axmol/samples/Cpp/TestCpp/Classes/ShaderTest/ShaderTest.h

156 lines
3.0 KiB
C++

#ifndef _SHADER_TEST_H_
#define _SHADER_TEST_H_
#include "../testBasic.h"
#include "cocos-ext.h"
USING_NS_CC_EXT;
class ShaderTestDemo : public CCLayer
{
public:
ShaderTestDemo(void);
virtual std::string title();
virtual std::string subtitle();
virtual bool init();
void restartCallback(CCObject* pSender);
void nextCallback(CCObject* pSender);
void backCallback(CCObject* pSender);
CREATE_FUNC(ShaderTestDemo);
};
class ShaderMonjori : public ShaderTestDemo
{
public:
ShaderMonjori();
virtual std::string title();
virtual std::string subtitle();
virtual bool init();
};
class ShaderMandelbrot : public ShaderTestDemo
{
public:
ShaderMandelbrot();
virtual std::string title();
virtual std::string subtitle();
virtual bool init();
};
class ShaderJulia : public ShaderTestDemo
{
public:
ShaderJulia();
virtual std::string title();
virtual std::string subtitle();
virtual bool init();
};
class ShaderHeart : public ShaderTestDemo
{
public:
ShaderHeart();
virtual std::string title();
virtual std::string subtitle();
virtual bool init();
};
class ShaderFlower : public ShaderTestDemo
{
public:
ShaderFlower();
virtual std::string title();
virtual std::string subtitle();
virtual bool init();
};
class ShaderPlasma : public ShaderTestDemo
{
public:
ShaderPlasma();
virtual std::string title();
virtual std::string subtitle();
virtual bool init();
};
class SpriteBlur;
class ShaderBlur : public ShaderTestDemo
{
public:
ShaderBlur();
virtual std::string title();
virtual std::string subtitle();
virtual bool init();
CCControlSlider* createSliderCtl();
void sliderAction(CCObject* sender, CCControlEvent controlEvent);
protected:
SpriteBlur* m_pBlurSprite;
CCControlSlider* m_pSliderCtl;
};
class ShaderRetroEffect : public ShaderTestDemo
{
public:
ShaderRetroEffect();
virtual std::string title();
virtual std::string subtitle();
bool init();
void update(float dt);
protected:
CCLabelBMFont* m_pLabel;
float m_fAccum;
};
class ShaderNode : public CCNode
{
public:
ShaderNode();
~ShaderNode();
bool initWithVertex(const char *vert, const char *frag);
void loadShaderVertex(const char *vert, const char *frag);
void listenBackToForeground(CCObject *obj);
virtual void update(float dt);
virtual void setPosition(const CCPoint &newPosition);
virtual void draw();
static ShaderNode* shaderNodeWithVertex(const char *vert, const char *frag);
private:
ccVertex2F m_center;
ccVertex2F m_resolution;
float m_time;
GLuint m_uniformCenter, m_uniformResolution, m_uniformTime;
std::string m_vertFileName;
std::string m_fragFileName;
};
class ShaderFail : public ShaderTestDemo
{
public:
ShaderFail();
std::string title();
std::string subtitle();
};
class ShaderTestScene : public TestScene
{
public:
virtual void runThisTest();
};
//CCLayer* nextAction();
#endif