mirror of https://github.com/axmolengine/axmol.git
fixed #1466:restore shader when comming to background
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f0e7d5a87b
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bfa7991a94
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@ -150,6 +150,11 @@ ShaderNode::ShaderNode()
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{
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{
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}
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}
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ShaderNode::~ShaderNode()
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{
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CCNotificationCenter::sharedNotificationCenter()->removeObserver(this, EVNET_COME_TO_FOREGROUND);
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}
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ShaderNode* ShaderNode::shaderNodeWithVertex(const char *vert, const char *frag)
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ShaderNode* ShaderNode::shaderNodeWithVertex(const char *vert, const char *frag)
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{
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{
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ShaderNode *node = new ShaderNode();
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ShaderNode *node = new ShaderNode();
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@ -161,6 +166,10 @@ ShaderNode* ShaderNode::shaderNodeWithVertex(const char *vert, const char *frag)
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bool ShaderNode::initWithVertex(const char *vert, const char *frag)
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bool ShaderNode::initWithVertex(const char *vert, const char *frag)
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{
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{
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CCNotificationCenter::sharedNotificationCenter()->addObserver(this,
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callfuncO_selector(ShaderNode::listenBackToForeground),
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EVNET_COME_TO_FOREGROUND,
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NULL);
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loadShaderVertex(vert, frag);
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loadShaderVertex(vert, frag);
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@ -172,9 +181,18 @@ bool ShaderNode::initWithVertex(const char *vert, const char *frag)
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setContentSize(CCSizeMake(SIZE_X, SIZE_Y));
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setContentSize(CCSizeMake(SIZE_X, SIZE_Y));
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setAnchorPoint(ccp(0.5f, 0.5f));
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setAnchorPoint(ccp(0.5f, 0.5f));
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m_vertFileName = vert;
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m_fragFileName = frag;
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return true;
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return true;
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}
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}
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void ShaderNode::listenBackToForeground(CCObject *obj)
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{
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this->setShaderProgram(NULL);
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loadShaderVertex(m_vertFileName.c_str(), m_fragFileName.c_str());
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}
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void ShaderNode::loadShaderVertex(const char *vert, const char *frag)
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void ShaderNode::loadShaderVertex(const char *vert, const char *frag)
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{
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{
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CCGLProgram *shader = new CCGLProgram();
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CCGLProgram *shader = new CCGLProgram();
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@ -114,9 +114,11 @@ class ShaderNode : public CCNode
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{
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{
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public:
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public:
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ShaderNode();
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ShaderNode();
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~ShaderNode();
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bool initWithVertex(const char *vert, const char *frag);
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bool initWithVertex(const char *vert, const char *frag);
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void loadShaderVertex(const char *vert, const char *frag);
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void loadShaderVertex(const char *vert, const char *frag);
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void listenBackToForeground(CCObject *obj);
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virtual void update(float dt);
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virtual void update(float dt);
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virtual void setPosition(const CCPoint &newPosition);
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virtual void setPosition(const CCPoint &newPosition);
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@ -130,6 +132,8 @@ private:
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ccVertex2F m_resolution;
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ccVertex2F m_resolution;
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float m_time;
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float m_time;
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GLuint m_uniformCenter, m_uniformResolution, m_uniformTime;
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GLuint m_uniformCenter, m_uniformResolution, m_uniformTime;
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std::string m_vertFileName;
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std::string m_fragFileName;
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};
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};
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class ShaderTestScene : public TestScene
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class ShaderTestScene : public TestScene
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