mirror of https://github.com/axmolengine/axmol.git
806 lines
19 KiB
C++
806 lines
19 KiB
C++
#include "ShaderTest.h"
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#include "../testResource.h"
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#include "cocos2d.h"
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static int sceneIdx = -1;
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#define MAX_LAYER 9
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static CCLayer* createShaderLayer(int nIndex)
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{
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switch (sceneIdx)
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{
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case 0: return new ShaderMonjori();
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case 1: return new ShaderMandelbrot();
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case 2: return new ShaderJulia();
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case 3: return new ShaderHeart();
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case 4: return new ShaderFlower();
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case 5: return new ShaderPlasma();
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case 6: return new ShaderBlur();
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case 7: return new ShaderRetroEffect();
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case 8: return new ShaderFail();
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}
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return NULL;
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}
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static CCLayer* nextAction(void)
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{
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sceneIdx++;
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sceneIdx = sceneIdx % MAX_LAYER;
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CCLayer* pLayer = createShaderLayer(sceneIdx);
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pLayer->autorelease();
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return pLayer;
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}
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static CCLayer* backAction(void)
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{
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sceneIdx--;
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int total = MAX_LAYER;
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if( sceneIdx < 0 )
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sceneIdx += total;
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CCLayer* pLayer = createShaderLayer(sceneIdx);
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pLayer->autorelease();
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return pLayer;
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}
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static CCLayer* restartAction(void)
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{
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CCLayer* pLayer = createShaderLayer(sceneIdx);
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pLayer->autorelease();
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return pLayer;
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}
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ShaderTestDemo::ShaderTestDemo()
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{
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}
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bool ShaderTestDemo::init()
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{
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CCSize s = CCDirector::sharedDirector()->getWinSize();
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CCLabelTTF *label = CCLabelTTF::create(title().c_str(), "Arial", 26);
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addChild(label, 1);
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label->setPosition(ccp(s.width/2, s.height-50));
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label->setColor(ccRED);
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std::string subtitle = this->subtitle();
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if (subtitle.length() > 0)
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{
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CCLabelTTF *l = CCLabelTTF::create(subtitle.c_str(), "Thonburi", 16);
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addChild(l, 1);
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l->setPosition(ccp(s.width/2, s.height-80));
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}
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CCMenuItemImage *item1 = CCMenuItemImage::create(s_pPathB1, s_pPathB2, this, menu_selector(ShaderTestDemo::backCallback));
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CCMenuItemImage *item2 = CCMenuItemImage::create(s_pPathR1, s_pPathR2, this, menu_selector(ShaderTestDemo::restartCallback));
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CCMenuItemImage *item3 = CCMenuItemImage::create(s_pPathF1, s_pPathF2, this, menu_selector(ShaderTestDemo::nextCallback));
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CCMenu *menu = CCMenu::create(item1, item2, item3, NULL);
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menu->setPosition(ccp(0, 0));
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item1->setPosition(ccp(VisibleRect::center().x - item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2));
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item2->setPosition(ccp(VisibleRect::center().x, VisibleRect::bottom().y+item2->getContentSize().height/2));
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item3->setPosition(ccp(VisibleRect::center().x + item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2));
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addChild(menu, 1);
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return true;
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}
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void ShaderTestDemo::backCallback(CCObject* pSender)
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{
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CCScene* s = new ShaderTestScene();
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s->addChild( backAction() );
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CCDirector::sharedDirector()->replaceScene(s);
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s->release();
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}
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void ShaderTestDemo::nextCallback(CCObject* pSender)
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{
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CCScene* s = new ShaderTestScene();//CCScene::create();
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s->addChild( nextAction() );
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CCDirector::sharedDirector()->replaceScene(s);
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s->release();
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}
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std::string ShaderTestDemo::title()
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{
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return "No title";
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}
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std::string ShaderTestDemo::subtitle()
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{
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return "";
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}
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void ShaderTestDemo::restartCallback(CCObject* pSender)
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{
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CCScene* s = new ShaderTestScene();
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s->addChild(restartAction());
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CCDirector::sharedDirector()->replaceScene(s);
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s->release();
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}
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///---------------------------------------
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//
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// ShaderNode
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//
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///---------------------------------------
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enum
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{
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SIZE_X = 256,
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SIZE_Y = 256,
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};
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ShaderNode::ShaderNode()
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:m_center(vertex2(0.0f, 0.0f))
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,m_resolution(vertex2(0.0f, 0.0f))
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,m_time(0.0f)
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,m_uniformCenter(0)
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,m_uniformResolution(0)
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,m_uniformTime(0)
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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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{
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ShaderNode *node = new ShaderNode();
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node->initWithVertex(vert, frag);
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node->autorelease();
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return node;
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}
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bool ShaderNode::initWithVertex(const char *vert, const char *frag)
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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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m_time = 0;
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m_resolution = vertex2(SIZE_X, SIZE_Y);
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scheduleUpdate();
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setContentSize(CCSizeMake(SIZE_X, SIZE_Y));
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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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}
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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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{
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CCGLProgram *shader = new CCGLProgram();
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shader->initWithVertexShaderFilename(vert, frag);
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shader->addAttribute("aVertex", kCCVertexAttrib_Position);
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shader->link();
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shader->updateUniforms();
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m_uniformCenter = glGetUniformLocation(shader->getProgram(), "center");
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m_uniformResolution = glGetUniformLocation(shader->getProgram(), "resolution");
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m_uniformTime = glGetUniformLocation(shader->getProgram(), "time");
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this->setShaderProgram(shader);
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shader->release();
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}
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void ShaderNode::update(float dt)
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{
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m_time += dt;
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}
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void ShaderNode::setPosition(const CCPoint &newPosition)
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{
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CCNode::setPosition(newPosition);
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CCPoint position = getPosition();
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m_center = vertex2(position.x * CC_CONTENT_SCALE_FACTOR(), position.y * CC_CONTENT_SCALE_FACTOR());
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}
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void ShaderNode::draw()
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{
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CC_NODE_DRAW_SETUP();
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float w = SIZE_X, h = SIZE_Y;
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GLfloat vertices[12] = {0,0, w,0, w,h, 0,0, 0,h, w,h};
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//
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// Uniforms
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//
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getShaderProgram()->setUniformLocationWith2f(m_uniformCenter, m_center.x, m_center.y);
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getShaderProgram()->setUniformLocationWith2f(m_uniformResolution, m_resolution.x, m_resolution.y);
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// time changes all the time, so it is Ok to call OpenGL directly, and not the "cached" version
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glUniform1f(m_uniformTime, m_time);
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ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
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glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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CC_INCREMENT_GL_DRAWS(1);
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}
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/// ShaderMonjori
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ShaderMonjori::ShaderMonjori()
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{
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init();
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}
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bool ShaderMonjori::init()
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{
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if (ShaderTestDemo::init())
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{
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ShaderNode *sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Monjori.vsh", "Shaders/example_Monjori.fsh");
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CCSize s = CCDirector::sharedDirector()->getWinSize();
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sn->setPosition(ccp(s.width/2, s.height/2));
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addChild(sn);
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return true;
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}
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return false;
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}
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std::string ShaderMonjori::title()
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{
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return "Shader: Frag shader";
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}
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std::string ShaderMonjori::subtitle()
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{
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return "Monjori plane deformations";
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}
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/// ShaderMandelbrot
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ShaderMandelbrot::ShaderMandelbrot()
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{
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init();
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}
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bool ShaderMandelbrot::init()
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{
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if (ShaderTestDemo::init())
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{
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ShaderNode *sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Mandelbrot.vsh", "Shaders/example_Mandelbrot.fsh");
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CCSize s = CCDirector::sharedDirector()->getWinSize();
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sn->setPosition(ccp(s.width/2, s.height/2));
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addChild(sn);
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return true;
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}
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return false;
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}
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std::string ShaderMandelbrot::title()
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{
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return "Shader: Frag shader";
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}
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std::string ShaderMandelbrot::subtitle()
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{
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return "Mandelbrot shader with Zoom";
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}
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/// ShaderJulia
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ShaderJulia::ShaderJulia()
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{
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init();
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}
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bool ShaderJulia::init()
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{
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if (ShaderTestDemo::init())
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{
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ShaderNode *sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Julia.vsh", "Shaders/example_Julia.fsh");
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CCSize s = CCDirector::sharedDirector()->getWinSize();
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sn->setPosition(ccp(s.width/2, s.height/2));
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addChild(sn);
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return true;
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}
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return false;
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}
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std::string ShaderJulia::title()
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{
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return "Shader: Frag shader";
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}
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std::string ShaderJulia::subtitle()
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{
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return "Julia shader";
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}
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/// ShaderHeart
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ShaderHeart::ShaderHeart()
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{
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init();
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}
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bool ShaderHeart::init()
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{
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if (ShaderTestDemo::init())
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{
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ShaderNode *sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Heart.vsh", "Shaders/example_Heart.fsh");
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CCSize s = CCDirector::sharedDirector()->getWinSize();
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sn->setPosition(ccp(s.width/2, s.height/2));
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addChild(sn);
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return true;
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}
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return false;
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}
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std::string ShaderHeart::title()
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{
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return "Shader: Frag shader";
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}
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std::string ShaderHeart::subtitle()
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{
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return "Heart";
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}
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/// ShaderFlower
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ShaderFlower::ShaderFlower()
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{
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init();
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}
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bool ShaderFlower::init()
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{
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if (ShaderTestDemo::init())
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{
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ShaderNode *sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Flower.vsh", "Shaders/example_Flower.fsh");
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CCSize s = CCDirector::sharedDirector()->getWinSize();
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sn->setPosition(ccp(s.width/2, s.height/2));
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addChild(sn);
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return true;
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}
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return false;
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}
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std::string ShaderFlower::title()
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{
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return "Shader: Frag shader";
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}
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std::string ShaderFlower::subtitle()
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{
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return "Flower";
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}
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/// ShaderPlasma
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ShaderPlasma::ShaderPlasma()
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{
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init();
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}
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bool ShaderPlasma::init()
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{
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if (ShaderTestDemo::init())
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{
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ShaderNode *sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Plasma.vsh", "Shaders/example_Plasma.fsh");
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CCSize s = CCDirector::sharedDirector()->getWinSize();
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sn->setPosition(ccp(s.width/2, s.height/2));
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addChild(sn);
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return true;
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}
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return false;
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}
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std::string ShaderPlasma::title()
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{
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return "Shader: Frag shader";
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}
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std::string ShaderPlasma::subtitle()
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{
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return "Plasma";
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}
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// ShaderBlur
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class SpriteBlur : public CCSprite
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{
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public:
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~SpriteBlur();
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void setBlurSize(float f);
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bool initWithTexture(CCTexture2D* texture, const CCRect& rect);
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void draw();
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void initProgram();
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void listenBackToForeground(CCObject *obj);
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static SpriteBlur* create(const char *pszFileName);
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CCPoint blur_;
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GLfloat sub_[4];
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GLuint blurLocation;
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GLuint subLocation;
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};
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SpriteBlur::~SpriteBlur()
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{
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CCNotificationCenter::sharedNotificationCenter()->removeObserver(this, EVNET_COME_TO_FOREGROUND);
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}
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SpriteBlur* SpriteBlur::create(const char *pszFileName)
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{
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SpriteBlur* pRet = new SpriteBlur();
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if (pRet && pRet->initWithFile(pszFileName))
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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void SpriteBlur::listenBackToForeground(CCObject *obj)
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{
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setShaderProgram(NULL);
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initProgram();
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}
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bool SpriteBlur::initWithTexture(CCTexture2D* texture, const CCRect& rect)
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{
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if( CCSprite::initWithTexture(texture, rect) )
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{
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CCNotificationCenter::sharedNotificationCenter()->addObserver(this,
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callfuncO_selector(SpriteBlur::listenBackToForeground),
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EVNET_COME_TO_FOREGROUND,
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NULL);
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CCSize s = getTexture()->getContentSizeInPixels();
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blur_ = ccp(1/s.width, 1/s.height);
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sub_[0] = sub_[1] = sub_[2] = sub_[3] = 0;
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this->initProgram();
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return true;
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}
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return false;
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}
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void SpriteBlur::initProgram()
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{
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GLchar * fragSource = (GLchar*) CCString::createWithContentsOfFile(
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CCFileUtils::sharedFileUtils()->fullPathForFilename("Shaders/example_Blur.fsh").c_str())->getCString();
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CCGLProgram* pProgram = new CCGLProgram();
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pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, fragSource);
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setShaderProgram(pProgram);
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pProgram->release();
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CHECK_GL_ERROR_DEBUG();
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getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
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getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
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getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
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CHECK_GL_ERROR_DEBUG();
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getShaderProgram()->link();
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CHECK_GL_ERROR_DEBUG();
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getShaderProgram()->updateUniforms();
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CHECK_GL_ERROR_DEBUG();
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subLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "substract");
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blurLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "blurSize");
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CHECK_GL_ERROR_DEBUG();
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}
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void SpriteBlur::draw()
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{
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ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex );
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ccBlendFunc blend = getBlendFunc();
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ccGLBlendFunc(blend.src, blend.dst);
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getShaderProgram()->use();
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getShaderProgram()->setUniformsForBuiltins();
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getShaderProgram()->setUniformLocationWith2f(blurLocation, blur_.x, blur_.y);
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getShaderProgram()->setUniformLocationWith4fv(subLocation, sub_, 1);
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ccGLBindTexture2D( getTexture()->getName());
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//
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// Attributes
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//
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#define kQuadSize sizeof(m_sQuad.bl)
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long offset = (long)&m_sQuad;
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// vertex
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int diff = offsetof( ccV3F_C4B_T2F, vertices);
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glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
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// texCoods
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diff = offsetof( ccV3F_C4B_T2F, texCoords);
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glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
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// color
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diff = offsetof( ccV3F_C4B_T2F, colors);
|
|
glVertexAttribPointer(kCCVertexAttrib_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)
|
|
{
|
|
CCSize s = getTexture()->getContentSizeInPixels();
|
|
|
|
blur_ = ccp(1/s.width, 1/s.height);
|
|
blur_ = ccpMult(blur_,f);
|
|
}
|
|
|
|
// ShaderBlur
|
|
|
|
ShaderBlur::ShaderBlur()
|
|
{
|
|
init();
|
|
}
|
|
|
|
std::string ShaderBlur::title()
|
|
{
|
|
return "Shader: Frag shader";
|
|
}
|
|
|
|
std::string ShaderBlur::subtitle()
|
|
{
|
|
return "Gaussian blur";
|
|
}
|
|
|
|
CCControlSlider* ShaderBlur::createSliderCtl()
|
|
{
|
|
CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
|
|
|
|
CCControlSlider *slider = CCControlSlider::create("extensions/sliderTrack.png","extensions/sliderProgress.png" ,"extensions/sliderThumb.png");
|
|
slider->setAnchorPoint(ccp(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(ccp(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), CCControlEventValueChanged);
|
|
|
|
return slider;
|
|
|
|
}
|
|
|
|
bool ShaderBlur::init()
|
|
{
|
|
if( ShaderTestDemo::init() )
|
|
{
|
|
m_pBlurSprite = SpriteBlur::create("Images/grossini.png");
|
|
|
|
CCSprite *sprite = CCSprite::create("Images/grossini.png");
|
|
|
|
CCSize s = CCDirector::sharedDirector()->getWinSize();
|
|
m_pBlurSprite->setPosition(ccp(s.width/3, s.height/2));
|
|
sprite->setPosition(ccp(2*s.width/3, s.height/2));
|
|
|
|
addChild(m_pBlurSprite);
|
|
addChild(sprite);
|
|
|
|
m_pSliderCtl = createSliderCtl();
|
|
|
|
addChild(m_pSliderCtl);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void ShaderBlur::sliderAction(CCObject* sender, CCControlEvent controlEvent)
|
|
{
|
|
CCControlSlider* pSlider = (CCControlSlider*)sender;
|
|
m_pBlurSprite->setBlurSize(pSlider->getValue());
|
|
}
|
|
|
|
// ShaderRetroEffect
|
|
|
|
ShaderRetroEffect::ShaderRetroEffect()
|
|
: m_pLabel(NULL)
|
|
, m_fAccum(0.0f)
|
|
{
|
|
init();
|
|
}
|
|
|
|
bool ShaderRetroEffect::init()
|
|
{
|
|
if( ShaderTestDemo::init() ) {
|
|
|
|
GLchar * fragSource = (GLchar*) CCString::createWithContentsOfFile(CCFileUtils::sharedFileUtils()->fullPathForFilename("Shaders/example_HorizontalColor.fsh").c_str())->getCString();
|
|
CCGLProgram *p = new CCGLProgram();
|
|
p->initWithVertexShaderByteArray(ccPositionTexture_vert, fragSource);
|
|
|
|
p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
|
|
p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
|
|
|
|
p->link();
|
|
p->updateUniforms();
|
|
|
|
|
|
CCDirector *director = CCDirector::sharedDirector();
|
|
CCSize s = director->getWinSize();
|
|
|
|
m_pLabel = CCLabelBMFont::create("RETRO EFFECT", "fonts/west_england-64.fnt");
|
|
|
|
m_pLabel->setShaderProgram(p);
|
|
|
|
p->release();
|
|
|
|
|
|
m_pLabel->setPosition(ccp(s.width/2,s.height/2));
|
|
|
|
addChild(m_pLabel);
|
|
|
|
scheduleUpdate();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void ShaderRetroEffect::update(float dt)
|
|
{
|
|
m_fAccum += dt;
|
|
|
|
CCArray* pArray = m_pLabel->getChildren();
|
|
|
|
int i=0;
|
|
CCObject* pObj = NULL;
|
|
CCARRAY_FOREACH(pArray, pObj)
|
|
{
|
|
CCSprite *sprite = (CCSprite*)pObj;
|
|
i++;
|
|
CCPoint oldPosition = sprite->getPosition();
|
|
sprite->setPosition(ccp( oldPosition.x, sinf( m_fAccum * 2 + i/2.0) * 20 ));
|
|
|
|
// add fabs() to prevent negative scaling
|
|
float scaleY = ( sinf( m_fAccum * 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()
|
|
{
|
|
CCGLProgram *p = new CCGLProgram();
|
|
p->initWithVertexShaderByteArray(ccPositionTexture_vert, shader_frag_fail);
|
|
|
|
p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
|
|
p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
|
|
|
|
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());
|
|
|
|
CCDirector::sharedDirector()->replaceScene(this);
|
|
}
|