mirror of https://github.com/axmolengine/axmol.git
773 lines
17 KiB
C++
773 lines
17 KiB
C++
#include "ShaderTest.h"
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#include "../testResource.h"
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#include "cocos2d.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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Layer* 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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Layer* 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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Layer* 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(Object* pSender)
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{
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Scene* 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(Object* pSender)
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{
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Scene* 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()
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{
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return "No title";
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}
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std::string ShaderTestDemo::subtitle()
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{
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return "";
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}
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void ShaderTestDemo::restartCallback(Object* pSender)
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{
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Scene* 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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NotificationCenter::getInstance()->removeObserver(this, EVNET_COME_TO_FOREGROUND);
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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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ShaderNode *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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NotificationCenter::getInstance()->addObserver(this,
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callfuncO_selector(ShaderNode::listenBackToForeground),
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EVNET_COME_TO_FOREGROUND,
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NULL);
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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::listenBackToForeground(Object *obj)
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{
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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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void ShaderNode::loadShaderVertex(const char *vert, const char *frag)
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{
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GLProgram *shader = new GLProgram();
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shader->initWithVertexShaderFilename(vert, frag);
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shader->addAttribute("aVertex", GLProgram::VERTEX_ATTRIB_POSITION);
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shader->link();
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shader->updateUniforms();
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_uniformCenter = glGetUniformLocation(shader->getProgram(), "center");
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_uniformResolution = glGetUniformLocation(shader->getProgram(), "resolution");
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_uniformTime = glGetUniformLocation(shader->getProgram(), "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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Point 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()
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{
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CC_NODE_DRAW_SETUP();
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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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//
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// Uniforms
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//
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getShaderProgram()->setUniformLocationWith2f(_uniformCenter, _center.x, _center.y);
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getShaderProgram()->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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ccGLEnableVertexAttribs( VERTEX_ATTRIB_FLAG_POSITION );
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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_DRAWS(1);
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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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ShaderNode *sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Monjori.vsh", "Shaders/example_Monjori.fsh");
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Size 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()
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{
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return "Shader: Frag shader";
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}
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std::string ShaderMonjori::subtitle()
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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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ShaderNode *sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Mandelbrot.vsh", "Shaders/example_Mandelbrot.fsh");
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Size 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()
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{
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return "Shader: Frag shader";
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}
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std::string ShaderMandelbrot::subtitle()
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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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ShaderNode *sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Julia.vsh", "Shaders/example_Julia.fsh");
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Size 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()
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{
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return "Shader: Frag shader";
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}
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std::string ShaderJulia::subtitle()
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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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ShaderNode *sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Heart.vsh", "Shaders/example_Heart.fsh");
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Size 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()
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{
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return "Shader: Frag shader";
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}
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std::string ShaderHeart::subtitle()
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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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ShaderNode *sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Flower.vsh", "Shaders/example_Flower.fsh");
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Size 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()
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{
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return "Shader: Frag shader";
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}
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std::string ShaderFlower::subtitle()
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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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ShaderNode *sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Plasma.vsh", "Shaders/example_Plasma.fsh");
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Size 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()
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{
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return "Shader: Frag shader";
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}
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std::string ShaderPlasma::subtitle()
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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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void draw();
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void initProgram();
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void listenBackToForeground(Object *obj);
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static SpriteBlur* create(const char *pszFileName);
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Point blur_;
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GLfloat sub_[4];
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GLuint blurLocation;
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GLuint subLocation;
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};
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SpriteBlur::~SpriteBlur()
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{
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NotificationCenter::getInstance()->removeObserver(this, EVNET_COME_TO_FOREGROUND);
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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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void SpriteBlur::listenBackToForeground(Object *obj)
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{
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setShaderProgram(NULL);
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initProgram();
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}
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bool SpriteBlur::initWithTexture(Texture2D* texture, const Rect& rect)
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{
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if( Sprite::initWithTexture(texture, rect) )
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{
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NotificationCenter::getInstance()->addObserver(this,
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callfuncO_selector(SpriteBlur::listenBackToForeground),
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EVNET_COME_TO_FOREGROUND,
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NULL);
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Size s = getTexture()->getContentSizeInPixels();
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blur_ = Point(1/s.width, 1/s.height);
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sub_[0] = sub_[1] = sub_[2] = sub_[3] = 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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GLProgram* pProgram = new GLProgram();
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pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, fragSource);
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setShaderProgram(pProgram);
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pProgram->release();
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CHECK_GL_ERROR_DEBUG();
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getShaderProgram()->addAttribute(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
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getShaderProgram()->addAttribute(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);
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getShaderProgram()->addAttribute(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
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CHECK_GL_ERROR_DEBUG();
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getShaderProgram()->link();
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CHECK_GL_ERROR_DEBUG();
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getShaderProgram()->updateUniforms();
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CHECK_GL_ERROR_DEBUG();
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subLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "substract");
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blurLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "blurSize");
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CHECK_GL_ERROR_DEBUG();
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}
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void SpriteBlur::draw()
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{
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ccGLEnableVertexAttribs(VERTEX_ATTRIB_FLAG_POS_COLOR_TEX );
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BlendFunc blend = getBlendFunc();
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ccGLBlendFunc(blend.src, blend.dst);
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getShaderProgram()->use();
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getShaderProgram()->setUniformsForBuiltins();
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getShaderProgram()->setUniformLocationWith2f(blurLocation, blur_.x, blur_.y);
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getShaderProgram()->setUniformLocationWith4fv(subLocation, sub_, 1);
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ccGLBindTexture2D( 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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long offset = (long)&_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_DRAWS(1);
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}
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void SpriteBlur::setBlurSize(float f)
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{
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Size s = getTexture()->getContentSizeInPixels();
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blur_ = Point(1/s.width, 1/s.height);
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blur_ = blur_ * f;
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}
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// ShaderBlur
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ShaderBlur::ShaderBlur()
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{
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init();
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}
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std::string ShaderBlur::title()
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{
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return "Shader: Frag shader";
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}
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std::string ShaderBlur::subtitle()
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{
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return "Gaussian blur";
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}
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ControlSlider* ShaderBlur::createSliderCtl()
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{
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Size screenSize = Director::getInstance()->getWinSize();
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ControlSlider *slider = ControlSlider::create("extensions/sliderTrack.png","extensions/sliderProgress.png" ,"extensions/sliderThumb.png");
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slider->setAnchorPoint(Point(0.5f, 1.0f));
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slider->setMinimumValue(0.0f); // Sets the min value of range
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slider->setMaximumValue(3.0f); // Sets the max value of range
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slider->setValue(1.0f);
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slider->setPosition(Point(screenSize.width / 2.0f, screenSize.height / 3.0f));
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// When the value of the slider will change, the given selector will be call
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slider->addTargetWithActionForControlEvents(this, cccontrol_selector(ShaderBlur::sliderAction), ControlEventValueChanged);
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return slider;
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}
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bool ShaderBlur::init()
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|
{
|
|
if( ShaderTestDemo::init() )
|
|
{
|
|
_blurSprite = SpriteBlur::create("Images/grossini.png");
|
|
|
|
Sprite *sprite = Sprite::create("Images/grossini.png");
|
|
|
|
Size 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(Object* sender, ControlEvent 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();
|
|
GLProgram *p = new GLProgram();
|
|
p->initWithVertexShaderByteArray(ccPositionTexture_vert, fragSource);
|
|
|
|
p->addAttribute(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
|
|
p->addAttribute(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
|
|
|
|
p->link();
|
|
p->updateUniforms();
|
|
|
|
|
|
Director *director = Director::getInstance();
|
|
Size s = director->getWinSize();
|
|
|
|
_label = LabelBMFont::create("RETRO EFFECT", "fonts/west_england-64.fnt");
|
|
|
|
_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;
|
|
|
|
Array* pArray = _label->getChildren();
|
|
|
|
int i=0;
|
|
Object* pObj = NULL;
|
|
CCARRAY_FOREACH(pArray, pObj)
|
|
{
|
|
Sprite *sprite = static_cast<Sprite*>(pObj);
|
|
i++;
|
|
Point 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()
|
|
{
|
|
return "Shader: Retro test";
|
|
}
|
|
|
|
std::string ShaderRetroEffect::subtitle()
|
|
{
|
|
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()
|
|
{
|
|
GLProgram *p = new GLProgram();
|
|
p->initWithVertexShaderByteArray(ccPositionTexture_vert, shader_frag_fail);
|
|
|
|
p->addAttribute(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
|
|
p->addAttribute(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
|
|
|
|
p->link();
|
|
p->updateUniforms();
|
|
p->release();
|
|
}
|
|
|
|
string ShaderFail::title()
|
|
{
|
|
return "Shader: Invalid shader";
|
|
}
|
|
|
|
string ShaderFail::subtitle()
|
|
{
|
|
return "See console for output with useful error log";
|
|
}
|
|
|
|
///---------------------------------------
|
|
//
|
|
// ShaderTestScene
|
|
//
|
|
///---------------------------------------
|
|
void ShaderTestScene::runThisTest()
|
|
{
|
|
sceneIdx = -1;
|
|
addChild(nextAction());
|
|
|
|
Director::getInstance()->replaceScene(this);
|
|
}
|