mirror of https://github.com/axmolengine/axmol.git
180 lines
3.8 KiB
C++
180 lines
3.8 KiB
C++
#ifndef _SHADER_TEST_H_
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#define _SHADER_TEST_H_
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#include "ui/CocosGUI.h"
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#include "../testBasic.h"
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#include "extensions/cocos-ext.h"
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#include "../BaseTest.h"
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USING_NS_CC_EXT;
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class ShaderTestDemo : public BaseTest
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{
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public:
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ShaderTestDemo(void);
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virtual std::string title() const override;
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virtual std::string subtitle() const override;
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void restartCallback(Ref* sender);
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void nextCallback(Ref* sender);
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void backCallback(Ref* sender);
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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() const override;
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virtual std::string subtitle() const override;
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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() const override;
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virtual std::string subtitle() const override;
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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() const override;
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virtual std::string subtitle() const override;
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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() const override;
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virtual std::string subtitle() const override;
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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() const override;
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virtual std::string subtitle() const override;
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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() const override;
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virtual std::string subtitle() const override;
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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() const override;
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virtual std::string subtitle() const override;
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virtual bool init();
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ControlSlider* createSliderCtl();
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void sliderAction(Ref* sender, Control::EventType controlEvent);
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protected:
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SpriteBlur* _blurSprite;
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ControlSlider* _sliderCtl;
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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() const override;
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virtual std::string subtitle() const override;
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bool init();
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void update(float dt);
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protected:
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Label* _label;
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float _accum;
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};
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class ShaderNode : public Node
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{
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public:
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static ShaderNode* shaderNodeWithVertex(const std::string &vert, const std::string &frag);
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virtual void update(float dt);
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virtual void setPosition(const Vec2 &newPosition);
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virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
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protected:
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ShaderNode();
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~ShaderNode();
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bool initWithVertex(const std::string &vert, const std::string &frag);
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void loadShaderVertex(const std::string &vert, const std::string &frag);
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void onDraw(const Mat4 &transform, bool transformUpdated);
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Vec2 _center;
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Vec2 _resolution;
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float _time;
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std::string _vertFileName;
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std::string _fragFileName;
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CustomCommand _customCommand;
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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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class ShaderLensFlare : public ShaderTestDemo
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{
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public:
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ShaderLensFlare();
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virtual std::string title() const override;
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virtual std::string subtitle() const override;
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virtual bool init();
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};
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class ShaderGlow : public ShaderTestDemo
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{
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public:
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ShaderGlow();
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virtual std::string title() const override;
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virtual std::string subtitle() const override;
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virtual bool init();
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};
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class ShaderMultiTexture : public ShaderTestDemo
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{
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public:
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ShaderMultiTexture();
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ui::Slider* createSliderCtl();
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Sprite *_sprite;
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virtual std::string title() const override;
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virtual std::string subtitle() const override;
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virtual bool init();
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};
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#endif
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