mirror of https://github.com/axmolengine/axmol.git
486 lines
18 KiB
C++
486 lines
18 KiB
C++
#include "Scene3DTest.h"
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#include "ui/CocosGUI.h"
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#include <spine/spine-cocos2dx.h>
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#include "../testResource.h"
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#include "../TerrainTest/TerrainTest.h"
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USING_NS_CC;
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using namespace spine;
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////////////////////////////////////////////////////////////////////////////////
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// Implements Scene3DTestScene
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class Scene3DTestScene : public TerrainWalkThru
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{
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public:
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CREATE_FUNC(Scene3DTestScene);
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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cocos2d::EventListenerCustom* _backToForegroundListener;
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#endif
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private:
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Scene3DTestScene();
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virtual ~Scene3DTestScene();
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bool init() override;
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void create3DWorld();
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void createUI();
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void createPlayerDlg();
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void createDetailDlg();
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void createDescDlg();
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std::vector<Camera *> _gameCameras;
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Node* _playerDlg;
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Node* _detailDlg;
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Node* _descDlg;
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TextureCube* _textureCube;
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Skybox* _skyBox;
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};
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enum GAME_LAYER {
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LAYER_SKYBOX = 0,
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LAYER_GAME,
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LAYER_UI,
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LAYER_ACTOR,
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LAYER_ZOOM,
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LAYER_OSD,
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LAYER_COUNT,
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};
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static CameraFlag s_CF[LAYER_COUNT] = {
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CameraFlag::DEFAULT,
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CameraFlag::USER1,
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CameraFlag::USER2,
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CameraFlag::USER3,
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CameraFlag::USER4,
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CameraFlag::USER5,
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};
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static unsigned short s_CM[LAYER_COUNT] = {
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(unsigned short)s_CF[0],
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(unsigned short)s_CF[1],
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(unsigned short)s_CF[2],
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(unsigned short)s_CF[3],
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(unsigned short)s_CF[4],
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(unsigned short)s_CF[5],
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};
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Scene3DTestScene::Scene3DTestScene()
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: _playerDlg(nullptr)
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, _detailDlg(nullptr)
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, _descDlg(nullptr)
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{
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}
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Scene3DTestScene::~Scene3DTestScene()
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{
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}
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bool Scene3DTestScene::init()
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{
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bool ret = false;
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do
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{
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CC_BREAK_IF(false == TerrainWalkThru::init());
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Director::getInstance()->setDisplayStats(false);
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// prepare for camera creation, we need create three custom cameras
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_gameCameras.resize(LAYER_COUNT);
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Camera *ca = nullptr;
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auto visibleSize = Director::getInstance()->getVisibleSize();
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// first, create a camera to look the skybox
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ca = Camera::createPerspective(60, visibleSize.width / visibleSize.height, 10, 1000);
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ca->setPosition3D(Vec3(0.f, 0.f, 50.f));
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ca->setCameraFlag(s_CF[LAYER_SKYBOX]);
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ca->setDepth(LAYER_SKYBOX);
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_gameCameras[LAYER_SKYBOX] = ca;
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this->addChild(ca);
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// second, create a camera to look the 3D game scene
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// it has been create in TerrainWalkThru::init
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ca = this->_camera;
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ca->setCameraFlag(s_CF[LAYER_GAME]);
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ca->setDepth(LAYER_GAME);
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_gameCameras[LAYER_GAME] = ca;
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// third, use the default camera to look 2D base UI layer
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ca =this->getDefaultCamera();
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ca->setCameraFlag(s_CF[LAYER_UI]);
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ca->setDepth(LAYER_UI);
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_gameCameras[LAYER_UI] = ca;
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// forth, create a camera to look the 3D model in dialogs
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ca = Camera::create();
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ca->setCameraFlag(s_CF[LAYER_ACTOR]);
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ca->setDepth(LAYER_ACTOR);
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_gameCameras[LAYER_ACTOR] = ca;
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this->addChild(ca);
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// fifth, create a camera to look the UI element over on the 3D models
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ca = Camera::create();
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ca->setCameraFlag(s_CF[LAYER_ZOOM]);
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ca->setDepth(LAYER_ZOOM);
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_gameCameras[LAYER_ZOOM] = ca;
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this->addChild(ca);
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// sixth, create a camera to look the OSD UI
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ca = Camera::create();
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ca->setCameraFlag(s_CF[LAYER_OSD]);
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ca->setDepth(LAYER_OSD);
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_gameCameras[LAYER_OSD] = ca;
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this->addChild(ca);
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// create all object in game
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create3DWorld();
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createUI();
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createPlayerDlg();
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createDetailDlg();
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createDescDlg();
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_playerDlg->setVisible(false);
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_detailDlg->setVisible(false);
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//_terrain->setVisible(false);
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ret = true;
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} while (0);
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return ret;
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}
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void Scene3DTestScene::create3DWorld()
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{
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// terrain and player has been create in TerrainWalkThru::init
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// we only need override there camera mask
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_terrain->setCameraMask(s_CM[LAYER_GAME]);
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_player->setCameraMask(s_CM[LAYER_GAME]);
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_player->setScale(_player->getScale() * 1.5);
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// add two Sprite3D monster, one is transparent
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auto monster = Sprite3D::create("Sprite3DTest/orc.c3b");
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monster->setRotation3D(Vec3(0,180,0));
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monster->setPosition3D(_player->getPosition3D() + Vec3(50, -10, 0));
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monster->setCameraMask(s_CM[LAYER_GAME]);
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monster->setOpacity(128);
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this->addChild(monster);
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monster = Sprite3D::create("Sprite3DTest/orc.c3b");
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monster->setRotation3D(Vec3(0,180,0));
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monster->setPosition3D(_player->getPosition3D() + Vec3(-50, -5, 0));
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monster->setCameraMask(s_CM[LAYER_GAME]);
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this->addChild(monster);
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// add a particle 3d above player
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auto rootps = PUParticleSystem3D::create("Particle3D/scripts/blackHole.pu", "Particle3D/materials/pu_mediapack_01.material");
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rootps->setScale(2);
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rootps->setPosition3D(Vec3(0, 150, 0));
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rootps->setCameraMask(s_CM[LAYER_GAME]);
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auto moveby = MoveBy::create(2.0f, Vec2(50.0f, 0.0f));
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auto moveby1 = MoveBy::create(2.0f, Vec2(-50.0f, 0.0f));
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rootps->runAction(RepeatForever::create(Sequence::create(moveby, moveby1, nullptr)));
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rootps->startParticleSystem();
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_player->addChild(rootps, 0);
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// then, create skybox
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//create and set our custom shader
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auto shader = GLProgram::createWithFilenames("Sprite3DTest/cube_map.vert", "Sprite3DTest/cube_map.frag");
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auto state = GLProgramState::create(shader);
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// create the second texture for cylinder
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_textureCube = TextureCube::create("Sprite3DTest/skybox/left.jpg", "Sprite3DTest/skybox/right.jpg",
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"Sprite3DTest/skybox/top.jpg", "Sprite3DTest/skybox/bottom.jpg",
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"Sprite3DTest/skybox/front.jpg", "Sprite3DTest/skybox/back.jpg");
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_textureCube->retain();
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//set texture parameters
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Texture2D::TexParams tRepeatParams;
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tRepeatParams.magFilter = GL_LINEAR;
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tRepeatParams.minFilter = GL_LINEAR;
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tRepeatParams.wrapS = GL_MIRRORED_REPEAT;
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tRepeatParams.wrapT = GL_MIRRORED_REPEAT;
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_textureCube->setTexParameters(tRepeatParams);
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// pass the texture sampler to our custom shader
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state->setUniformTexture("u_cubeTex", _textureCube);
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// add skybox
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_skyBox = Skybox::create();
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_skyBox->retain();
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_skyBox->setCameraMask(s_CM[LAYER_SKYBOX]);
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_skyBox->setTexture(_textureCube);
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_skyBox->setScale(700.f);
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this->addChild(_skyBox);
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
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_backToForegroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED,
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[this](EventCustom*)
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{
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auto state = _skyBox->getGLProgramState();
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auto glProgram = state->getGLProgram();
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glProgram->reset();
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glProgram->initWithFilenames("Sprite3DTest/cube_map.vert", "Sprite3DTest/cube_map.frag");
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glProgram->link();
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glProgram->updateUniforms();
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_textureCube->reloadTexture();
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Texture2D::TexParams tRepeatParams;
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tRepeatParams.magFilter = GL_NEAREST;
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tRepeatParams.minFilter = GL_NEAREST;
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tRepeatParams.wrapS = GL_MIRRORED_REPEAT;
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tRepeatParams.wrapT = GL_MIRRORED_REPEAT;
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_textureCube->setTexParameters(tRepeatParams);
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state->setUniformTexture("u_cubeTex", _textureCube);
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_skyBox->reload();
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_skyBox->setTexture(_textureCube);
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});
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, 1);
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#endif
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}
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void Scene3DTestScene::createUI()
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{
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// add player button
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auto showLeftDlgItem = MenuItemImage::create("Images/Pea.png", "Images/Pea.png", [this](Ref* sender){
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this->_playerDlg->setVisible(!this->_playerDlg->isVisible());
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});
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showLeftDlgItem->setPosition(VisibleRect::left().x + 30, VisibleRect::top().y - 30);
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// add discription button
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TTFConfig ttfConfig("fonts/arial.ttf", 20);
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auto descItem = MenuItemLabel::create(Label::createWithTTF(ttfConfig, "Description"),
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[this](Ref* sender)
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{
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this->_descDlg->setVisible(!this->_descDlg->isVisible());
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});
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descItem->setPosition(Vec2(VisibleRect::right().x - 50, VisibleRect::top().y - 25));
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// add back button
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auto backItem = MenuItemLabel::create(Label::createWithTTF(ttfConfig, "Back"),
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[this](Ref* sender){
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this->getTestSuite()->backsUpOneLevel();
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});
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backItem->setPosition(Vec2(VisibleRect::right().x - 50, VisibleRect::bottom().y + 25));
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MenuItemImage *moveCameraLeft = nullptr, *moveCameraRight = nullptr;
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// auto uiCamera = _gameCameras[LAYER_UI];
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// moveCameraLeft = MenuItemImage::create(s_pathClose, s_pathClose, [uiCamera](Ref* sender){
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// uiCamera->setPositionX(uiCamera->getPositionX() - 10);
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// });
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// moveCameraLeft->setPosition(VisibleRect::left().x + 30, VisibleRect::left().y);
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//
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// moveCameraRight = MenuItemImage::create(s_pathClose, s_pathClose, [uiCamera](Ref* sender){
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// uiCamera->setPositionX(uiCamera->getPositionX() + 10);
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// });
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// moveCameraRight->setPosition(VisibleRect::right().x - 30, VisibleRect::right().y);
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auto menu = Menu::create(showLeftDlgItem,
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descItem,
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backItem,
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moveCameraLeft,
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moveCameraRight,
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nullptr);
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menu->setPosition(Vec2::ZERO);
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menu->setCameraMask(s_CM[LAYER_UI], true);
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this->addChild(menu);
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}
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void Scene3DTestScene::createPlayerDlg()
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{
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SpriteFrameCache::getInstance()->addSpriteFramesWithFile(s_s9s_ui_plist);
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Size dlgSize(190, 240);
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Vec2 pos = VisibleRect::center();
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float margin = 10;
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// first, create dialog ui part, include background, title and buttons
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_playerDlg = ui::Scale9Sprite::createWithSpriteFrameName("button_actived.png");
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_playerDlg->setContentSize(dlgSize);
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_playerDlg->setAnchorPoint(Vec2(1, 0.5));
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pos.y -= margin;
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pos.x -= margin;
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_playerDlg->setPosition(pos);
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// title
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auto title = Label::createWithTTF("Player Dialog","fonts/arial.ttf",16);
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title->setPosition(dlgSize.width / 2, dlgSize.height - margin * 2);
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_playerDlg->addChild(title);
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// player background
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Size bgSize(110, 180);
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Vec2 bgPos(margin, dlgSize.height / 2 - margin);
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auto playerBg = ui::Scale9Sprite::createWithSpriteFrameName("item_bg.png");
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playerBg->setContentSize(bgSize);
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playerBg->setAnchorPoint(Vec2(0, 0.5));
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playerBg->setPosition(bgPos);
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_playerDlg->addChild(playerBg);
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// item background and item
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Size itemSize(48, 48);
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Vec2 itemAnchor(0, 1);
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Vec2 itemPos(bgPos.x + bgSize.width + margin, bgPos.y + bgSize.height / 2);
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auto itemBg = ui::Scale9Sprite::createWithSpriteFrameName("item_bg.png");
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itemBg->setContentSize(itemSize);
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itemBg->setAnchorPoint(itemAnchor);
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itemBg->setPosition(itemPos);
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_playerDlg->addChild(itemBg);
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auto item = ui::Button::create("crystal.png", "", "", ui::TextureResType::PLIST);
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item->setScale(1.5);
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item->setAnchorPoint(itemAnchor);
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item->setPosition(itemPos);
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item->addClickEventListener([this](Ref* sender){
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this->_detailDlg->setVisible(!this->_detailDlg->isVisible());
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});
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_playerDlg->addChild(item);
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// after add ui element, add player dialog to scene
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_playerDlg->setCameraMask(s_CM[LAYER_UI]);
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this->addChild(_playerDlg);
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// second, add 3d actor, which on dialog layer
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std::string filename = "Sprite3DTest/girl.c3b";
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auto girl = Sprite3D::create(filename);
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girl->setScale(0.5);
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girl->setPosition(bgSize.width / 2, margin * 2);
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girl->setCameraMask(s_CM[LAYER_ACTOR]);
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playerBg->addChild(girl);
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// third, add zoom in/out button, which is 2d ui element and over 3d actor
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ui::Button* zoomIn = ui::Button::create("cocosui/animationbuttonnormal.png",
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"cocosui/animationbuttonpressed.png");
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zoomIn->setScale(0.5);
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zoomIn->setAnchorPoint(Vec2(1, 1));
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zoomIn->setPosition(Vec2(bgSize.width / 2 - margin / 2, bgSize.height - margin));
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zoomIn->addClickEventListener([girl](Ref* sender){
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girl->setScale(girl->getScale() * 2);
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});
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zoomIn->setTitleText("Zoom In");
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zoomIn->setCameraMask(s_CM[LAYER_ZOOM]);
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playerBg->addChild(zoomIn);
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ui::Button* zoomOut = ui::Button::create("cocosui/animationbuttonnormal.png",
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"cocosui/animationbuttonpressed.png");
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zoomOut->setScale(0.5);
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zoomOut->setAnchorPoint(Vec2(0, 1));
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zoomOut->setPosition(Vec2(bgSize.width / 2 + margin / 2, bgSize.height - margin));
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zoomOut->addClickEventListener([girl](Ref* sender){
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girl->setScale(girl->getScale() / 2);
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});
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zoomOut->setTitleText("Zoom Out");
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zoomOut->setCameraMask(s_CM[LAYER_ZOOM]);
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playerBg->addChild(zoomOut);
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}
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void Scene3DTestScene::createDetailDlg()
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{
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SpriteFrameCache::getInstance()->addSpriteFramesWithFile(s_s9s_ui_plist);
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Size dlgSize(190, 240);
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Vec2 pos = VisibleRect::center();
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float margin = 10;
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// create dialog
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_detailDlg = ui::Scale9Sprite::createWithSpriteFrameName("button_actived.png");
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_detailDlg->setContentSize(dlgSize);
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_detailDlg->setAnchorPoint(Vec2(0, 0.5));
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_detailDlg->setOpacity(224);
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pos.y -= margin;
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pos.x += margin;
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_detailDlg->setPosition(pos);
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// title
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auto title = Label::createWithTTF("Detail Dialog","fonts/arial.ttf",16);
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title->setPosition(dlgSize.width / 2, dlgSize.height - margin * 2);
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_detailDlg->addChild(title);
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// add a spine ffd animation on it
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auto skeletonNode = SkeletonAnimation::createWithFile("spine/goblins-ffd.json", "spine/goblins-ffd.atlas", 1.5f);
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skeletonNode->setAnimation(0, "walk", true);
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skeletonNode->setSkin("goblin");
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skeletonNode->setScale(0.25);
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Size windowSize = Director::getInstance()->getWinSize();
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skeletonNode->setPosition(Vec2(dlgSize.width / 2, 20));
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_detailDlg->addChild(skeletonNode);
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scheduleUpdate();
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EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
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listener->onTouchBegan = [skeletonNode] (Touch* touch, Event* event) -> bool {
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if (!skeletonNode->getDebugBonesEnabled())
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skeletonNode->setDebugBonesEnabled(true);
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else if (skeletonNode->getTimeScale() == 1)
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skeletonNode->setTimeScale(0.3f);
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else
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{
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skeletonNode->setTimeScale(1);
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skeletonNode->setDebugBonesEnabled(false);
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}
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return true;
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};
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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// after add ui element, add dialog to scene
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_detailDlg->setCameraMask(s_CM[LAYER_UI]);
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this->addChild(_detailDlg);
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}
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void Scene3DTestScene::createDescDlg()
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{
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SpriteFrameCache::getInstance()->addSpriteFramesWithFile(s_s9s_ui_plist);
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Size dlgSize(440, 240);
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Vec2 pos = VisibleRect::center();
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float margin = 10;
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// create dialog
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_descDlg = ui::Scale9Sprite::createWithSpriteFrameName("button_actived.png");
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_descDlg->setContentSize(dlgSize);
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_descDlg->setOpacity(224);
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_descDlg->setPosition(pos);
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// title
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auto title = Label::createWithTTF("Description Dialog","fonts/arial.ttf",16);
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title->setPosition(dlgSize.width / 2, dlgSize.height - margin * 2);
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_descDlg->addChild(title);
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// add a label to retain description text
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Size textSize(400, 220);
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auto desc =
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"Scene 3D test for 2D and 3D mix rendering.\n"
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"\n"
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"- Game world composite with terrain, skybox and 3D objects.\n"
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"- UI composite with 2D nodes.\n"
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"- Click the icon at the topleft conner, will show a player dialog which "
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"there is a 3D sprite on it.\n"
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"- There are two button to zoom the player model, which should keep above "
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"on 3D model.\n"
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" - This description dialog should above all other elements.\n"
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"\n"
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"Click \"Description\" button to hide this dialog.\n";
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auto text = Label::createWithSystemFont(desc, "Helvetica", 12, textSize);
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text->setAnchorPoint(Vec2(0, 1));
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text->setPosition(margin, dlgSize.height - (20 + margin));
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_descDlg->addChild(text);
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|
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// after add ui element, add dialog to scene
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_descDlg->setCameraMask(s_CM[LAYER_OSD]);
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this->addChild(_descDlg);
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|
}
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|
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////////////////////////////////////////////////////////////////////////////////
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|
// Implements Scene3DTests
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|
Scene3DTests::Scene3DTests()
|
|
{
|
|
ADD_TEST_CASE(Scene3DTestScene);
|
|
}
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