite3DFakeShadowTest();
|
||||
virtual std::string title() const override;
|
||||
virtual std::string subtitle() const override;
|
||||
};
|
||||
|
||||
class Sprite3DBasicToonShaderTest : public Sprite3DTestDemo
|
||||
{
|
||||
public:
|
||||
CREATE_FUNC(Sprite3DBasicToonShaderTest);
|
||||
Sprite3DBasicToonShaderTest();
|
||||
virtual std::string title() const override;
|
||||
virtual std::string subtitle() const override;
|
||||
};
|
||||
class EffectSprite3D;
|
||||
|
||||
class Effect3D : public Ref
|
||||
|
@ -120,7 +138,7 @@ protected:
|
|||
float _outlineWidth;
|
||||
//weak reference
|
||||
EffectSprite3D* _sprite;
|
||||
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
|
||||
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
|
||||
EventListenerCustom* _backToForegroundListener;
|
||||
#endif
|
||||
|
||||
|
@ -268,8 +286,11 @@ public:
|
|||
virtual std::string subtitle() const override;
|
||||
void onTouchesEnded(const std::vector<Touch*>& touches, Event* event);
|
||||
void addNewSpriteWithCoords(Vec2 p);
|
||||
|
||||
void menuCallback_reSkin(Ref* sender);
|
||||
void menuCallback_switchHair(Ref* sender);
|
||||
void menuCallback_switchGlasses(Ref* sender);
|
||||
void menuCallback_switchCoat(Ref* sender);
|
||||
void menuCallback_switchPants(Ref* sender);
|
||||
void menuCallback_switchShoes(Ref* sender);
|
||||
protected:
|
||||
void applyCurSkin();
|
||||
|
||||
|
@ -282,11 +303,8 @@ protected:
|
|||
FACE,
|
||||
HAND,
|
||||
GLASSES,
|
||||
MAX_TYPE,
|
||||
};
|
||||
|
||||
std::vector<std::string> _skins[(int)SkinType::MAX_TYPE]; //all skins
|
||||
int _curSkin[(int)SkinType::MAX_TYPE]; //current skin index
|
||||
std::map<SkinType, std::string> _curSkin;
|
||||
cocos2d::Sprite3D* _sprite;
|
||||
};
|
||||
class Sprite3DWithOBBPerfromanceTest : public Sprite3DTestDemo
|
||||
|
|
Loading…
Reference in New Issue