mirror of https://github.com/axmolengine/axmol.git
812 lines
19 KiB
C++
812 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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#include "renderer/CCCustomCommand.h"
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#include "renderer/CCRenderer.h"
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static int sceneIdx = -1;
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#define MAX_LAYER 9
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static Layer* 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 Layer* nextAction(void)
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{
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sceneIdx++;
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sceneIdx = sceneIdx % MAX_LAYER;
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auto layer = createShaderLayer(sceneIdx);
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layer->autorelease();
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return layer;
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}
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static Layer* 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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auto layer = createShaderLayer(sceneIdx);
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layer->autorelease();
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return layer;
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}
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static Layer* restartAction(void)
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{
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auto layer = createShaderLayer(sceneIdx);
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layer->autorelease();
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return layer;
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}
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ShaderTestDemo::ShaderTestDemo()
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{
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}
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void ShaderTestDemo::backCallback(Ref* sender)
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{
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auto s = new ShaderTestScene();
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s->addChild( backAction() );
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void ShaderTestDemo::nextCallback(Ref* sender)
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{
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auto s = new ShaderTestScene();//CCScene::create();
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s->addChild( nextAction() );
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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std::string ShaderTestDemo::title() const
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{
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return "No title";
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}
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std::string ShaderTestDemo::subtitle() const
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{
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return "";
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}
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void ShaderTestDemo::restartCallback(Ref* sender)
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{
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auto s = new ShaderTestScene();
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s->addChild(restartAction());
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Director::getInstance()->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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:_center(Vertex2F(0.0f, 0.0f))
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,_resolution(Vertex2F(0.0f, 0.0f))
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,_time(0.0f)
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,_uniformCenter(0)
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,_uniformResolution(0)
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,_uniformTime(0)
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{
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}
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ShaderNode::~ShaderNode()
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{
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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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auto 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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#if CC_ENABLE_CACHE_TEXTURE_DATA
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auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
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this->setShaderProgram(NULL);
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loadShaderVertex(_vertFileName.c_str(), _fragFileName.c_str());
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});
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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#endif
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loadShaderVertex(vert, frag);
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_time = 0;
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_resolution = Vertex2F(SIZE_X, SIZE_Y);
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scheduleUpdate();
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setContentSize(Size(SIZE_X, SIZE_Y));
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setAnchorPoint(Point(0.5f, 0.5f));
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_vertFileName = vert;
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_fragFileName = frag;
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return true;
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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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auto shader = new GLProgram();
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shader->initWithFilenames(vert, frag);
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shader->bindAttribLocation("aVertex", GLProgram::VERTEX_ATTRIB_POSITION);
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shader->link();
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shader->updateUniforms();
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_uniformCenter = shader->getUniformLocation("center");
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_uniformResolution = shader->getUniformLocation("resolution");
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_uniformTime = shader->getUniformLocation("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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_time += dt;
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}
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void ShaderNode::setPosition(const Point &newPosition)
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{
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Node::setPosition(newPosition);
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auto position = getPosition();
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_center = Vertex2F(position.x * CC_CONTENT_SCALE_FACTOR(), position.y * CC_CONTENT_SCALE_FACTOR());
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}
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void ShaderNode::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated)
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{
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_customCommand.init(_globalZOrder);
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_customCommand.func = CC_CALLBACK_0(ShaderNode::onDraw, this, transform, transformUpdated);
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renderer->addCommand(&_customCommand);
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}
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void ShaderNode::onDraw(const kmMat4 &transform, bool transformUpdated)
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{
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auto shader = getShaderProgram();
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shader->use();
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shader->setUniformsForBuiltins(transform);
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shader->setUniformLocationWith2f(_uniformCenter, _center.x, _center.y);
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shader->setUniformLocationWith2f(_uniformResolution, _resolution.x, _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(_uniformTime, _time);
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GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION );
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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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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,6);
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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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auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Monjori.vsh", "Shaders/example_Monjori.fsh");
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auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Point(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() const
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{
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return "Shader: Frag shader";
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}
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std::string ShaderMonjori::subtitle() const
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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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auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Mandelbrot.vsh", "Shaders/example_Mandelbrot.fsh");
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auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Point(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() const
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{
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return "Shader: Frag shader";
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}
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std::string ShaderMandelbrot::subtitle() const
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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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auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Julia.vsh", "Shaders/example_Julia.fsh");
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auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Point(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() const
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{
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return "Shader: Frag shader";
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}
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std::string ShaderJulia::subtitle() const
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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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auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Heart.vsh", "Shaders/example_Heart.fsh");
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auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Point(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() const
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{
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return "Shader: Frag shader";
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}
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std::string ShaderHeart::subtitle() const
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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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auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Flower.vsh", "Shaders/example_Flower.fsh");
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auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Point(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() const
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{
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return "Shader: Frag shader";
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}
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std::string ShaderFlower::subtitle() const
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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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auto sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Plasma.vsh", "Shaders/example_Plasma.fsh");
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auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Point(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() const
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{
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return "Shader: Frag shader";
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}
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std::string ShaderPlasma::subtitle() const
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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 Sprite
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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(Texture2D* texture, const Rect& rect);
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virtual void draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) override;
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void initProgram();
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static SpriteBlur* create(const char *pszFileName);
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protected:
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void onDraw(const kmMat4 &transform, bool transformUpdated);
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int _blurRadius;
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Point _pixelSize;
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int _samplingRadius;
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//gaussian = cons * exp( (dx*dx + dy*dy) * scale);
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float _scale;
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float _cons;
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float _weightSum;
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GLuint pixelSizeLocation;
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GLuint coefficientLocation;
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CustomCommand _customCommand;
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};
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SpriteBlur::~SpriteBlur()
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{
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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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bool SpriteBlur::initWithTexture(Texture2D* texture, const Rect& rect)
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{
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_blurRadius = 0;
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if( Sprite::initWithTexture(texture, rect) )
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{
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
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setShaderProgram(NULL);
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initProgram();
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});
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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#endif
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auto s = getTexture()->getContentSizeInPixels();
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_pixelSize = Point(1/s.width, 1/s.height);
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_samplingRadius = 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*) String::createWithContentsOfFile(
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FileUtils::getInstance()->fullPathForFilename("Shaders/example_Blur.fsh").c_str())->getCString();
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auto program = new GLProgram();
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program->initWithByteArrays(ccPositionTextureColor_vert, fragSource);
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setShaderProgram(program);
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program->release();
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CHECK_GL_ERROR_DEBUG();
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program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
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program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);
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program->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
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CHECK_GL_ERROR_DEBUG();
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program->link();
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CHECK_GL_ERROR_DEBUG();
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program->updateUniforms();
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CHECK_GL_ERROR_DEBUG();
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pixelSizeLocation = program->getUniformLocation("onePixelSize");
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coefficientLocation = program->getUniformLocation("gaussianCoefficient");
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CHECK_GL_ERROR_DEBUG();
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}
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void SpriteBlur::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated)
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{
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_customCommand.init(_globalZOrder);
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_customCommand.func = CC_CALLBACK_0(SpriteBlur::onDraw, this, transform, transformUpdated);
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renderer->addCommand(&_customCommand);
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}
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void SpriteBlur::onDraw(const kmMat4 &transform, bool transformUpdated)
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{
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GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX );
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BlendFunc blend = getBlendFunc();
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GL::blendFunc(blend.src, blend.dst);
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auto program = getShaderProgram();
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program->use();
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program->setUniformsForBuiltins(transform);
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program->setUniformLocationWith2f(pixelSizeLocation, _pixelSize.x, _pixelSize.y);
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program->setUniformLocationWith4f(coefficientLocation, _samplingRadius, _scale,_cons,_weightSum);
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GL::bindTexture2D( getTexture()->getName());
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//
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// Attributes
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//
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#define kQuadSize sizeof(_quad.bl)
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size_t offset = (size_t)&_quad;
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// vertex
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int diff = offsetof( V3F_C4B_T2F, vertices);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
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// texCoods
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diff = offsetof( V3F_C4B_T2F, texCoords);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
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// color
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diff = offsetof( V3F_C4B_T2F, colors);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,4);
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}
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void SpriteBlur::setBlurSize(float f)
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{
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if(_blurRadius == (int)f)
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return;
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_blurRadius = (int)f;
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_samplingRadius = _blurRadius;
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if (_samplingRadius > 10)
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{
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_samplingRadius = 10;
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}
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if (_blurRadius > 0)
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{
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float sigma = _blurRadius / 2.0f;
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_scale = -0.5f / (sigma * sigma);
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_cons = -1.0f * _scale / 3.141592f;
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_weightSum = -_cons;
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float weight;
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int squareX;
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for(int dx = 0; dx <= _samplingRadius; ++dx)
|
|
{
|
|
squareX = dx * dx;
|
|
weight = _cons * exp(squareX * _scale);
|
|
_weightSum += 2.0 * weight;
|
|
for (int dy = 1; dy <= _samplingRadius; ++dy)
|
|
{
|
|
weight = _cons * exp((squareX + dy * dy) * _scale);
|
|
_weightSum += 4.0 * weight;
|
|
}
|
|
}
|
|
}
|
|
log("_blurRadius:%d",_blurRadius);
|
|
}
|
|
|
|
// ShaderBlur
|
|
|
|
ShaderBlur::ShaderBlur()
|
|
{
|
|
init();
|
|
}
|
|
|
|
std::string ShaderBlur::title() const
|
|
{
|
|
return "Shader: Frag shader";
|
|
}
|
|
|
|
std::string ShaderBlur::subtitle() const
|
|
{
|
|
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(25.0f); // Sets the max value of range
|
|
|
|
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);
|
|
slider->setValue(2.0f);
|
|
|
|
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(Ref* 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->initWithByteArrays(ccPositionTexture_vert, fragSource);
|
|
|
|
p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
|
|
p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
|
|
|
|
p->link();
|
|
p->updateUniforms();
|
|
|
|
auto director = Director::getInstance();
|
|
auto s = director->getWinSize();
|
|
|
|
_label = Label::createWithBMFont("fonts/west_england-64.fnt","RETRO EFFECT");
|
|
_label->setAnchorPoint(Point::ANCHOR_MIDDLE);
|
|
_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;
|
|
int letterCount = _label->getStringLength();
|
|
for (int i = 0; i < letterCount; ++i)
|
|
{
|
|
auto sprite = _label->getLetter(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() const
|
|
{
|
|
return "Shader: Retro test";
|
|
}
|
|
|
|
std::string ShaderRetroEffect::subtitle() const
|
|
{
|
|
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->initWithByteArrays(ccPositionTexture_vert, shader_frag_fail);
|
|
|
|
p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
|
|
p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
|
|
|
|
p->link();
|
|
p->updateUniforms();
|
|
p->release();
|
|
}
|
|
|
|
std::string ShaderFail::title() const
|
|
{
|
|
return "Shader: Invalid shader";
|
|
}
|
|
|
|
std::string ShaderFail::subtitle() const
|
|
{
|
|
return "See console for output with useful error log";
|
|
}
|
|
|
|
///---------------------------------------
|
|
//
|
|
// ShaderTestScene
|
|
//
|
|
///---------------------------------------
|
|
void ShaderTestScene::runThisTest()
|
|
{
|
|
sceneIdx = -1;
|
|
addChild(nextAction());
|
|
|
|
Director::getInstance()->replaceScene(this);
|
|
}
|