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

156 lines
2.9 KiB
C++

#ifndef _SHADER_TEST_H_
#define _SHADER_TEST_H_
#include "../testBasic.h"
#include "cocos-ext.h"
#include "../BaseTest.h"
USING_NS_CC_EXT;
class ShaderTestDemo : public BaseTest
{
public:
ShaderTestDemo(void);
virtual std::string title();
virtual std::string subtitle();
void restartCallback(Object* sender);
void nextCallback(Object* sender);
void backCallback(Object* sender);
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();
ControlSlider* createSliderCtl();
void sliderAction(Object* sender, Control::EventType controlEvent);
protected:
SpriteBlur* _blurSprite;
ControlSlider* _sliderCtl;
};
class ShaderRetroEffect : public ShaderTestDemo
{
public:
ShaderRetroEffect();
virtual std::string title();
virtual std::string subtitle();
bool init();
void update(float dt);
protected:
LabelBMFont* _label;
float _accum;
};
class ShaderNode : public Node
{
public:
ShaderNode();
~ShaderNode();
bool initWithVertex(const char *vert, const char *frag);
void loadShaderVertex(const char *vert, const char *frag);
void listenBackToForeground(Object *obj);
virtual void update(float dt);
virtual void setPosition(const Point &newPosition);
virtual void draw();
static ShaderNode* shaderNodeWithVertex(const char *vert, const char *frag);
private:
Vertex2F _center;
Vertex2F _resolution;
float _time;
GLuint _uniformCenter, _uniformResolution, _uniformTime;
std::string _vertFileName;
std::string _fragFileName;
};
class ShaderFail : public ShaderTestDemo
{
public:
ShaderFail();
std::string title();
std::string subtitle();
};
class ShaderTestScene : public TestScene
{
public:
virtual void runThisTest();
};
//CCLayer* nextAction();
#endif