Added Light Test

Added Point Light
This commit is contained in:
songchengjiang 2014-08-17 21:33:33 +08:00
parent def3f8220b
commit 9b3a02f350
10 changed files with 296 additions and 27 deletions

View File

@ -414,20 +414,20 @@ bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source
}
GLchar lightStruct[] = {
"#define MAX_LIGHT 6 \n"
"#define CC_MAX_LIGHT 6 \n"
"struct LightSource \n"
"{ \n"
" vec4 color; \n"
" vec3 position; \n"
" vec3 direction; \n"
" float range; \n"
" float range2; \n"
" float innerAngle; \n"
" float outerAngle; \n"
" float type; \n"
" float use; \n"
" float none; \n"
"}; \n"
"uniform LightSource CC_LightSource[MAX_LIGHT];\n"
"uniform LightSource CC_LightSource[CC_MAX_LIGHT];\n"
};
const GLchar *sources[] = {
@ -905,8 +905,8 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
mvInverse.transpose();
GLfloat normalMat[9];
normalMat[0] = mvInverse.m[0];normalMat[1] = mvInverse.m[1];normalMat[2] = mvInverse.m[2];
normalMat[3] = mvInverse.m[3];normalMat[4] = mvInverse.m[4];normalMat[5] = mvInverse.m[5];
normalMat[6] = mvInverse.m[6];normalMat[7] = mvInverse.m[7];normalMat[8] = mvInverse.m[8];
normalMat[3] = mvInverse.m[4];normalMat[4] = mvInverse.m[5];normalMat[5] = mvInverse.m[6];
normalMat[6] = mvInverse.m[8];normalMat[7] = mvInverse.m[9];normalMat[8] = mvInverse.m[10];
setUniformLocationWithMatrix3fv(_builtInUniforms[UNIFORM_NORMAL_MATRIX], normalMat, 1);
}
@ -947,11 +947,11 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
lightSources[4 + idx] = pos.x;lightSources[5 + idx] = pos.y;lightSources[6 + idx] = pos.z;
lightSources[7 + idx] = dir.x;lightSources[8 + idx] = dir.y;lightSources[9 + idx] = dir.z;
lightSources[10 + idx] = iter->getRange();
lightSources[11 + idx] = iter->getInnerAngle();
lightSources[12 + idx] = iter->getOuterAngle();
lightSources[13 + idx] = static_cast<float>(iter->getLightType());
lightSources[14 + idx] = static_cast<float>(iter->getEnabled());
lightSources[15 + idx] = -1;
lightSources[11 + idx] = iter->getRange() * iter->getRange();
lightSources[12 + idx] = iter->getInnerAngle();
lightSources[13 + idx] = iter->getOuterAngle();
lightSources[14 + idx] = static_cast<float>(iter->getLightType());
lightSources[15 + idx] = static_cast<float>(iter->getEnabled());
idx += 16;
}

View File

@ -3,13 +3,18 @@ const char* cc3D_ColorTex_frag = STRINGIFY(
\n#ifdef GL_ES\n
varying mediump vec2 TextureCoordOut;
varying mediump vec4 LightIntensityOut;
\n#else\n
varying vec2 TextureCoordOut;
varying vec4 LightIntensityOut;
\n#endif\n
uniform vec4 u_color;
void main(void)
{
if (LightIntensityOut.w == 0.0)
gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color;
else
gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color * LightIntensityOut;
}
);

View File

@ -3,14 +3,39 @@ const char* cc3D_PositionTex_vert = STRINGIFY(
attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec3 a_normal;
varying vec2 TextureCoordOut;
varying vec4 LightIntensityOut;
vec4 PointLight(int n, vec4 ePosition, vec3 eNormal)
{
vec4 intensity = vec4(0.0);
if (0.0 < CC_LightSource[n].use)
{
vec4 p = vec4(CC_LightSource[n].position, 1.0) * CC_MVMatrix;
p -= ePosition;
intensity.xyz = CC_LightSource[n].color * max(0.0, dot(normalize(p.xyz), eNormal));
intensity.w = 1.0;
}
return intensity;
}
void main(void)
{
gl_Position = CC_MVPMatrix * a_position;
vec4 ePosition = CC_MVMatrix * a_position;
vec3 eNormal = CC_NormalMatrix * a_normal;
vec4 intensity = vec4(0.0);
for (int i = 0; i < CC_MAX_LIGHT; ++i)
{
intensity += PointLight(i, ePosition, eNormal);
}
LightIntensityOut = intensity;
TextureCoordOut = a_texCoord;
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
gl_Position = CC_PMatrix * ePosition;
}
);
@ -22,14 +47,31 @@ attribute vec4 a_blendIndex;
attribute vec2 a_texCoord;
attribute vec3 a_normal;
const int SKINNING_JOINT_COUNT = 60;
// Uniforms
uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
// Varyings
varying vec2 TextureCoordOut;
varying vec4 LightIntensityOut;
vec4 getPosition()
vec4 PointLight(int n, vec4 ePosition, vec3 eNormal)
{
vec4 intensity = vec4(0.0);
if (0.0 < CC_LightSource[n].use)
{
vec4 p = vec4(CC_LightSource[n].position, 1.0) * CC_MVMatrix;
p -= ePosition;
intensity.xyz = CC_LightSource[n].color * max(0.0, dot(normalize(p.xyz), eNormal));
intensity.w = 1.0;
}
return intensity;
}
void getPositionAndNormal(out vec4 position, out vec3 normal)
{
float blendWeight = a_blendWeight[0];
@ -69,23 +111,36 @@ vec4 getPosition()
}
vec4 _skinnedPosition;
vec4 postion = vec4(a_position, 1.0);
_skinnedPosition.x = dot(postion, matrixPalette1);
_skinnedPosition.y = dot(postion, matrixPalette2);
_skinnedPosition.z = dot(postion, matrixPalette3);
_skinnedPosition.w = postion.w;
vec4 p = vec4(a_position, 1.0);
position.x = dot(p, matrixPalette1);
position.y = dot(p, matrixPalette2);
position.z = dot(p, matrixPalette3);
position.w = p.w;
return _skinnedPosition;
vec4 n = vec4(a_normal, 0.0);
normal.x = dot(n, matrixPalette1);
normal.y = dot(n, matrixPalette2);
normal.z = dot(n, matrixPalette3);
}
void main()
{
vec4 position = getPosition();
gl_Position = CC_MVPMatrix * position;
vec4 position;
vec3 normal;
getPositionAndNormal(position, normal);
vec4 ePosition = CC_MVMatrix * position;
vec3 eNormal = CC_NormalMatrix * normal;
vec4 intensity = vec4(0.0);
for (int i = 0; i < CC_MAX_LIGHT; ++i)
{
intensity += PointLight(i, ePosition, eNormal);
}
LightIntensityOut = intensity;
TextureCoordOut = a_texCoord;
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
gl_Position = CC_PMatrix * ePosition;
}
);

View File

@ -0,0 +1,134 @@
#include "LightTestDemo.h"
#include "3d/CCLight.h"
static int sceneIdx = -1;
static std::function<Layer*()> createFunctions[] =
{
CL(LightTestDemo)
};
#define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0]))
static Layer* nextSpriteTestAction()
{
sceneIdx++;
sceneIdx = sceneIdx % MAX_LAYER;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* backSpriteTestAction()
{
sceneIdx--;
int total = MAX_LAYER;
if( sceneIdx < 0 )
sceneIdx += total;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* restartSpriteTestAction()
{
auto layer = (createFunctions[sceneIdx])();
return layer;
}
LightTestDemo::LightTestDemo()
{
addSprite();
addLights();
}
LightTestDemo::~LightTestDemo()
{
}
std::string LightTestDemo::title() const
{
return "Point Light";
}
std::string LightTestDemo::subtitle() const
{
return "";
}
void LightTestDemo::restartCallback( Ref* sender )
{
auto s = new LightTestScene();
s->addChild(restartSpriteTestAction());
Director::getInstance()->replaceScene(s);
s->release();
}
void LightTestDemo::nextCallback( Ref* sender )
{
auto s = new LightTestScene();
s->addChild( nextSpriteTestAction() );
Director::getInstance()->replaceScene(s);
s->release();
}
void LightTestDemo::backCallback( Ref* sender )
{
auto s = new LightTestScene();
s->addChild( backSpriteTestAction() );
Director::getInstance()->replaceScene(s);
s->release();
}
void LightTestDemo::addSprite()
{
auto s = Director::getInstance()->getWinSize();
std::string fileName = "Sprite3DTest/orc.c3b";
auto sprite = Sprite3D::create(fileName);
sprite->setScale(5.0f);
sprite->setRotation3D(Vec3(0,180,0));
sprite->setPosition(Vec2(s.width/2, s.height/2));
addChild(sprite);
auto sp = Sprite3D::create("Sprite3DTest/axe.c3b");
sprite->getAttachNode("Bip001 R Hand")->addChild(sp);
auto animation = Animation3D::create(fileName);
if (animation)
{
auto animate = Animate3D::create(animation);
sprite->runAction(RepeatForever::create(animate));
}
}
void LightTestDemo::onEnter()
{
BaseTest::onEnter();
}
void LightTestDemo::onExit()
{
BaseTest::onExit();
}
void LightTestDemo::addLights()
{
auto s = Director::getInstance()->getWinSize();
auto light1 = Light3D::Create(Light3D::POINT);
light1->setEnabled(true);
light1->setPosition(Vec2(s.width/2, s.height));
light1->setColor(Color3B(255, 255, 255));
addChild(light1);
}
void LightTestScene::runThisTest()
{
auto layer = nextSpriteTestAction();
addChild(layer);
Director::getInstance()->replaceScene(this);
}

View File

@ -0,0 +1,62 @@
/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef _LIGHT_TEST_H_
#define _LIGHT_TEST_H_
#include "../testBasic.h"
#include "../BaseTest.h"
class LightTestDemo : public BaseTest
{
public:
CREATE_FUNC(LightTestDemo);
LightTestDemo();
virtual ~LightTestDemo();
virtual std::string title() const;
virtual std::string subtitle() const;
virtual void restartCallback(Ref* sender);
virtual void nextCallback(Ref* sender);
virtual void backCallback(Ref* sender);
virtual void onEnter() override;
virtual void onExit() override;
private:
void addSprite();
void addLights();
};
class LightTestScene : public TestScene
{
public:
virtual void runThisTest();
};
#endif

View File

@ -77,6 +77,7 @@ Controller g_aTestNames[] = {
{ "Node: Sprite", [](){return new SpriteTestScene(); } },
{ "Node: Sprite3D", [](){ return new Sprite3DTestScene(); }},
{ "Node: Camera 3D Test", [](){ return new Camera3DTestScene(); }},
{ "Node: Light Test", [](){ return new LightTestScene(); }},
{ "Node: TileMap", [](){return new TileMapTestScene(); } },
#if CC_TARGET_PLATFORM != CC_PLATFORM_WP8
{ "Node: FastTileMap", [](){return new TileMapTestSceneNew(); } },

View File

@ -70,5 +70,6 @@
#include "Sprite3DTest/Sprite3DTest.h"
#include "Camera3DTest/Camera3DTest.h"
#include "LightTest/LightTestDemo.h"
#endif

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@ -171,6 +171,7 @@
<ClCompile Include="..\Classes\FileUtilsTest\FileUtilsTest.cpp" />
<ClCompile Include="..\Classes\InputTest\MouseTest.cpp" />
<ClCompile Include="..\Classes\LabelTest\LabelTestNew.cpp" />
<ClCompile Include="..\Classes\LightTest\LightTestDemo.cpp" />
<ClCompile Include="..\Classes\NewEventDispatcherTest\NewEventDispatcherTest.cpp" />
<ClCompile Include="..\Classes\NewRendererTest\NewRendererTest.cpp" />
<ClCompile Include="..\Classes\PerformanceTest\PerformanceAllocTest.cpp" />
@ -358,6 +359,7 @@
<ClInclude Include="..\Classes\FileUtilsTest\FileUtilsTest.h" />
<ClInclude Include="..\Classes\InputTest\MouseTest.h" />
<ClInclude Include="..\Classes\LabelTest\LabelTestNew.h" />
<ClInclude Include="..\Classes\LightTest\LightTestDemo.h" />
<ClInclude Include="..\Classes\NewEventDispatcherTest\NewEventDispatcherTest.h" />
<ClInclude Include="..\Classes\NewRendererTest\NewRendererTest.h" />
<ClInclude Include="..\Classes\PerformanceTest\PerformanceAllocTest.h" />

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@ -331,6 +331,9 @@
<Filter Include="Classes\Camera3DTest">
<UniqueIdentifier>{7f85be1c-98c5-4412-afc5-6f39ae1452a7}</UniqueIdentifier>
</Filter>
<Filter Include="Classes\LightTest">
<UniqueIdentifier>{7cfec1ae-5766-4913-8f3c-3b4ad4745ce4}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
@ -864,6 +867,9 @@
<ClCompile Include="..\Classes\Camera3DTest\Camera3DTest.cpp">
<Filter>Classes\Camera3DTest</Filter>
</ClCompile>
<ClCompile Include="..\Classes\LightTest\LightTestDemo.cpp">
<Filter>Classes\LightTest</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="main.h">
@ -1595,5 +1601,8 @@
<ClInclude Include="..\Classes\Camera3DTest\Camera3DTest.h">
<Filter>Classes\Camera3DTest</Filter>
</ClInclude>
<ClInclude Include="..\Classes\LightTest\LightTestDemo.h">
<Filter>Classes\LightTest</Filter>
</ClInclude>
</ItemGroup>
</Project>