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