#ifndef _SHADER_TEST_H_ #define _SHADER_TEST_H_ #include "../testBasic.h" #include "cocos-ext.h" #include "../BaseTest.h" USING_NS_CC_EXT; class ShaderTestDemo : public BaseTest { public: ShaderTestDemo(void); virtual std::string title(); virtual std::string subtitle(); void restartCallback(Object* pSender); void nextCallback(Object* pSender); void backCallback(Object* pSender); CREATE_FUNC(ShaderTestDemo); }; class ShaderMonjori : public ShaderTestDemo { public: ShaderMonjori(); virtual std::string title(); virtual std::string subtitle(); virtual bool init(); }; class ShaderMandelbrot : public ShaderTestDemo { public: ShaderMandelbrot(); virtual std::string title(); virtual std::string subtitle(); virtual bool init(); }; class ShaderJulia : public ShaderTestDemo { public: ShaderJulia(); virtual std::string title(); virtual std::string subtitle(); virtual bool init(); }; class ShaderHeart : public ShaderTestDemo { public: ShaderHeart(); virtual std::string title(); virtual std::string subtitle(); virtual bool init(); }; class ShaderFlower : public ShaderTestDemo { public: ShaderFlower(); virtual std::string title(); virtual std::string subtitle(); virtual bool init(); }; class ShaderPlasma : public ShaderTestDemo { public: ShaderPlasma(); virtual std::string title(); virtual std::string subtitle(); virtual bool init(); }; class SpriteBlur; class ShaderBlur : public ShaderTestDemo { public: ShaderBlur(); virtual std::string title(); virtual std::string subtitle(); virtual bool init(); ControlSlider* createSliderCtl(); void sliderAction(Object* sender, ControlEvent controlEvent); protected: SpriteBlur* _blurSprite; ControlSlider* _sliderCtl; }; class ShaderRetroEffect : public ShaderTestDemo { public: ShaderRetroEffect(); virtual std::string title(); virtual std::string subtitle(); bool init(); void update(float dt); protected: LabelBMFont* _label; float _accum; }; class ShaderNode : public Node { public: ShaderNode(); ~ShaderNode(); bool initWithVertex(const char *vert, const char *frag); void loadShaderVertex(const char *vert, const char *frag); void listenBackToForeground(Object *obj); virtual void update(float dt); virtual void setPosition(const Point &newPosition); virtual void draw(); static ShaderNode* shaderNodeWithVertex(const char *vert, const char *frag); private: Vertex2F _center; Vertex2F _resolution; float _time; GLuint _uniformCenter, _uniformResolution, _uniformTime; std::string _vertFileName; std::string _fragFileName; }; class ShaderFail : public ShaderTestDemo { public: ShaderFail(); std::string title(); std::string subtitle(); }; class ShaderTestScene : public TestScene { public: virtual void runThisTest(); }; //CCLayer* nextAction(); #endif