#ifndef _SHADER_TEST2_H_ #define _SHADER_TEST2_H_ #include "extensions/cocos-ext.h" #include "../BaseTest.h" DEFINE_TEST_SUITE(Shader2Tests); class ShaderTestDemo2 : public TestCase { public: virtual std::string title() const override { return "Effects on Sprites";} }; // // Effect // class EffectSprite; class Effect : public cocos2d::Ref { public: cocos2d::GLProgramState* getGLProgramState() const { return _glprogramstate; } virtual void setTarget(EffectSprite *sprite){} protected: bool initGLProgramState(const std::string &fragmentFilename); Effect(); virtual ~Effect(); cocos2d::GLProgramState* _glprogramstate; #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) std::string _fragSource; cocos2d::EventListenerCustom* _backgroundListener; #endif }; class EffectSpriteTest : public ShaderTestDemo2 { public: CREATE_FUNC(EffectSpriteTest); EffectSpriteTest(); virtual std::string subtitle() const {return "Different effects on Sprite";} protected: ssize_t _vectorIndex; cocos2d::Vector _effects; EffectSprite *_sprite; }; class EffectSpriteLamp : public ShaderTestDemo2 { public: CREATE_FUNC(EffectSpriteLamp); EffectSpriteLamp(); virtual std::string subtitle() const {return "Sprite Lamp effects";} //callback public: virtual void onTouchesBegan(const std::vector& touches, cocos2d::Event* unused_event); virtual void onTouchesMoved(const std::vector& touches, cocos2d::Event* unused_event); virtual void onTouchesEnded(const std::vector& touches, cocos2d::Event* unused_event); protected: EffectSprite *_sprite; Effect* _effect; cocos2d::Sprite* _lightSprite; }; #endif