mirror of https://github.com/axmolengine/axmol.git
829 lines
18 KiB
C++
829 lines
18 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 11
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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 ShaderLensFlare();
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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 ShaderMonjori();
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case 9: return new ShaderGlow();
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case 10: return new ShaderMultiTexture();
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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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auto 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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auto 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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auto 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(Ref* sender)
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{
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auto 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(Ref* sender)
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{
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auto 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() const
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{
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return "No title";
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}
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std::string ShaderTestDemo::subtitle() const
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{
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return "";
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}
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void ShaderTestDemo::restartCallback(Ref* sender)
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{
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auto 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(Vec2(0.0f, 0.0f))
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,_resolution(Vec2(0.0f, 0.0f))
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,_time(0.0f)
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{
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}
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ShaderNode::~ShaderNode()
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{
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}
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ShaderNode* ShaderNode::shaderNodeWithVertex(const std::string &vert, const std::string& frag)
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{
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auto 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 std::string &vert, const std::string &frag)
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{
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
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this->setGLProgramState(nullptr);
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loadShaderVertex(_vertFileName, _fragFileName);
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});
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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#endif
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_vertFileName = vert;
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_fragFileName = frag;
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loadShaderVertex(vert, frag);
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_time = 0;
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_resolution = Vec2(SIZE_X, SIZE_Y);
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getGLProgramState()->setUniformVec2("resolution", _resolution);
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scheduleUpdate();
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setContentSize(Size(SIZE_X, SIZE_Y));
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setAnchorPoint(Vec2(0.5f, 0.5f));
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return true;
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}
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void ShaderNode::loadShaderVertex(const std::string &vert, const std::string &frag)
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{
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auto fileUtiles = FileUtils::getInstance();
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// frag
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auto fragmentFilePath = fileUtiles->fullPathForFilename(frag);
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auto fragSource = fileUtiles->getStringFromFile(fragmentFilePath);
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// vert
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std::string vertSource;
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if (vert.empty()) {
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vertSource = ccPositionTextureColor_vert;
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} else {
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std::string vertexFilePath = fileUtiles->fullPathForFilename(vert);
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vertSource = fileUtiles->getStringFromFile(vertexFilePath);
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}
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auto glprogram = GLProgram::createWithByteArrays(vertSource.c_str(), fragSource.c_str());
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auto glprogramstate = GLProgramState::getOrCreateWithGLProgram(glprogram);
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setGLProgramState(glprogramstate);
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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 Vec2 &newPosition)
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{
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Node::setPosition(newPosition);
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auto position = getPosition();
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_center = Vec2(position.x * CC_CONTENT_SCALE_FACTOR(), position.y * CC_CONTENT_SCALE_FACTOR());
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getGLProgramState()->setUniformVec2("center", _center);
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}
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void ShaderNode::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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_customCommand.init(_globalZOrder);
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_customCommand.func = CC_CALLBACK_0(ShaderNode::onDraw, this, transform, flags);
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renderer->addCommand(&_customCommand);
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}
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void ShaderNode::onDraw(const Mat4 &transform, uint32_t flags)
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{
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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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auto glProgramState = getGLProgramState();
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glProgramState->setVertexAttribPointer("a_position", 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glProgramState->apply(transform);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,6);
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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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auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/example_Monjori.fsh");
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auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Vec2(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() const
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{
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return "Shader: Frag shader";
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}
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std::string ShaderMonjori::subtitle() const
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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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auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/example_Mandelbrot.fsh");
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auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Vec2(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() const
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{
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return "Shader: Frag shader";
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}
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std::string ShaderMandelbrot::subtitle() const
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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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auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/example_Julia.fsh");
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auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Vec2(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() const
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{
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return "Shader: Frag shader";
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}
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std::string ShaderJulia::subtitle() const
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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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auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/example_Heart.fsh");
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auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Vec2(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() const
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{
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return "Shader: Frag shader";
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}
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std::string ShaderHeart::subtitle() const
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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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auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/example_Flower.fsh");
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auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Vec2(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() const
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{
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return "Shader: Frag shader";
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}
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std::string ShaderFlower::subtitle() const
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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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auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/example_Plasma.fsh");
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auto s = Director::getInstance()->getWinSize();
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sn->setPosition(Vec2(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() const
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{
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return "Shader: Frag shader";
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}
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std::string ShaderPlasma::subtitle() const
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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 initGLProgram();
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static SpriteBlur* create(const char *pszFileName);
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protected:
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int _blurRadius;
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Vec2 _pixelSize;
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int _samplingRadius;
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//gaussian = cons * exp( (dx*dx + dy*dy) * scale);
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float _scale;
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float _cons;
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float _weightSum;
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};
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SpriteBlur::~SpriteBlur()
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{
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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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bool SpriteBlur::initWithTexture(Texture2D* texture, const Rect& rect)
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{
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_blurRadius = 0;
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if( Sprite::initWithTexture(texture, rect) )
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{
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
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setGLProgram(nullptr);
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initGLProgram();
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});
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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#endif
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auto s = getTexture()->getContentSizeInPixels();
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_pixelSize = Vec2(1/s.width, 1/s.height);
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_samplingRadius = 0;
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this->initGLProgram();
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getGLProgramState()->setUniformVec2("onePixelSize", _pixelSize);
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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::initGLProgram()
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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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auto program = GLProgram::createWithByteArrays(ccPositionTextureColor_noMVP_vert, fragSource);
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auto glProgramState = GLProgramState::getOrCreateWithGLProgram(program);
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setGLProgramState(glProgramState);
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}
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void SpriteBlur::setBlurSize(float f)
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{
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if(_blurRadius == (int)f)
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return;
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_blurRadius = (int)f;
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_samplingRadius = _blurRadius;
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if (_samplingRadius > 10)
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{
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_samplingRadius = 10;
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}
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if (_blurRadius > 0)
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{
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float sigma = _blurRadius / 2.0f;
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_scale = -0.5f / (sigma * sigma);
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_cons = -1.0f * _scale / 3.141592f;
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_weightSum = -_cons;
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float weight;
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int squareX;
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for(int dx = 0; dx <= _samplingRadius; ++dx)
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{
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squareX = dx * dx;
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weight = _cons * exp(squareX * _scale);
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_weightSum += 2.0 * weight;
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for (int dy = 1; dy <= _samplingRadius; ++dy)
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{
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weight = _cons * exp((squareX + dy * dy) * _scale);
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_weightSum += 4.0 * weight;
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}
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}
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}
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log("_blurRadius:%d",_blurRadius);
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getGLProgramState()->setUniformVec4("gaussianCoefficient", Vec4(_samplingRadius, _scale, _cons, _weightSum));
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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() const
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{
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return "Shader: Frag shader";
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}
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std::string ShaderBlur::subtitle() const
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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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auto 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(Vec2(0.5f, 1.0f));
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slider->setMinimumValue(0.0f); // Sets the min value of range
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slider->setMaximumValue(25.0f); // Sets the max value of range
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slider->setPosition(Vec2(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), Control::EventType::VALUE_CHANGED);
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slider->setValue(2.0f);
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return slider;
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}
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bool ShaderBlur::init()
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{
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if( ShaderTestDemo::init() )
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{
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_blurSprite = SpriteBlur::create("Images/grossini.png");
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auto sprite = Sprite::create("Images/grossini.png");
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auto s = Director::getInstance()->getWinSize();
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_blurSprite->setPosition(Vec2(s.width/3, s.height/2));
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sprite->setPosition(Vec2(2*s.width/3, s.height/2));
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addChild(_blurSprite);
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addChild(sprite);
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_sliderCtl = createSliderCtl();
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addChild(_sliderCtl);
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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 ShaderBlur::sliderAction(Ref* sender, Control::EventType controlEvent)
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{
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ControlSlider* slider = (ControlSlider*)sender;
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_blurSprite->setBlurSize(slider->getValue());
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}
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// ShaderRetroEffect
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ShaderRetroEffect::ShaderRetroEffect()
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: _label(nullptr)
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, _accum(0.0f)
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{
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init();
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}
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bool ShaderRetroEffect::init()
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{
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if( ShaderTestDemo::init() ) {
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|
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GLchar * fragSource = (GLchar*) String::createWithContentsOfFile(FileUtils::getInstance()->fullPathForFilename("Shaders/example_HorizontalColor.fsh"))->getCString();
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auto p = GLProgram::createWithByteArrays(ccPositionTexture_vert, fragSource);
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|
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auto director = Director::getInstance();
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auto s = director->getWinSize();
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|
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_label = Label::createWithBMFont("fonts/west_england-64.fnt","RETRO EFFECT");
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_label->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
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_label->setGLProgram(p);
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|
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_label->setPosition(Vec2(s.width/2,s.height/2));
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|
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addChild(_label);
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|
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scheduleUpdate();
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return true;
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}
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|
|
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return false;
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|
}
|
|
|
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void ShaderRetroEffect::update(float dt)
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|
{
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|
_accum += dt;
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int letterCount = _label->getStringLength();
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for (int i = 0; i < letterCount; ++i)
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|
{
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auto sprite = _label->getLetter(i);
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auto oldPosition = sprite->getPosition();
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sprite->setPosition(Vec2( oldPosition.x, sinf( _accum * 2 + i/2.0) * 20 ));
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|
|
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// add fabs() to prevent negative scaling
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float scaleY = ( sinf( _accum * 2 + i/2.0 + 0.707) );
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|
|
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sprite->setScaleY(scaleY);
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|
}
|
|
}
|
|
|
|
std::string ShaderRetroEffect::title() const
|
|
{
|
|
return "Shader: Retro test";
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|
}
|
|
|
|
std::string ShaderRetroEffect::subtitle() const
|
|
{
|
|
return "sin() effect with moving colors";
|
|
}
|
|
|
|
|
|
ShaderLensFlare::ShaderLensFlare()
|
|
{
|
|
init();
|
|
}
|
|
|
|
std::string ShaderLensFlare::title() const
|
|
{
|
|
return "ShaderToy Test";
|
|
}
|
|
|
|
std::string ShaderLensFlare::subtitle() const
|
|
{
|
|
return "Lens Flare ";
|
|
}
|
|
|
|
bool ShaderLensFlare::init()
|
|
{
|
|
if (ShaderTestDemo::init())
|
|
{
|
|
auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/shadertoy_LensFlare.fsh");
|
|
|
|
auto s = Director::getInstance()->getWinSize();
|
|
sn->setPosition(Vec2(s.width/2, s.height/2));
|
|
sn->setContentSize(Size(s.width/2,s.height/2));
|
|
addChild(sn);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// ShaderGlow
|
|
//
|
|
ShaderGlow::ShaderGlow()
|
|
{
|
|
init();
|
|
}
|
|
|
|
std::string ShaderGlow::title() const
|
|
{
|
|
return "ShaderToy Test";
|
|
}
|
|
|
|
std::string ShaderGlow::subtitle() const
|
|
{
|
|
return "Glow";
|
|
}
|
|
|
|
bool ShaderGlow::init()
|
|
{
|
|
if (ShaderTestDemo::init())
|
|
{
|
|
auto sn = ShaderNode::shaderNodeWithVertex("", "Shaders/shadertoy_Glow.fsh");
|
|
|
|
auto s = Director::getInstance()->getWinSize();
|
|
sn->setPosition(Vec2(s.width/2, s.height/2));
|
|
sn->setContentSize(Size(s.width/2,s.height/2));
|
|
addChild(sn);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// ShaderMultiTexture
|
|
//
|
|
ShaderMultiTexture::ShaderMultiTexture()
|
|
{
|
|
init();
|
|
}
|
|
|
|
std::string ShaderMultiTexture::title() const
|
|
{
|
|
return "MultiTexture test";
|
|
}
|
|
|
|
std::string ShaderMultiTexture::subtitle() const
|
|
{
|
|
return "MultiTexture";
|
|
}
|
|
|
|
ui::Slider* ShaderMultiTexture::createSliderCtl()
|
|
{
|
|
auto screenSize = Director::getInstance()->getWinSize();
|
|
|
|
ui::Slider* slider = ui::Slider::create();
|
|
slider->loadBarTexture("cocosui/sliderTrack.png");
|
|
slider->loadSlidBallTextures("cocosui/sliderThumb.png", "cocosui/sliderThumb.png", "");
|
|
slider->loadProgressBarTexture("cocosui/sliderProgress.png");
|
|
slider->setPercent(50);
|
|
|
|
slider->setPosition(Vec2(screenSize.width / 2.0f, screenSize.height / 3.0f));
|
|
addChild(slider);
|
|
|
|
slider->addEventListener([&](Ref* sender, ui::Slider::EventType type) {
|
|
|
|
if (type == ui::Slider::EventType::ON_PERCENTAGE_CHANGED)
|
|
{
|
|
ui::Slider* slider = dynamic_cast<ui::Slider*>(sender);
|
|
float p = slider->getPercent() / 100.0f;
|
|
_sprite->getGLProgramState()->setUniformFloat("u_interpolate",p);
|
|
}
|
|
});
|
|
return slider;
|
|
}
|
|
|
|
bool ShaderMultiTexture::init()
|
|
{
|
|
if (ShaderTestDemo::init())
|
|
{
|
|
auto s = Director::getInstance()->getWinSize();
|
|
|
|
// Left: normal sprite
|
|
auto left = Sprite::create("Images/grossinis_sister1.png");
|
|
addChild(left);
|
|
left->setPosition(s.width*1/4, s.height/2);
|
|
|
|
// Right: normal sprite
|
|
auto right = Sprite::create("Images/grossinis_sister2.png");
|
|
addChild(right);
|
|
right->setPosition(s.width*3/4, s.height/2);
|
|
|
|
|
|
// Center: MultiTexture
|
|
_sprite = Sprite::create("Images/grossinis_sister1.png");
|
|
Texture2D *texture1 = Director::getInstance()->getTextureCache()->addImage("Images/grossinis_sister2.png");
|
|
|
|
addChild(_sprite);
|
|
|
|
_sprite->setPosition(Vec2(s.width/2, s.height/2));
|
|
|
|
auto glprogram = GLProgram::createWithFilenames("Shaders/example_MultiTexture.vsh", "Shaders/example_MultiTexture.fsh");
|
|
auto glprogramstate = GLProgramState::getOrCreateWithGLProgram(glprogram);
|
|
_sprite->setGLProgramState(glprogramstate);
|
|
|
|
glprogramstate->setUniformTexture("u_texture1", texture1);
|
|
glprogramstate->setUniformFloat("u_interpolate",0.5);
|
|
|
|
// slider
|
|
createSliderCtl();
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
///---------------------------------------
|
|
//
|
|
// ShaderTestScene
|
|
//
|
|
///---------------------------------------
|
|
void ShaderTestScene::runThisTest()
|
|
{
|
|
sceneIdx = -1;
|
|
addChild(nextAction());
|
|
|
|
Director::getInstance()->replaceScene(this);
|
|
}
|