#include "ShaderTest.h" #include "../testResource.h" #include "cocos2d.h" static int sceneIdx = -1; #define MAX_LAYER 9 static Layer* createShaderLayer(int nIndex) { switch (sceneIdx) { case 0: return new ShaderMonjori(); case 1: return new ShaderMandelbrot(); case 2: return new ShaderJulia(); case 3: return new ShaderHeart(); case 4: return new ShaderFlower(); case 5: return new ShaderPlasma(); case 6: return new ShaderBlur(); case 7: return new ShaderRetroEffect(); case 8: return new ShaderFail(); } return NULL; } static Layer* nextAction(void) { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; auto layer = createShaderLayer(sceneIdx); layer->autorelease(); return layer; } static Layer* backAction(void) { sceneIdx--; int total = MAX_LAYER; if( sceneIdx < 0 ) sceneIdx += total; auto layer = createShaderLayer(sceneIdx); layer->autorelease(); return layer; } static Layer* restartAction(void) { auto layer = createShaderLayer(sceneIdx); layer->autorelease(); return layer; } ShaderTestDemo::ShaderTestDemo() { } void ShaderTestDemo::backCallback(Object* sender) { auto s = new ShaderTestScene(); s->addChild( backAction() ); Director::getInstance()->replaceScene(s); s->release(); } void ShaderTestDemo::nextCallback(Object* sender) { auto s = new ShaderTestScene();//CCScene::create(); s->addChild( nextAction() ); Director::getInstance()->replaceScene(s); s->release(); } std::string ShaderTestDemo::title() { return "No title"; } std::string ShaderTestDemo::subtitle() { return ""; } void ShaderTestDemo::restartCallback(Object* sender) { auto s = new ShaderTestScene(); s->addChild(restartAction()); Director::getInstance()->replaceScene(s); s->release(); } ///--------------------------------------- // // ShaderNode // ///--------------------------------------- enum { SIZE_X = 256, SIZE_Y = 256, }; ShaderNode::ShaderNode() :_center(Vertex2F(0.0f, 0.0f)) ,_resolution(Vertex2F(0.0f, 0.0f)) ,_time(0.0f) ,_uniformCenter(0) ,_uniformResolution(0) ,_uniformTime(0) { } ShaderNode::~ShaderNode() { NotificationCenter::getInstance()->removeObserver(this, EVNET_COME_TO_FOREGROUND); } ShaderNode* ShaderNode::shaderNodeWithVertex(const char *vert, const char *frag) { auto node = new ShaderNode(); node->initWithVertex(vert, frag); node->autorelease(); return node; } bool ShaderNode::initWithVertex(const char *vert, const char *frag) { NotificationCenter::getInstance()->addObserver(this, callfuncO_selector(ShaderNode::listenBackToForeground), EVNET_COME_TO_FOREGROUND, NULL); loadShaderVertex(vert, frag); _time = 0; _resolution = Vertex2F(SIZE_X, SIZE_Y); scheduleUpdate(); setContentSize(Size(SIZE_X, SIZE_Y)); setAnchorPoint(Point(0.5f, 0.5f)); _vertFileName = vert; _fragFileName = frag; return true; } void ShaderNode::listenBackToForeground(Object *obj) { this->setShaderProgram(NULL); loadShaderVertex(_vertFileName.c_str(), _fragFileName.c_str()); } void ShaderNode::loadShaderVertex(const char *vert, const char *frag) { auto shader = new GLProgram(); shader->initWithVertexShaderFilename(vert, frag); shader->addAttribute("aVertex", GLProgram::VERTEX_ATTRIB_POSITION); shader->link(); shader->updateUniforms(); _uniformCenter = glGetUniformLocation(shader->getProgram(), "center"); _uniformResolution = glGetUniformLocation(shader->getProgram(), "resolution"); _uniformTime = glGetUniformLocation(shader->getProgram(), "time"); this->setShaderProgram(shader); shader->release(); } void ShaderNode::update(float dt) { _time += dt; } void ShaderNode::setPosition(const Point &newPosition) { Node::setPosition(newPosition); auto position = getPosition(); _center = Vertex2F(position.x * CC_CONTENT_SCALE_FACTOR(), position.y * CC_CONTENT_SCALE_FACTOR()); } void ShaderNode::draw() { CC_NODE_DRAW_SETUP(); float w = SIZE_X, h = SIZE_Y; GLfloat vertices[12] = {0,0, w,0, w,h, 0,0, 0,h, w,h}; // // Uniforms // getShaderProgram()->setUniformLocationWith2f(_uniformCenter, _center.x, _center.y); getShaderProgram()->setUniformLocationWith2f(_uniformResolution, _resolution.x, _resolution.y); // time changes all the time, so it is Ok to call OpenGL directly, and not the "cached" version glUniform1f(_uniformTime, _time); GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION ); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); glDrawArrays(GL_TRIANGLES, 0, 6); CC_INCREMENT_GL_DRAWS(1); } /// ShaderMonjori ShaderMonjori::ShaderMonjori() { init(); } bool ShaderMonjori::init() { if (ShaderTestDemo::init()) { auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Monjori.vsh", "Shaders/example_Monjori.fsh"); auto s = Director::getInstance()->getWinSize(); sn->setPosition(Point(s.width/2, s.height/2)); addChild(sn); return true; } return false; } std::string ShaderMonjori::title() { return "Shader: Frag shader"; } std::string ShaderMonjori::subtitle() { return "Monjori plane deformations"; } /// ShaderMandelbrot ShaderMandelbrot::ShaderMandelbrot() { init(); } bool ShaderMandelbrot::init() { if (ShaderTestDemo::init()) { auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Mandelbrot.vsh", "Shaders/example_Mandelbrot.fsh"); auto s = Director::getInstance()->getWinSize(); sn->setPosition(Point(s.width/2, s.height/2)); addChild(sn); return true; } return false; } std::string ShaderMandelbrot::title() { return "Shader: Frag shader"; } std::string ShaderMandelbrot::subtitle() { return "Mandelbrot shader with Zoom"; } /// ShaderJulia ShaderJulia::ShaderJulia() { init(); } bool ShaderJulia::init() { if (ShaderTestDemo::init()) { auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Julia.vsh", "Shaders/example_Julia.fsh"); auto s = Director::getInstance()->getWinSize(); sn->setPosition(Point(s.width/2, s.height/2)); addChild(sn); return true; } return false; } std::string ShaderJulia::title() { return "Shader: Frag shader"; } std::string ShaderJulia::subtitle() { return "Julia shader"; } /// ShaderHeart ShaderHeart::ShaderHeart() { init(); } bool ShaderHeart::init() { if (ShaderTestDemo::init()) { auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Heart.vsh", "Shaders/example_Heart.fsh"); auto s = Director::getInstance()->getWinSize(); sn->setPosition(Point(s.width/2, s.height/2)); addChild(sn); return true; } return false; } std::string ShaderHeart::title() { return "Shader: Frag shader"; } std::string ShaderHeart::subtitle() { return "Heart"; } /// ShaderFlower ShaderFlower::ShaderFlower() { init(); } bool ShaderFlower::init() { if (ShaderTestDemo::init()) { auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Flower.vsh", "Shaders/example_Flower.fsh"); auto s = Director::getInstance()->getWinSize(); sn->setPosition(Point(s.width/2, s.height/2)); addChild(sn); return true; } return false; } std::string ShaderFlower::title() { return "Shader: Frag shader"; } std::string ShaderFlower::subtitle() { return "Flower"; } /// ShaderPlasma ShaderPlasma::ShaderPlasma() { init(); } bool ShaderPlasma::init() { if (ShaderTestDemo::init()) { auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Plasma.vsh", "Shaders/example_Plasma.fsh"); auto s = Director::getInstance()->getWinSize(); sn->setPosition(Point(s.width/2, s.height/2)); addChild(sn); return true; } return false; } std::string ShaderPlasma::title() { return "Shader: Frag shader"; } std::string ShaderPlasma::subtitle() { return "Plasma"; } // ShaderBlur class SpriteBlur : public Sprite { public: ~SpriteBlur(); void setBlurSize(float f); bool initWithTexture(Texture2D* texture, const Rect& rect); void draw(); void initProgram(); void listenBackToForeground(Object *obj); static SpriteBlur* create(const char *pszFileName); Point blur_; GLfloat sub_[4]; GLuint blurLocation; GLuint subLocation; }; SpriteBlur::~SpriteBlur() { NotificationCenter::getInstance()->removeObserver(this, EVNET_COME_TO_FOREGROUND); } SpriteBlur* SpriteBlur::create(const char *pszFileName) { SpriteBlur* pRet = new SpriteBlur(); if (pRet && pRet->initWithFile(pszFileName)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } void SpriteBlur::listenBackToForeground(Object *obj) { setShaderProgram(NULL); initProgram(); } bool SpriteBlur::initWithTexture(Texture2D* texture, const Rect& rect) { if( Sprite::initWithTexture(texture, rect) ) { NotificationCenter::getInstance()->addObserver(this, callfuncO_selector(SpriteBlur::listenBackToForeground), EVNET_COME_TO_FOREGROUND, NULL); auto s = getTexture()->getContentSizeInPixels(); blur_ = Point(1/s.width, 1/s.height); sub_[0] = sub_[1] = sub_[2] = sub_[3] = 0; this->initProgram(); return true; } return false; } void SpriteBlur::initProgram() { GLchar * fragSource = (GLchar*) String::createWithContentsOfFile( FileUtils::getInstance()->fullPathForFilename("Shaders/example_Blur.fsh").c_str())->getCString(); auto pProgram = new GLProgram(); pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, fragSource); setShaderProgram(pProgram); pProgram->release(); CHECK_GL_ERROR_DEBUG(); getShaderProgram()->addAttribute(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); getShaderProgram()->addAttribute(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR); getShaderProgram()->addAttribute(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS); CHECK_GL_ERROR_DEBUG(); getShaderProgram()->link(); CHECK_GL_ERROR_DEBUG(); getShaderProgram()->updateUniforms(); CHECK_GL_ERROR_DEBUG(); subLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "substract"); blurLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "blurSize"); CHECK_GL_ERROR_DEBUG(); } void SpriteBlur::draw() { GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX ); BlendFunc blend = getBlendFunc(); GL::blendFunc(blend.src, blend.dst); getShaderProgram()->use(); getShaderProgram()->setUniformsForBuiltins(); getShaderProgram()->setUniformLocationWith2f(blurLocation, blur_.x, blur_.y); getShaderProgram()->setUniformLocationWith4fv(subLocation, sub_, 1); GL::bindTexture2D( getTexture()->getName()); // // Attributes // #define kQuadSize sizeof(_quad.bl) long offset = (long)&_quad; // vertex int diff = offsetof( V3F_C4B_T2F, vertices); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff)); // texCoods diff = offsetof( V3F_C4B_T2F, texCoords); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff)); // color diff = offsetof( V3F_C4B_T2F, colors); glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff)); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); CC_INCREMENT_GL_DRAWS(1); } void SpriteBlur::setBlurSize(float f) { auto s = getTexture()->getContentSizeInPixels(); blur_ = Point(1/s.width, 1/s.height); blur_ = blur_ * f; } // ShaderBlur ShaderBlur::ShaderBlur() { init(); } std::string ShaderBlur::title() { return "Shader: Frag shader"; } std::string ShaderBlur::subtitle() { return "Gaussian blur"; } ControlSlider* ShaderBlur::createSliderCtl() { auto screenSize = Director::getInstance()->getWinSize(); ControlSlider *slider = ControlSlider::create("extensions/sliderTrack.png","extensions/sliderProgress.png" ,"extensions/sliderThumb.png"); slider->setAnchorPoint(Point(0.5f, 1.0f)); slider->setMinimumValue(0.0f); // Sets the min value of range slider->setMaximumValue(3.0f); // Sets the max value of range slider->setValue(1.0f); slider->setPosition(Point(screenSize.width / 2.0f, screenSize.height / 3.0f)); // When the value of the slider will change, the given selector will be call slider->addTargetWithActionForControlEvents(this, cccontrol_selector(ShaderBlur::sliderAction), Control::EventType::VALUE_CHANGED); return slider; } bool ShaderBlur::init() { if( ShaderTestDemo::init() ) { _blurSprite = SpriteBlur::create("Images/grossini.png"); auto sprite = Sprite::create("Images/grossini.png"); auto s = Director::getInstance()->getWinSize(); _blurSprite->setPosition(Point(s.width/3, s.height/2)); sprite->setPosition(Point(2*s.width/3, s.height/2)); addChild(_blurSprite); addChild(sprite); _sliderCtl = createSliderCtl(); addChild(_sliderCtl); return true; } return false; } void ShaderBlur::sliderAction(Object* sender, Control::EventType controlEvent) { ControlSlider* pSlider = (ControlSlider*)sender; _blurSprite->setBlurSize(pSlider->getValue()); } // ShaderRetroEffect ShaderRetroEffect::ShaderRetroEffect() : _label(NULL) , _accum(0.0f) { init(); } bool ShaderRetroEffect::init() { if( ShaderTestDemo::init() ) { GLchar * fragSource = (GLchar*) String::createWithContentsOfFile(FileUtils::getInstance()->fullPathForFilename("Shaders/example_HorizontalColor.fsh").c_str())->getCString(); auto p = new GLProgram(); p->initWithVertexShaderByteArray(ccPositionTexture_vert, fragSource); p->addAttribute(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); p->addAttribute(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS); p->link(); p->updateUniforms(); auto director = Director::getInstance(); auto s = director->getWinSize(); _label = LabelBMFont::create("RETRO EFFECT", "fonts/west_england-64.fnt"); _label->setShaderProgram(p); p->release(); _label->setPosition(Point(s.width/2,s.height/2)); addChild(_label); scheduleUpdate(); return true; } return false; } void ShaderRetroEffect::update(float dt) { _accum += dt; auto pArray = _label->getChildren(); int i=0; Object* pObj = NULL; CCARRAY_FOREACH(pArray, pObj) { auto sprite = static_cast(pObj); i++; auto oldPosition = sprite->getPosition(); sprite->setPosition(Point( oldPosition.x, sinf( _accum * 2 + i/2.0) * 20 )); // add fabs() to prevent negative scaling float scaleY = ( sinf( _accum * 2 + i/2.0 + 0.707) ); sprite->setScaleY(scaleY); } } std::string ShaderRetroEffect::title() { return "Shader: Retro test"; } std::string ShaderRetroEffect::subtitle() { return "sin() effect with moving colors"; } // ShaderFail const GLchar *shader_frag_fail = "\n\ #ifdef GL_ES \n\ precision lowp float; \n\ #endif \n\ \n\ varying vec2 v_texCoord; \n\ uniform sampler2D CC_Texture0; \n\ \n\ vec4 colors[10]; \n\ \n\ void main(void) \n\ { \n\ colors[0] = vec4(1,0,0,1); \n\ colors[1] = vec4(0,1,0,1); \n\ colors[2] = vec4(0,0,1,1); \n\ colors[3] = vec4(0,1,1,1); \n\ colors[4] = vec4(1,0,1,1); \n\ colors[5] = vec4(1,1,0,1); \n\ colors[6] = vec4(1,1,1,1); \n\ colors[7] = vec4(1,0.5,0,1); \n\ colors[8] = vec4(1,0.5,0.5,1); \n\ colors[9] = vec4(0.5,0.5,1,1); \n\ \n\ int y = int( mod(gl_FragCoord.y / 3.0, 10.0 ) ); \n\ gl_FragColor = colors[z] * texture2D(CC_Texture0, v_texCoord); \n\ } \n\ \n"; ShaderFail::ShaderFail() { auto p = new GLProgram(); p->initWithVertexShaderByteArray(ccPositionTexture_vert, shader_frag_fail); p->addAttribute(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); p->addAttribute(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS); p->link(); p->updateUniforms(); p->release(); } string ShaderFail::title() { return "Shader: Invalid shader"; } string ShaderFail::subtitle() { return "See console for output with useful error log"; } ///--------------------------------------- // // ShaderTestScene // ///--------------------------------------- void ShaderTestScene::runThisTest() { sceneIdx = -1; addChild(nextAction()); Director::getInstance()->replaceScene(this); }