diff --git a/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.cpp b/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.cpp index 1bf14a0e57..52bdf2b60e 100644 --- a/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.cpp +++ b/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.cpp @@ -235,8 +235,8 @@ std::string Sprite3DBasicTest::subtitle() const Sprite3DUVAnimationTest::Sprite3DUVAnimationTest() { //the offset use to translating texture - this->cylinder_texture_offset = 0; - this->shining_duraion = 0; + _cylinder_texture_offset = 0; + _shining_duraion = 0; Size visibleSize = Director::getInstance()->getVisibleSize(); //use custom camera @@ -248,17 +248,17 @@ Sprite3DUVAnimationTest::Sprite3DUVAnimationTest() //create and set our custom shader auto shader =GLProgram::createWithFilenames("Sprite3DTest/cylinder.vert","Sprite3DTest/cylinder.frag"); - state = GLProgramState::create(shader); - cylinder->setGLProgramState(state); + _state = GLProgramState::create(shader); + cylinder->setGLProgramState(_state); - state->setUniformFloat("offset",cylinder_texture_offset); - state->setUniformFloat("duration",shining_duraion); + _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], + _state->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib], meshattribute.size, meshattribute.type, GL_FALSE, @@ -276,7 +276,7 @@ Sprite3DUVAnimationTest::Sprite3DUVAnimationTest() tRepeatParams.wrapT = GL_REPEAT; shining_texture->setTexParameters(tRepeatParams); //pass the texture sampler to our custom shader - state->setUniformTexture("caustics",shining_texture); + _state->setUniformTexture("caustics",shining_texture); this->addChild(cylinder); @@ -293,34 +293,34 @@ Sprite3DUVAnimationTest::Sprite3DUVAnimationTest() std::string Sprite3DUVAnimationTest::title() const { - return "The UV Animation of Sprite3D"; + return "Testing UV Animation"; } std::string Sprite3DUVAnimationTest::subtitle() const { - return " "; + return ""; } void Sprite3DUVAnimationTest::cylinderUpdate(float dt) { //callback function to update cylinder's texcoord static bool fade_in = true; - cylinder_texture_offset += 0.3*dt; - cylinder_texture_offset = (cylinder_texture_offset >1)?0:cylinder_texture_offset; + _cylinder_texture_offset += 0.3*dt; + _cylinder_texture_offset = (_cylinder_texture_offset >1) ? 0 : _cylinder_texture_offset; if(fade_in) { - shining_duraion += 0.5*dt; - if(shining_duraion>1) fade_in = false; + _shining_duraion += 0.5*dt; + if(_shining_duraion>1) fade_in = false; } else { - shining_duraion -= 0.5*dt; - if(shining_duraion<0) fade_in = true; + _shining_duraion -= 0.5*dt; + if(_shining_duraion<0) fade_in = true; } //pass the result to shader - state->setUniformFloat("offset",cylinder_texture_offset); - state->setUniformFloat("duration",shining_duraion); + _state->setUniformFloat("offset",_cylinder_texture_offset); + _state->setUniformFloat("duration",_shining_duraion); } //------------------------------------------------------------------ diff --git a/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.h b/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.h index f624258c72..80e471a45b 100644 --- a/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.h +++ b/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.h @@ -35,6 +35,7 @@ namespace cocos2d { class Delay; class Ray; class DrawNode3D; + class GLProgramState; } class Sprite3DTestDemo : public BaseTest @@ -51,9 +52,6 @@ public: virtual std::string title() const override; virtual std::string subtitle() const override; virtual void onEnter() override; - -protected: - std::string _title; }; class Sprite3DBasicTest : public Sprite3DTestDemo @@ -75,11 +73,13 @@ public: Sprite3DUVAnimationTest(); virtual std::string title() const override; virtual std::string subtitle() const override; -private: + +protected: void cylinderUpdate(float dt); - float cylinder_texture_offset; - float shining_duraion; - GLProgramState * state; + + float _cylinder_texture_offset; + float _shining_duraion; + GLProgramState * _state; }; class EffectSprite3D;