mirror of https://github.com/axmolengine/axmol.git
refact code style
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2f2e2e2b46
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@ -235,8 +235,8 @@ std::string Sprite3DBasicTest::subtitle() const
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Sprite3DUVAnimationTest::Sprite3DUVAnimationTest()
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{
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//the offset use to translating texture
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this->cylinder_texture_offset = 0;
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this->shining_duraion = 0;
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_cylinder_texture_offset = 0;
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_shining_duraion = 0;
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Size visibleSize = Director::getInstance()->getVisibleSize();
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//use custom camera
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@ -248,17 +248,17 @@ Sprite3DUVAnimationTest::Sprite3DUVAnimationTest()
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//create and set our custom shader
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auto shader =GLProgram::createWithFilenames("Sprite3DTest/cylinder.vert","Sprite3DTest/cylinder.frag");
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state = GLProgramState::create(shader);
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cylinder->setGLProgramState(state);
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_state = GLProgramState::create(shader);
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cylinder->setGLProgramState(_state);
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state->setUniformFloat("offset",cylinder_texture_offset);
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state->setUniformFloat("duration",shining_duraion);
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_state->setUniformFloat("offset",_cylinder_texture_offset);
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_state->setUniformFloat("duration",_shining_duraion);
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//pass mesh's attribute to shader
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long offset = 0;
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auto attributeCount = cylinder->getMesh()->getMeshVertexAttribCount();
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for (auto i = 0; i < attributeCount; i++) {
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auto meshattribute = cylinder->getMesh()->getMeshVertexAttribute(i);
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state->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
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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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@ -276,7 +276,7 @@ Sprite3DUVAnimationTest::Sprite3DUVAnimationTest()
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tRepeatParams.wrapT = GL_REPEAT;
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shining_texture->setTexParameters(tRepeatParams);
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//pass the texture sampler to our custom shader
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state->setUniformTexture("caustics",shining_texture);
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_state->setUniformTexture("caustics",shining_texture);
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this->addChild(cylinder);
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@ -293,34 +293,34 @@ Sprite3DUVAnimationTest::Sprite3DUVAnimationTest()
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std::string Sprite3DUVAnimationTest::title() const
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{
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return "The UV Animation of Sprite3D";
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return "Testing UV Animation";
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}
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std::string Sprite3DUVAnimationTest::subtitle() const
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{
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return " ";
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return "";
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}
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void Sprite3DUVAnimationTest::cylinderUpdate(float dt)
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{
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//callback function to update cylinder's texcoord
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static bool fade_in = true;
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cylinder_texture_offset += 0.3*dt;
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cylinder_texture_offset = (cylinder_texture_offset >1)?0:cylinder_texture_offset;
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_cylinder_texture_offset += 0.3*dt;
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_cylinder_texture_offset = (_cylinder_texture_offset >1) ? 0 : _cylinder_texture_offset;
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if(fade_in)
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{
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shining_duraion += 0.5*dt;
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if(shining_duraion>1) fade_in = false;
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_shining_duraion += 0.5*dt;
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if(_shining_duraion>1) fade_in = false;
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}
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else
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{
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shining_duraion -= 0.5*dt;
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if(shining_duraion<0) fade_in = true;
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_shining_duraion -= 0.5*dt;
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if(_shining_duraion<0) fade_in = true;
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}
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//pass the result to shader
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state->setUniformFloat("offset",cylinder_texture_offset);
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state->setUniformFloat("duration",shining_duraion);
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_state->setUniformFloat("offset",_cylinder_texture_offset);
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_state->setUniformFloat("duration",_shining_duraion);
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}
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//------------------------------------------------------------------
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@ -35,6 +35,7 @@ namespace cocos2d {
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class Delay;
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class Ray;
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class DrawNode3D;
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class GLProgramState;
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}
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class Sprite3DTestDemo : public BaseTest
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@ -51,9 +52,6 @@ public:
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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 void onEnter() override;
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protected:
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std::string _title;
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};
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class Sprite3DBasicTest : public Sprite3DTestDemo
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@ -75,11 +73,13 @@ public:
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Sprite3DUVAnimationTest();
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virtual std::string title() const override;
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virtual std::string subtitle() const override;
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private:
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protected:
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void cylinderUpdate(float dt);
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float cylinder_texture_offset;
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float shining_duraion;
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GLProgramState * state;
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float _cylinder_texture_offset;
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float _shining_duraion;
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GLProgramState * _state;
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};
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class EffectSprite3D;
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