diff --git a/cocos/2d/libcocos2d.vcxproj b/cocos/2d/libcocos2d.vcxproj
index f6fd450c7d..0c61f8b281 100644
--- a/cocos/2d/libcocos2d.vcxproj
+++ b/cocos/2d/libcocos2d.vcxproj
@@ -208,7 +208,7 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\chipmunk\prebuilt\win32\release-lib\*.*
-
+
@@ -546,7 +546,7 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\chipmunk\prebuilt\win32\release-lib\*.*
-
+
diff --git a/cocos/2d/libcocos2d.vcxproj.filters b/cocos/2d/libcocos2d.vcxproj.filters
index a5f72ceebd..1631bf1e70 100644
--- a/cocos/2d/libcocos2d.vcxproj.filters
+++ b/cocos/2d/libcocos2d.vcxproj.filters
@@ -1039,9 +1039,6 @@
3d
-
- 3d
-
cocosbuilder\Source Files
@@ -1171,6 +1168,9 @@
ui\UIWidgets\EditBox
+
+ 3d
+
@@ -2149,9 +2149,6 @@
3d
-
- 3d
-
cocosbuilder\Header Files
@@ -2302,6 +2299,9 @@
ui\UIWidgets\EditBox
+
+ 3d
+
diff --git a/cocos/3d/Android.mk b/cocos/3d/Android.mk
index c0ce7c55f3..30a80dc5b4 100644
--- a/cocos/3d/Android.mk
+++ b/cocos/3d/Android.mk
@@ -15,6 +15,7 @@ CCAttachNode.cpp \
CCBillBoard.cpp \
CCBundle3D.cpp \
CCBundleReader.cpp \
+CCLight3D.cpp \
CCMesh.cpp \
CCMeshSkin.cpp \
CCMeshVertexIndexData.cpp \
diff --git a/cocos/3d/CCLight3D.cpp b/cocos/3d/CCLight3D.cpp
index 911c350e61..beb6e38cd1 100644
--- a/cocos/3d/CCLight3D.cpp
+++ b/cocos/3d/CCLight3D.cpp
@@ -159,173 +159,34 @@ void SpotLight3D::setOuterAngle(float angle)
_cosInnerAngle = cosf(angle);
}
+SpotLight3D::SpotLight3D()
+{
+
+}
+
+SpotLight3D::~SpotLight3D()
+{
+
+}
+
/////////////////////////////////////////////////////////////
-Light3D::Light3D()
- : _isEnabled(true)
- , _range(0.0)
- , _innerAngle(0.0)
- , _outerAngle(0.0)
+AmbientLight3D* AmbientLight3D::create( const Color3B &color )
{
-}
-
-Light3D::~Light3D()
-{
-}
-
-Light3D* Light3D::createDirectionalLight( const Vec3 &direction, const Color3B &color )
-{
- Light3D *light = new Light3D;
- light->_lightType = Light3D::LightType::DIRECTIONAL;
- light->calculateRotation(direction);
+ auto light = new (std::nothrow) AmbientLight3D();
light->setColor(color);
light->autorelease();
return light;
}
-Light3D* Light3D::createPointLight( const Vec3 &position, const Color3B &color, float range )
+AmbientLight3D::AmbientLight3D()
{
- Light3D *light = new Light3D;
- light->_lightType = Light3D::LightType::POINT;
- light->setPosition3D(position);
- light->setColor(color);
- light->_range = range;
- light->autorelease();
- return light;
+
}
-Light3D* Light3D::createSpotLight( const Vec3 &direction, const Vec3 &position, const Color3B &color, float innerAngle, float outerAngle, float range )
+AmbientLight3D::~AmbientLight3D()
{
- Light3D *light = new Light3D;
- light->_lightType = Light3D::LightType::SPOT;
- light->calculateRotation(direction);
- light->setPosition3D(position);
- light->setColor(color);
- light->_innerAngle = innerAngle;
- light->_outerAngle = outerAngle;
- light->_range = range;
- light->autorelease();
- return light;
-}
-
-void Light3D::setLightType( LightType lightType )
-{
- _lightType = lightType;
-}
-
-
-Light3D::LightType Light3D::getLightType()
-{
- return _lightType;
-}
-
-void Light3D::setRange( float range )
-{
- _range = range;
-}
-
-float Light3D::getRange()
-{
- return _range;
-}
-
-void Light3D::setInnerAngle( float angle )
-{
- _innerAngle = angle;
-}
-
-float Light3D::getInnerAngle()
-{
- return _innerAngle;
-}
-
-void Light3D::setOuterAngle( float angle )
-{
- _outerAngle = angle;
-}
-
-float Light3D::getOuterAngle()
-{
- return _outerAngle;
-}
-
-void Light3D::onEnter()
-{
-// auto scene = getScene();
-// if (scene)
-// {
-// auto &lights = scene->_lights;
-// auto iter = std::find(lights.begin(), lights.end(), this);
-// if (iter == lights.end())
-// lights.push_back(this);
-// }
-// Node::onEnter();
-}
-
-void Light3D::onExit()
-{
-// auto scene = getScene();
-// if (scene)
-// {
-// auto &lights = scene->_lights;
-// auto iter = std::find(lights.begin(), lights.end(), this);
-// if (iter != lights.end())
-// lights.erase(iter);
-// }
-// Node::onExit();
-}
-
-void Light3D::setEnabled( bool enabled )
-{
- _isEnabled = enabled;
-}
-
-bool Light3D::getEnabled()
-{
- return _isEnabled;
-}
-
-void Light3D::calculateRotation( const Vec3 &direction )
-{
- float projLen = sqrt(direction.x * direction.x + direction.z * direction.z);
- float rotY = CC_RADIANS_TO_DEGREES(atan2f(-direction.x, -direction.z));
- float rotX = -CC_RADIANS_TO_DEGREES(atan2f(-direction.y, projLen));
- setRotation3D(Vec3(rotX, rotY, 0.0f));
-}
-
-void Light3D::setDirection( const Vec3 &dir )
-{
- calculateRotation(dir);
-}
-
-Vec3 Light3D::getDirection() const
-{
- Mat4 mat = getNodeToParentTransform();
-// mat.m[12] = mat.m[13] = mat.m[14] = 0.0f;
-// mat.inverse();
-// mat.transpose();
-//
-// Vec3 dir;
-// mat.transformVector(0.0f, 0.0f, -1.0f, 0.0f, &dir);
-//
-// return dir;
-
- return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
-}
-
-Vec3 Light3D::getWorldDirection() const
-{
- Mat4 mat = getNodeToWorldTransform();
-// mat.m[12] = mat.m[13] = mat.m[14] = 0.0f;
-// mat.inverse();
-// mat.transpose();
-//
-// Vec3 dir;
-// mat.transformVector(0.0f, 0.0f, -1.0f, 0.0f, &dir);
-//
-// return dir;
- return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
}
NS_CC_END
\ No newline at end of file
diff --git a/cocos/3d/CCLight3D.h b/cocos/3d/CCLight3D.h
index 9e0521757a..3486d59fc6 100644
--- a/cocos/3d/CCLight3D.h
+++ b/cocos/3d/CCLight3D.h
@@ -263,131 +263,8 @@ public:
static AmbientLight3D* create(const Color3B &color);
CC_CONSTRUCTOR_ACCESS:
- AmbientLight3D() {}
- virtual ~AmbientLight3D() {}
-};
-
-class CC_3D_DLL Light3D : public Node
-{
-public:
-
- enum class LightType
- {
- DIRECTIONAL = 0,
- POINT = 1,
- SPOT = 2
- };
-
- /**
- * Create light according to type.
- */
- static Light3D* createDirectionalLight(const Vec3 &direction, const Color3B &color);
- static Light3D* createPointLight(const Vec3 &position, const Color3B &color, float range);
- static Light3D* createSpotLight(const Vec3 &direction, const Vec3 &position, const Color3B &color, float innerAngle, float outerAngle, float range);
-
- //override
- virtual void onEnter() override;
- virtual void onExit() override;
-
- /**
- * Gets light type.
- */
- LightType getLightType();
-
- /**
- * Sets Light Enabled.
- */
- void setEnabled(bool enabled);
-
- /**
- * Gets Light Enabled.
- */
- bool getEnabled();
-
-
- /**
- * Sets the range of point or spot light.
- *
- * @param range The range of point or spot light.
- */
- void setRange(float range);
-
- /**
- * Returns the range of point or spot light.
- *
- * @return The range of the point or spot light.
- */
- float getRange();
-
- /**
- * Sets the Direction of Directional light or Spot light.
- *
- * @param dir The Direction of the Directional light or Spot light.
- */
- void setDirection(const Vec3 &dir);
-
- /**
- * Returns the Direction of Directional light or Spot light.
- *
- * @return dir Direction of the Directional light or Spot light.
- */
- Vec3 getDirection() const;
-
- /**
- * Returns the World coordinate Direction of Directional light or Spot light.
- *
- * @return dir the World coordinate Direction of the Directional light or Spot light.
- */
- Vec3 getWorldDirection() const;
-
- /**
- * Sets the inner angle of a spot light (in radians).
- *
- * @param angle The angle of spot light (in radians).
- */
- void setInnerAngle(float angle);
-
- /**
- * Returns the inner angle the spot light (in radians).
- *
- * @return The inner angle of the spot light (in radians).
- */
- float getInnerAngle();
-
- /**
- * Sets the outer angle of a spot light (in radians).
- *
- * @param outerAngle The angle of spot light (in radians).
- */
- void setOuterAngle(float angle);
-
- /**
- * Returns the outer angle of the spot light (in radians).
- *
- * @return The outer angle of the spot light (in radians).
- */
- float getOuterAngle();
-
-CC_CONSTRUCTOR_ACCESS:
-
- Light3D();
- virtual ~Light3D();
-
-protected:
-
- /**
- * Sets light type.
- */
- void setLightType(LightType lightType);
- void calculateRotation(const Vec3 &direction);
-
-protected:
-
- LightType _lightType;
- bool _isEnabled;
- float _range;
- float _innerAngle;
- float _outerAngle;
+ AmbientLight3D();
+ virtual ~AmbientLight3D();
};
NS_CC_END
diff --git a/cocos/renderer/CCGLProgram.cpp b/cocos/renderer/CCGLProgram.cpp
index 80a1ff711b..9d94fe0383 100644
--- a/cocos/renderer/CCGLProgram.cpp
+++ b/cocos/renderer/CCGLProgram.cpp
@@ -47,6 +47,7 @@ THE SOFTWARE.
#define CC_MAX_DIRECTIONAL_LIGHT_NUM 1
#define CC_MAX_POINT_LIGHT_NUM 1
#define CC_MAX_SPOT_LIGHT_NUM 1
+#define CC_MAX_AMBIENT_LIGHT_NUM 1
NS_CC_BEGIN
@@ -83,9 +84,6 @@ const char* GLProgram::SHADER_3D_SKINPOSITION_NORMAL_TEXTURE = "Shader3DSkinPosi
// uniform names
-const char* GLProgram::UNIFORM_NAME_ENABLED_DIRECTIONAL_LIGHT_NUM = "CC_EnabledDirLightNum";
-const char* GLProgram::UNIFORM_NAME_ENABLED_POINT_LIGHT_NUM = "CC_EnabledPointLightNum";
-const char* GLProgram::UNIFORM_NAME_ENABLED_SPOT_LIGHT_NUM= "CC_EnabledSpotLightNum";
const char* GLProgram::UNIFORM_NAME_AMBIENT_COLOR = "CC_AmbientColor";
const char* GLProgram::UNIFORM_NAME_P_MATRIX = "CC_PMatrix";
const char* GLProgram::UNIFORM_NAME_MV_MATRIX = "CC_MVMatrix";
@@ -434,22 +432,25 @@ bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source
}
- GLchar def[128];
+ GLchar def[256];
sprintf(def
, "#define CC_MAX_DIRECTIONAL_LIGHT_NUM %d \n"
"#define CC_MAX_POINT_LIGHT_NUM %d \n"
"#define CC_MAX_SPOT_LIGHT_NUM %d \n"
- , CC_MAX_DIRECTIONAL_LIGHT_NUM, CC_MAX_POINT_LIGHT_NUM, CC_MAX_SPOT_LIGHT_NUM);
+ "#define CC_MAX_AMBIENT_LIGHT_NUM %d \n"
+ , CC_MAX_DIRECTIONAL_LIGHT_NUM, CC_MAX_POINT_LIGHT_NUM, CC_MAX_SPOT_LIGHT_NUM, CC_MAX_AMBIENT_LIGHT_NUM);
GLchar lightStruct[] = {
"#if CC_MAX_DIRECTIONAL_LIGHT_NUM \n"
"uniform vec3 CC_DirLightSourceColor[CC_MAX_DIRECTIONAL_LIGHT_NUM]; \n"
"uniform vec3 CC_DirLightSourceDirection[CC_MAX_DIRECTIONAL_LIGHT_NUM]; \n"
+ "uniform float CC_DirLightSourceIntensity[CC_MAX_DIRECTIONAL_LIGHT_NUM]; \n"
"#endif \n"
"#if CC_MAX_POINT_LIGHT_NUM \n"
"uniform vec3 CC_PointLightSourceColor[CC_MAX_POINT_LIGHT_NUM]; \n"
"uniform vec3 CC_PointLightSourcePosition[CC_MAX_POINT_LIGHT_NUM]; \n"
"uniform float CC_PointLightSourceRangeInverse[CC_MAX_POINT_LIGHT_NUM]; \n"
+ "uniform float CC_PointLightSourceIntensity[CC_MAX_POINT_LIGHT_NUM]; \n"
"#endif \n"
"#if CC_MAX_SPOT_LIGHT_NUM \n"
"uniform vec3 CC_SpotLightSourceColor[CC_MAX_SPOT_LIGHT_NUM]; \n"
@@ -458,8 +459,12 @@ bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source
"uniform float CC_SpotLightSourceInnerAngleCos[CC_MAX_SPOT_LIGHT_NUM]; \n"
"uniform float CC_SpotLightSourceOuterAngleCos[CC_MAX_SPOT_LIGHT_NUM]; \n"
"uniform float CC_SpotLightSourceRangeInverse[CC_MAX_SPOT_LIGHT_NUM]; \n"
+ "uniform float CC_SpotLightSourceIntensity[CC_MAX_SPOT_LIGHT_NUM]; \n"
"#endif \n"
- "uniform vec4 CC_AmbientColor; \n"
+ //"#if CC_MAX_AMBIENT_LIGHT_NUM \n"
+ "uniform vec3 CC_AmbientLightSourceColor[CC_MAX_AMBIENT_LIGHT_NUM]; \n"
+ "uniform float CC_AmbientLightSourceIntensity[CC_MAX_AMBIENT_LIGHT_NUM]; \n"
+ //"#endif \n"
};
const GLchar *sources[] = {
@@ -531,9 +536,6 @@ void GLProgram::bindAttribLocation(const std::string &attributeName, GLuint inde
void GLProgram::updateUniforms()
{
- //_builtInUniforms[UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM] = glGetUniformLocation(_program, UNIFORM_NAME_ENABLED_DIRECTIONAL_LIGHT_NUM);
- //_builtInUniforms[UNIFORM_ENABLED_POINT_LIGHT_NUM] = glGetUniformLocation(_program, UNIFORM_NAME_ENABLED_POINT_LIGHT_NUM);
- //_builtInUniforms[UNIFORM_ENABLED_SPOT_LIGHT_NUM] = glGetUniformLocation(_program, UNIFORM_NAME_ENABLED_SPOT_LIGHT_NUM);
_builtInUniforms[UNIFORM_AMBIENT_COLOR] = glGetUniformLocation(_program, UNIFORM_NAME_AMBIENT_COLOR);
_builtInUniforms[UNIFORM_P_MATRIX] = glGetUniformLocation(_program, UNIFORM_NAME_P_MATRIX);
_builtInUniforms[UNIFORM_MV_MATRIX] = glGetUniformLocation(_program, UNIFORM_NAME_MV_MATRIX);
@@ -551,15 +553,10 @@ void GLProgram::updateUniforms()
_builtInUniforms[UNIFORM_SAMPLER2] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER2);
_builtInUniforms[UNIFORM_SAMPLER3] = glGetUniformLocation(_program, UNIFORM_NAME_SAMPLER3);
- //_flags.usesLights = (
- // _builtInUniforms[UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM] != -1 ||
- // _builtInUniforms[UNIFORM_ENABLED_POINT_LIGHT_NUM] != -1 ||
- // _builtInUniforms[UNIFORM_ENABLED_SPOT_LIGHT_NUM] != -1
- // );
-
_flags.usesLights = (0 < CC_MAX_DIRECTIONAL_LIGHT_NUM) ||
- (0 < CC_MAX_POINT_LIGHT_NUM) ||
- (0 < CC_MAX_SPOT_LIGHT_NUM);
+ (0 < CC_MAX_POINT_LIGHT_NUM) ||
+ (0 < CC_MAX_SPOT_LIGHT_NUM) ||
+ (0 < CC_MAX_AMBIENT_LIGHT_NUM);
_flags.usesP = _builtInUniforms[UNIFORM_P_MATRIX] != -1;
_flags.usesMV = _builtInUniforms[UNIFORM_MV_MATRIX] != -1;
_flags.usesMVP = _builtInUniforms[UNIFORM_MVP_MATRIX] != -1;
@@ -969,79 +966,100 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
if(_flags.usesRandom)
setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_RANDOM01], CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());
-// if (_flags.usesLights)
-// {
-// Director *director = Director::getInstance();
-// auto scene = director->getRunningScene();
-// if (scene)
-// {
-// auto &lights = scene->getLights();
-//
-// char str[64];
-// GLint enabledDirLightNum = 0;
-// GLint enabledPointLightNum = 0;
-// GLint enabledSpotLightNum = 0;
-// for (unsigned int i = 0; i < lights.size(); ++i)
-// {
-// Light3D *light = lights[i];
-// Color3B col = light->getDisplayedColor();
-// if (!light->getEnabled())
-// {
-// col = Color3B::BLACK;
-// }
-// if (light->getLightType() == Light3D::LightType::DIRECTIONAL)
-// {
-// CCASSERT(enabledDirLightNum < CC_MAX_DIRECTIONAL_LIGHT_NUM, "");
-// Vec3 dir = light->getWorldDirection();
-// dir.normalize();
-// sprintf(str, "CC_DirLightSourceColor[%d]", enabledDirLightNum);
-// setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
-// sprintf(str, "CC_DirLightSourceDirection[%d]", enabledDirLightNum);
-// setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
-// ++enabledDirLightNum;
-// }
-// else if (light->getLightType() == Light3D::LightType::POINT)
-// {
-// CCASSERT(enabledPointLightNum < CC_MAX_POINT_LIGHT_NUM, "");
-// Mat4 mat= light->getNodeToWorldTransform();
-// sprintf(str, "CC_PointLightSourceColor[%d]", enabledPointLightNum);
-// setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
-// sprintf(str, "CC_PointLightSourcePosition[%d]", enabledPointLightNum);
-// setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
-// sprintf(str, "CC_PointLightSourceRangeInverse[%d]", enabledPointLightNum);
-// setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / light->getRange());
-// ++enabledPointLightNum;
-// }
-// else
-// {
-// CCASSERT(enabledSpotLightNum < CC_MAX_SPOT_LIGHT_NUM, "");
-// Vec3 dir = light->getWorldDirection();
-// dir.normalize();
-// Mat4 mat= light->getNodeToWorldTransform();
-// sprintf(str, "CC_SpotLightSourceColor[%d]", enabledSpotLightNum);
-// setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
-// sprintf(str, "CC_SpotLightSourcePosition[%d]", enabledSpotLightNum);
-// setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
-// sprintf(str, "CC_SpotLightSourceDirection[%d]", enabledSpotLightNum);
-// setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
-// sprintf(str, "CC_SpotLightSourceInnerAngleCos[%d]", enabledSpotLightNum);
-// setUniformLocationWith1f(glGetUniformLocation(_program, str), cosf(light->getInnerAngle()));
-// sprintf(str, "CC_SpotLightSourceOuterAngleCos[%d]", enabledSpotLightNum);
-// setUniformLocationWith1f(glGetUniformLocation(_program, str), cosf(light->getOuterAngle()));
-// sprintf(str, "CC_SpotLightSourceRangeInverse[%d]", enabledSpotLightNum);
-// setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / light->getRange());
-// ++enabledSpotLightNum;
-// }
-// }
-//
-//
-// //setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM], enabledDirLightNum);
-// //setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_POINT_LIGHT_NUM], enabledPointLightNum);
-// //setUniformLocationWith1i(_builtInUniforms[GLProgram::UNIFORM_ENABLED_SPOT_LIGHT_NUM], enabledSpotLightNum);
-// const auto& ambientColor = scene->getAmbientColor();
-// setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_AMBIENT_COLOR], ambientColor.r, ambientColor.g, ambientColor.b, ambientColor.a);
-// }
-// }
+ if (_flags.usesLights)
+ {
+ Director *director = Director::getInstance();
+ auto scene = director->getRunningScene();
+ if (scene)
+ {
+ auto &lights = scene->getLights();
+ char str[64];
+ GLint enabledDirLightNum = 0;
+ GLint enabledPointLightNum = 0;
+ GLint enabledSpotLightNum = 0;
+ GLint enabledAmbientLightNum = 0;
+ for (unsigned int i = 0; i < lights.size(); ++i)
+ {
+ BaseLight3D *light = lights[i];
+ float intensity = light->isEnabled() == true? light->getIntensity() : 0.0f;
+ switch (light->getLightType())
+ {
+ case LightType::DIRECTIONAL:
+ {
+ CCASSERT(enabledDirLightNum < CC_MAX_DIRECTIONAL_LIGHT_NUM, "");
+ DirectionLight3D *dirLight = static_cast(light);
+ Vec3 dir = dirLight->getDirectionInWorld();
+ dir.normalize();
+ const Color3B &col = dirLight->getDisplayedColor();
+ sprintf(str, "CC_DirLightSourceColor[%d]", enabledDirLightNum);
+ setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
+ sprintf(str, "CC_DirLightSourceDirection[%d]", enabledDirLightNum);
+ setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
+ sprintf(str, "CC_DirLightSourceIntensity[%d]", enabledDirLightNum);
+ setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
+ ++enabledDirLightNum;
+ }
+ break;
+ case LightType::POINT:
+ {
+ CCASSERT(enabledPointLightNum < CC_MAX_POINT_LIGHT_NUM, "");
+ PointLight3D *pointLight = static_cast(light);
+ Mat4 mat= pointLight->getNodeToWorldTransform();
+ const Color3B &col = pointLight->getDisplayedColor();
+ sprintf(str, "CC_PointLightSourceColor[%d]", enabledPointLightNum);
+ setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
+ sprintf(str, "CC_PointLightSourcePosition[%d]", enabledPointLightNum);
+ setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
+ sprintf(str, "CC_PointLightSourceRangeInverse[%d]", enabledPointLightNum);
+ setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / pointLight->getRange());
+ sprintf(str, "CC_PointLightSourceIntensity[%d]", enabledPointLightNum);
+ setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
+ ++enabledPointLightNum;
+ }
+ break;
+ case LightType::SPOT:
+ {
+ CCASSERT(enabledSpotLightNum < CC_MAX_SPOT_LIGHT_NUM, "");
+ SpotLight3D *spotLight = static_cast(light);
+ Vec3 dir = spotLight->getDirectionInWorld();
+ dir.normalize();
+ Mat4 mat= light->getNodeToWorldTransform();
+ const Color3B &col = spotLight->getDisplayedColor();
+ sprintf(str, "CC_SpotLightSourceColor[%d]", enabledSpotLightNum);
+ setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
+ sprintf(str, "CC_SpotLightSourcePosition[%d]", enabledSpotLightNum);
+ setUniformLocationWith3f(glGetUniformLocation(_program, str), mat.m[12], mat.m[13], mat.m[14]);
+ sprintf(str, "CC_SpotLightSourceDirection[%d]", enabledSpotLightNum);
+ setUniformLocationWith3f(glGetUniformLocation(_program, str), dir.x, dir.y, dir.z);
+ sprintf(str, "CC_SpotLightSourceInnerAngleCos[%d]", enabledSpotLightNum);
+ setUniformLocationWith1f(glGetUniformLocation(_program, str), spotLight->getCosInnerAngle());
+ sprintf(str, "CC_SpotLightSourceOuterAngleCos[%d]", enabledSpotLightNum);
+ setUniformLocationWith1f(glGetUniformLocation(_program, str), spotLight->getCosOuterAngle());
+ sprintf(str, "CC_SpotLightSourceRangeInverse[%d]", enabledSpotLightNum);
+ setUniformLocationWith1f(glGetUniformLocation(_program, str), 1.0f / spotLight->getRange());
+ sprintf(str, "CC_SpotLightSourceIntensity[%d]", enabledSpotLightNum);
+ setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
+ ++enabledSpotLightNum;
+ }
+ break;
+ case LightType::AMBIENT:
+ {
+ CCASSERT(enabledAmbientLightNum < CC_MAX_AMBIENT_LIGHT_NUM, "");
+ AmbientLight3D *ambLight = static_cast(light);
+ const Color3B &col = ambLight->getDisplayedColor();
+ sprintf(str, "CC_AmbientLightSourceColor[%d]", enabledAmbientLightNum);
+ setUniformLocationWith3f(glGetUniformLocation(_program, str), col.r / 255.0f, col.g / 255.0f, col.b / 255.0f);
+ sprintf(str, "CC_AmbientLightSourceIntensity[%d]", enabledAmbientLightNum);
+ setUniformLocationWith1f(glGetUniformLocation(_program, str), intensity);
+ ++enabledAmbientLightNum;
+ }
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ }
}
void GLProgram::reset()
diff --git a/cocos/renderer/CCGLProgram.h b/cocos/renderer/CCGLProgram.h
index 10448a72f9..b56736af81 100644
--- a/cocos/renderer/CCGLProgram.h
+++ b/cocos/renderer/CCGLProgram.h
@@ -103,9 +103,6 @@ public:
enum
{
- //UNIFORM_ENABLED_DIRECTIONAL_LIGHT_NUM,
- //UNIFORM_ENABLED_POINT_LIGHT_NUM,
- //UNIFORM_ENABLED_SPOT_LIGHT_NUM,
UNIFORM_AMBIENT_COLOR,
UNIFORM_P_MATRIX,
UNIFORM_MV_MATRIX,
@@ -150,9 +147,6 @@ public:
static const char* SHADER_3D_SKINPOSITION_NORMAL_TEXTURE;
// uniform names
- static const char* UNIFORM_NAME_ENABLED_DIRECTIONAL_LIGHT_NUM;
- static const char* UNIFORM_NAME_ENABLED_POINT_LIGHT_NUM;
- static const char* UNIFORM_NAME_ENABLED_SPOT_LIGHT_NUM;
static const char* UNIFORM_NAME_AMBIENT_COLOR;
static const char* UNIFORM_NAME_P_MATRIX;
static const char* UNIFORM_NAME_MV_MATRIX;
diff --git a/cocos/renderer/ccShader_3D_ColorNormal.frag b/cocos/renderer/ccShader_3D_ColorNormal.frag
index abc40d5904..edc21b7707 100644
--- a/cocos/renderer/ccShader_3D_ColorNormal.frag
+++ b/cocos/renderer/ccShader_3D_ColorNormal.frag
@@ -45,14 +45,14 @@ void main(void)
vec3 normal = normalize(v_normal);
\n#endif\n
- vec4 combinedColor = CC_AmbientColor;
+ vec4 combinedColor = vec4(0.0, 0.0, 0.0, 1.0);
// Directional light contribution
\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
for (int i = 0; i < CC_MAX_DIRECTIONAL_LIGHT_NUM; ++i)
{
vec3 lightDirection = normalize(CC_DirLightSourceDirection[i] * 2.0);
- combinedColor.xyz += computeLighting(normal, -lightDirection, CC_DirLightSourceColor[i], 1.0);
+ combinedColor.xyz += computeLighting(normal, -lightDirection, CC_DirLightSourceColor[i] * CC_DirLightSourceIntensity[i], 1.0);
}
\n#endif\n
@@ -62,7 +62,7 @@ void main(void)
{
vec3 ldir = v_vertexToPointLightDirection[i] * CC_PointLightSourceRangeInverse[i];
float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
- combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), CC_PointLightSourceColor[i], attenuation);
+ combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), CC_PointLightSourceColor[i] * CC_PointLightSourceIntensity[i], attenuation);
}
\n#endif\n
@@ -82,14 +82,21 @@ void main(void)
// Apply spot attenuation
attenuation *= smoothstep(CC_SpotLightSourceOuterAngleCos[i], CC_SpotLightSourceInnerAngleCos[i], spotCurrentAngleCos);
- combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, CC_SpotLightSourceColor[i], attenuation);
+ combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, CC_SpotLightSourceColor[i] * CC_SpotLightSourceIntensity[i], attenuation);
}
\n#endif\n
-\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
+\n#if (CC_MAX_AMBIENT_LIGHT_NUM > 0)\n
+ for (int i = 0; i < CC_MAX_AMBIENT_LIGHT_NUM; ++i)
+ {
+ combinedColor.xyz += CC_AmbientLightSourceColor[i] * CC_AmbientLightSourceIntensity[i];
+ }
+\n#endif\n
+
+\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0) || (CC_MAX_AMBIENT_LIGHT_NUM > 0))\n
gl_FragColor = u_color * combinedColor;
\n#else\n
- gl_FragColor = u_color;
+ gl_FragColor = u_color;
\n#endif\n
}
diff --git a/cocos/renderer/ccShader_3D_ColorNormalTex.frag b/cocos/renderer/ccShader_3D_ColorNormalTex.frag
index 80010b35b2..47a660bf57 100644
--- a/cocos/renderer/ccShader_3D_ColorNormalTex.frag
+++ b/cocos/renderer/ccShader_3D_ColorNormalTex.frag
@@ -45,14 +45,14 @@ void main(void)
vec3 normal = normalize(v_normal);
\n#endif\n
- vec4 combinedColor = CC_AmbientColor;
+ vec4 combinedColor = vec4(0.0, 0.0, 0.0, 1.0);
// Directional light contribution
\n#if (CC_MAX_DIRECTIONAL_LIGHT_NUM > 0)\n
for (int i = 0; i < CC_MAX_DIRECTIONAL_LIGHT_NUM; ++i)
{
vec3 lightDirection = normalize(CC_DirLightSourceDirection[i] * 2.0);
- combinedColor.xyz += computeLighting(normal, -lightDirection, CC_DirLightSourceColor[i], 1.0);
+ combinedColor.xyz += computeLighting(normal, -lightDirection, CC_DirLightSourceColor[i] * CC_DirLightSourceIntensity[i], 1.0);
}
\n#endif\n
@@ -62,7 +62,7 @@ void main(void)
{
vec3 ldir = v_vertexToPointLightDirection[i] * CC_PointLightSourceRangeInverse[i];
float attenuation = clamp(1.0 - dot(ldir, ldir), 0.0, 1.0);
- combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), CC_PointLightSourceColor[i], attenuation);
+ combinedColor.xyz += computeLighting(normal, normalize(v_vertexToPointLightDirection[i]), CC_PointLightSourceColor[i] * CC_PointLightSourceIntensity[i], attenuation);
}
\n#endif\n
@@ -82,12 +82,18 @@ void main(void)
// Apply spot attenuation
attenuation *= smoothstep(CC_SpotLightSourceOuterAngleCos[i], CC_SpotLightSourceInnerAngleCos[i], spotCurrentAngleCos);
- combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, CC_SpotLightSourceColor[i], attenuation);
+ combinedColor.xyz += computeLighting(normal, vertexToSpotLightDirection, CC_SpotLightSourceColor[i] * CC_SpotLightSourceIntensity[i], attenuation);
}
\n#endif\n
+\n#if (CC_MAX_AMBIENT_LIGHT_NUM > 0)\n
+ for (int i = 0; i < CC_MAX_AMBIENT_LIGHT_NUM; ++i)
+ {
+ combinedColor.xyz += CC_AmbientLightSourceColor[i] * CC_AmbientLightSourceIntensity[i];
+ }
+\n#endif\n
-\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0))\n
+\n#if ((CC_MAX_DIRECTIONAL_LIGHT_NUM > 0) || (CC_MAX_POINT_LIGHT_NUM > 0) || (CC_MAX_SPOT_LIGHT_NUM > 0) || (CC_MAX_AMBIENT_LIGHT_NUM > 0))\n
gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color * combinedColor;
\n#else\n
gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color;
diff --git a/tests/cpp-tests/Android.mk b/tests/cpp-tests/Android.mk
index 46a217932e..65c6d8dc0c 100644
--- a/tests/cpp-tests/Android.mk
+++ b/tests/cpp-tests/Android.mk
@@ -138,7 +138,7 @@ Classes/IntervalTest/IntervalTest.cpp \
Classes/LabelTest/LabelTest.cpp \
Classes/LabelTest/LabelTestNew.cpp \
Classes/LayerTest/LayerTest.cpp \
-Classes/LightTest/LightTestDemo.cpp \
+Classes/LightTest/LightTest.cpp \
Classes/MenuTest/MenuTest.cpp \
Classes/MotionStreakTest/MotionStreakTest.cpp \
Classes/MutiTouchTest/MutiTouchTest.cpp \
diff --git a/tests/cpp-tests/Classes/LightTest/LightTest.cpp b/tests/cpp-tests/Classes/LightTest/LightTest.cpp
index 0083128295..aaf2720d65 100644
--- a/tests/cpp-tests/Classes/LightTest/LightTest.cpp
+++ b/tests/cpp-tests/Classes/LightTest/LightTest.cpp
@@ -53,23 +53,28 @@ LightTest::LightTest()
addChild(camera);
TTFConfig ttfConfig("fonts/arial.ttf", 15);
- _directionalLightLabel = Label::createWithTTF(ttfConfig,"Directional Light ON");
+ _ambientLightLabel = Label::createWithTTF(ttfConfig,"Ambient Light ON");
+ _ambientLightLabel->retain();
+ auto menuItem0 = MenuItemLabel::create(_ambientLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,LightType::AMBIENT));
+ _directionalLightLabel = Label::createWithTTF(ttfConfig,"Directional Light OFF");
_directionalLightLabel->retain();
- auto menuItem1 = MenuItemLabel::create(_directionalLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,Light3D::LightType::DIRECTIONAL));
+ auto menuItem1 = MenuItemLabel::create(_directionalLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,LightType::DIRECTIONAL));
_pointLightLabel = Label::createWithTTF(ttfConfig,"Point Light OFF");
_pointLightLabel->retain();
- auto menuItem2 = MenuItemLabel::create(_pointLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,Light3D::LightType::POINT));
+ auto menuItem2 = MenuItemLabel::create(_pointLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,LightType::POINT));
_spotLightLabel = Label::createWithTTF(ttfConfig,"Spot Light OFF");
_spotLightLabel->retain();
- auto menuItem3 = MenuItemLabel::create(_spotLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,Light3D::LightType::SPOT));
- auto menu = Menu::create(menuItem1,menuItem2,menuItem3,NULL);
+ auto menuItem3 = MenuItemLabel::create(_spotLightLabel, CC_CALLBACK_1(LightTest::SwitchLight,this,LightType::SPOT));
+ auto menu = Menu::create(menuItem0, menuItem1,menuItem2,menuItem3,NULL);
menu->setPosition(Vec2::ZERO);
+ menuItem0->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
+ menuItem0->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y-50) );
menuItem1->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
- menuItem1->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y-50) );
+ menuItem1->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y-100) );
menuItem2->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
- menuItem2->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y -100));
+ menuItem2->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y -150));
menuItem3->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
- menuItem3->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y -150));
+ menuItem3->setPosition( Vec2(VisibleRect::left().x, VisibleRect::top().y -200));
addChild(menu);
}
@@ -85,14 +90,17 @@ LightTest::~LightTest()
if (_directionalLightLabel)
_directionalLightLabel->release();
- if (_directionalLight)
- _directionalLight->release();
+ if (_spotLight)
+ _spotLight->release();
if (_pointLight)
_pointLight->release();
- if (_spotLight)
- _spotLight->release();
+ if (_directionalLight)
+ _directionalLight->release();
+
+ if (_ambientLight)
+ _ambientLight->release();
}
std::string LightTest::title() const
@@ -202,23 +210,39 @@ void LightTest::addSprite()
void LightTest::addLights()
{
auto s = Director::getInstance()->getWinSize();
- _directionalLight = Light3D::createDirectionalLight(Vec3(-1.0f, -1.0f, 0.0f), Color3B(200, 200, 200));
+ _ambientLight = AmbientLight3D::create(Color3B(200, 200, 200));
+ _ambientLight->retain();
+ _ambientLight->setEnabled(true);
+ addChild(_ambientLight);
+ _ambientLight->setCameraMask(2);
+
+ _directionalLight = DirectionLight3D::create(Vec3(-1.0f, -1.0f, 0.0f), Color3B(200, 200, 200));
_directionalLight->retain();
+ _directionalLight->setEnabled(false);
addChild(_directionalLight);
_directionalLight->setCameraMask(2);
- _pointLight = Light3D::createPointLight(Vec3(0.0f, 0.0f, 0.0f), Color3B(200, 200, 200), 10000.0f);
+ _pointLight = PointLight3D::create(Vec3(0.0f, 0.0f, 0.0f), Color3B(200, 200, 200), 10000.0f);
_pointLight->retain();
_pointLight->setEnabled(false);
addChild(_pointLight);
_pointLight->setCameraMask(2);
- _spotLight = Light3D::createSpotLight(Vec3(-1.0f, -1.0f, 0.0f), Vec3(0.0f, 0.0f, 0.0f), Color3B(200, 200, 200), 0.0, 0.5, 10000.0f);
+ _spotLight = SpotLight3D::create(Vec3(-1.0f, -1.0f, 0.0f), Vec3(0.0f, 0.0f, 0.0f), Color3B(200, 200, 200), 0.0, 0.5, 10000.0f);
_spotLight->retain();
_spotLight->setEnabled(false);
addChild(_spotLight);
_spotLight->setCameraMask(2);
+ {
+ auto tintto1 = TintTo::create(4, 0, 0, 255);
+ auto tintto2 = TintTo::create(4, 0, 255, 0);
+ auto tintto3 = TintTo::create(4, 255, 0, 0);
+ auto tintto4 = TintTo::create(4, 255, 255, 255);
+ auto seq = Sequence::create(tintto1,tintto2, tintto3, tintto4, NULL);
+ _ambientLight->runAction(RepeatForever::create(seq));
+ }
+
{
auto tintto1 = TintTo::create(4, 255, 0, 0);
auto tintto2 = TintTo::create(4, 0, 255, 0);
@@ -250,8 +274,11 @@ void LightTest::addLights()
void LightTest::update( float delta )
{
static float angleDelta = 0.0;
+
if (_directionalLight)
+ {
_directionalLight->setRotation3D(Vec3(-45.0, -CC_RADIANS_TO_DEGREES(angleDelta), 0.0f));
+ }
if (_pointLight)
{
@@ -273,34 +300,44 @@ void LightTest::update( float delta )
BaseTest::update(delta);
}
-void LightTest::SwitchLight( Ref* sender,Light3D::LightType lightType )
+void LightTest::SwitchLight( Ref* sender, LightType lightType )
{
switch (lightType)
{
- case Light3D::LightType::DIRECTIONAL:
+ case LightType::AMBIENT:
{
char str[32];
- bool isON = !_directionalLight->getEnabled();
+ bool isON = !_ambientLight->isEnabled();
+ sprintf(str, "Ambient Light %s", isON == true? "ON":"OFF");
+ _ambientLight->setEnabled(isON);
+ _ambientLightLabel->setString(str);
+ }
+ break;
+
+ case LightType::DIRECTIONAL:
+ {
+ char str[32];
+ bool isON = !_directionalLight->isEnabled();
sprintf(str, "Directional Light %s", isON == true? "ON":"OFF");
_directionalLight->setEnabled(isON);
_directionalLightLabel->setString(str);
}
break;
- case Light3D::LightType::POINT:
+ case LightType::POINT:
{
char str[32];
- bool isON = !_pointLight->getEnabled();
+ bool isON = !_pointLight->isEnabled();
sprintf(str, "Point Light %s", isON == true? "ON":"OFF");
_pointLight->setEnabled(isON);
_pointLightLabel->setString(str);
}
break;
- case Light3D::LightType::SPOT:
+ case LightType::SPOT:
{
char str[32];
- bool isON = !_spotLight->getEnabled();
+ bool isON = !_spotLight->isEnabled();
sprintf(str, "Spot Light %s", isON == true? "ON":"OFF");
_spotLight->setEnabled(isON);
_spotLightLabel->setString(str);
@@ -322,5 +359,4 @@ void LightTestScene::runThisTest()
LightTestScene::LightTestScene()
{
- setAmbientColor(Color4F(0.2f, 0.2f, 0.2f, 1.0f));
}
\ No newline at end of file
diff --git a/tests/cpp-tests/Classes/LightTest/LightTest.h b/tests/cpp-tests/Classes/LightTest/LightTest.h
index 340bc2da9c..8673fc5a0a 100644
--- a/tests/cpp-tests/Classes/LightTest/LightTest.h
+++ b/tests/cpp-tests/Classes/LightTest/LightTest.h
@@ -27,7 +27,7 @@
#include "../testBasic.h"
#include "../BaseTest.h"
-#include "3d/CCLight.h"
+#include "3d/CCLight3D.h"
class LightTest : public BaseTest
{
@@ -48,7 +48,7 @@ public:
virtual void update(float delta);
- void SwitchLight(Ref* sender, Light3D::LightType lightType);
+ void SwitchLight(Ref* sender, LightType lightType);
private:
@@ -57,10 +57,12 @@ private:
private:
- Light3D *_directionalLight;
- Light3D *_pointLight;
- Light3D *_spotLight;
+ AmbientLight3D *_ambientLight;
+ DirectionLight3D *_directionalLight;
+ PointLight3D *_pointLight;
+ SpotLight3D *_spotLight;
+ Label *_ambientLightLabel;
Label *_directionalLightLabel;
Label *_pointLightLabel;
Label *_spotLightLabel;
diff --git a/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.cpp b/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.cpp
index fdafabbd82..1f26bbc8cd 100644
--- a/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.cpp
+++ b/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.cpp
@@ -29,6 +29,7 @@
#include "3d/CCAttachNode.h"
#include "3d/CCRay.h"
#include "3d/CCSprite3D.h"
+#include "3d/CCLight3D.h"
#include "renderer/CCVertexIndexBuffer.h"
#include "DrawNode3D.h"
@@ -309,6 +310,12 @@ void Sprite3DTestScene::runThisTest()
Director::getInstance()->replaceScene(this);
}
+Sprite3DTestScene::Sprite3DTestScene()
+{
+ AmbientLight3D *light = AmbientLight3D::create(Color3B(255, 255, 255));
+ addChild(light);
+}
+
static int tuple_sort( const std::tuple &tuple1, const std::tuple &tuple2 )
{
return std::get<0>(tuple1) < std::get<0>(tuple2);
diff --git a/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.h b/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.h
index fcb5de6c0e..6fdd53c592 100644
--- a/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.h
+++ b/tests/cpp-tests/Classes/Sprite3DTest/Sprite3DTest.h
@@ -324,6 +324,7 @@ protected:
class Sprite3DTestScene : public TestScene
{
public:
+ Sprite3DTestScene();
virtual void runThisTest();
};
diff --git a/tests/cpp-tests/proj.android/jni/Android.mk b/tests/cpp-tests/proj.android/jni/Android.mk
index be29988826..35d516a9ff 100644
--- a/tests/cpp-tests/proj.android/jni/Android.mk
+++ b/tests/cpp-tests/proj.android/jni/Android.mk
@@ -139,6 +139,7 @@ LOCAL_SRC_FILES := main.cpp \
../../Classes/LabelTest/LabelTest.cpp \
../../Classes/LabelTest/LabelTestNew.cpp \
../../Classes/LayerTest/LayerTest.cpp \
+../../Classes/LightTest/LightTest.cpp \
../../Classes/MenuTest/MenuTest.cpp \
../../Classes/MotionStreakTest/MotionStreakTest.cpp \
../../Classes/MutiTouchTest/MutiTouchTest.cpp \
diff --git a/tests/cpp-tests/proj.win32/cpp-tests.vcxproj b/tests/cpp-tests/proj.win32/cpp-tests.vcxproj
index 3e3bb26257..16d27ee446 100644
--- a/tests/cpp-tests/proj.win32/cpp-tests.vcxproj
+++ b/tests/cpp-tests/proj.win32/cpp-tests.vcxproj
@@ -1,4 +1,4 @@
-
+
@@ -168,7 +168,7 @@
-
+
@@ -357,7 +357,7 @@
-
+
@@ -571,4 +571,4 @@
-
+
\ No newline at end of file
diff --git a/tests/cpp-tests/proj.win32/cpp-tests.vcxproj.filters b/tests/cpp-tests/proj.win32/cpp-tests.vcxproj.filters
index 3046aac1c3..7c28fbb81b 100644
--- a/tests/cpp-tests/proj.win32/cpp-tests.vcxproj.filters
+++ b/tests/cpp-tests/proj.win32/cpp-tests.vcxproj.filters
@@ -1,4 +1,4 @@
-
+
@@ -861,15 +861,15 @@
Classes\Sprite3DTest
-
- Classes\LightTest
-
Classes\UITest\CocostudioGUISceneTest
Classes\BillBoardTest
+
+ Classes\LightTest
+
@@ -1598,14 +1598,14 @@
Classes\Sprite3DTest
-
- Classes\LightTest
-
Classes\UITest\CocostudioGUISceneTest
Classes\BillBoardTest
+
+ Classes\LightTest
+
\ No newline at end of file