mirror of https://github.com/axmolengine/axmol.git
648 lines
20 KiB
C++
648 lines
20 KiB
C++
/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "ShaderTest2.h"
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#include "ShaderTest.h"
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#include "../testResource.h"
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#include "cocos2d.h"
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#include <tuple>
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namespace ShaderTest2
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{
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static std::function<Layer*()> createFunctions[] =
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{
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CL(EffectSpriteTest),
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CL(EffectSpriteLamp),
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};
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static unsigned int TEST_CASE_COUNT = sizeof(ShaderTest2::createFunctions) / sizeof(ShaderTest2::createFunctions[0]);
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static int sceneIdx=-1;
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Layer* createTest(int index)
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{
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auto layer = (createFunctions[index])();;
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return layer;
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}
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Layer* nextAction();
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Layer* backAction();
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Layer* restartAction();
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Layer* nextAction()
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{
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sceneIdx++;
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sceneIdx = sceneIdx % TEST_CASE_COUNT;
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return createTest(sceneIdx);
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}
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Layer* backAction()
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{
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sceneIdx--;
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if( sceneIdx < 0 )
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sceneIdx = TEST_CASE_COUNT -1;
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return createTest(sceneIdx);
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}
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Layer* restartAction()
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{
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return createTest(sceneIdx);
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}
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}
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ShaderTestDemo2::ShaderTestDemo2()
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{
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}
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void ShaderTestDemo2::backCallback(Ref* sender)
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{
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auto s = ShaderTestScene2::create();
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s->addChild( ShaderTest2::backAction() );
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Director::getInstance()->replaceScene(s);
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}
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void ShaderTestDemo2::nextCallback(Ref* sender)
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{
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auto s = ShaderTestScene2::create();
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s->addChild( ShaderTest2::nextAction() );
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Director::getInstance()->replaceScene(s);
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}
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void ShaderTestDemo2::restartCallback(Ref* sender)
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{
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auto s = ShaderTestScene2::create();
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s->addChild(ShaderTest2::restartAction());
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Director::getInstance()->replaceScene(s);
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}
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void ShaderTestScene2::runThisTest()
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{
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auto layer = ShaderTest2::nextAction();
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addChild(layer);
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Director::getInstance()->replaceScene(this);
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}
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//
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// EffectSprite
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//
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static int tuple_sort( const std::tuple<ssize_t,Effect*,QuadCommand> &tuple1, const std::tuple<ssize_t,Effect*,QuadCommand> &tuple2 )
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{
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return std::get<0>(tuple1) < std::get<0>(tuple2);
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}
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class Effect;
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class EffectSprite : public Sprite
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{
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public:
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static EffectSprite *create(const std::string& filename) {
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auto ret = new (std::nothrow) EffectSprite;
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if(ret && ret->initWithFile(filename)) {
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ret->autorelease();
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return ret;
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}
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CC_SAFE_RELEASE(ret);
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return nullptr;
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}
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void setEffect(Effect* effect) {
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if(_defaultEffect != effect) {
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effect->setTarget(this);
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CC_SAFE_RELEASE(_defaultEffect);
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_defaultEffect = effect;
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CC_SAFE_RETAIN(_defaultEffect);
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setGLProgramState(_defaultEffect->getGLProgramState());
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}
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}
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void addEffect(Effect *effect, ssize_t order) {
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effect->retain();
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effect->setTarget(this);
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_effects.push_back(std::make_tuple(order,effect,QuadCommand()));
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std::sort(std::begin(_effects), std::end(_effects), tuple_sort);
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}
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void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override
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{
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#if CC_USE_CULLING
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// Don't do calculate the culling if the transform was not updated
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_insideBounds = (flags & FLAGS_TRANSFORM_DIRTY) ? renderer->checkVisibility(transform, _contentSize) : _insideBounds;
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if(_insideBounds)
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#endif
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{
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// negative effects: order < 0
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int idx=0;
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for(auto &effect : _effects) {
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if(std::get<0>(effect) >=0)
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break;
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QuadCommand &q = std::get<2>(effect);
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q.init(_globalZOrder, _texture->getName(), std::get<1>(effect)->getGLProgramState(), _blendFunc, &_quad, 1, transform, flags);
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renderer->addCommand(&q);
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idx++;
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}
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// normal effect: order == 0
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_quadCommand.init(_globalZOrder, _texture->getName(), getGLProgramState(), _blendFunc, &_quad, 1, transform, flags);
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renderer->addCommand(&_quadCommand);
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// postive effects: oder >= 0
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for(auto it = std::begin(_effects)+idx; it != std::end(_effects); ++it) {
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QuadCommand &q = std::get<2>(*it);
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q.init(_globalZOrder, _texture->getName(), std::get<1>(*it)->getGLProgramState(), _blendFunc, &_quad, 1, transform, flags);
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renderer->addCommand(&q);
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idx++;
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}
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}
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}
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protected:
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EffectSprite() : _defaultEffect(nullptr)
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{
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_effects.reserve(2);
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}
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~EffectSprite() {
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for(auto &tuple : _effects) {
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std::get<1>(tuple)->release();
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}
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CC_SAFE_RELEASE(_defaultEffect);
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}
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std::vector<std::tuple<ssize_t,Effect*,QuadCommand>> _effects;
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Effect* _defaultEffect;
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};
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//
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// Effect
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//
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bool Effect::initGLProgramState(const std::string &fragmentFilename)
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{
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auto fileUtiles = FileUtils::getInstance();
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auto fragmentFullPath = fileUtiles->fullPathForFilename(fragmentFilename);
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auto fragSource = fileUtiles->getStringFromFile(fragmentFullPath);
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auto glprogram = GLProgram::createWithByteArrays(ccPositionTextureColor_noMVP_vert, fragSource.c_str());
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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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_fragSource = fragSource;
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#endif
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_glprogramstate = GLProgramState::getOrCreateWithGLProgram(glprogram);
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_glprogramstate->retain();
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return _glprogramstate != nullptr;
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}
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Effect::Effect()
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: _glprogramstate(nullptr)
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{
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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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_backgroundListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED,
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[this](EventCustom*)
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{
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auto glProgram = _glprogramstate->getGLProgram();
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glProgram->reset();
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glProgram->initWithByteArrays(ccPositionTextureColor_noMVP_vert, _fragSource.c_str());
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glProgram->link();
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glProgram->updateUniforms();
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}
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);
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backgroundListener, -1);
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#endif
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}
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Effect::~Effect()
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{
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CC_SAFE_RELEASE_NULL(_glprogramstate);
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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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Director::getInstance()->getEventDispatcher()->removeEventListener(_backgroundListener);
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#endif
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}
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// Blur
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class EffectBlur : public Effect
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{
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public:
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CREATE_FUNC(EffectBlur);
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virtual void setTarget(EffectSprite *sprite) override;
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void setBlurRadius(float radius);
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void setBlurSampleNum(float num);
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protected:
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bool init(float blurRadius = 10.0f, float sampleNum = 5.0f);
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float _blurRadius;
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float _blurSampleNum;
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};
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void EffectBlur::setTarget(EffectSprite *sprite)
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{
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Size size = sprite->getTexture()->getContentSizeInPixels();
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_glprogramstate->setUniformVec2("resolution", size);
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_glprogramstate->setUniformFloat("blurRadius", _blurRadius);
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_glprogramstate->setUniformFloat("sampleNum", _blurSampleNum);
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}
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bool EffectBlur::init(float blurRadius, float sampleNum)
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{
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initGLProgramState("Shaders/example_Blur.fsh");
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_blurRadius = blurRadius;
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_blurSampleNum = sampleNum;
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return true;
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}
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void EffectBlur::setBlurRadius(float radius)
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{
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_blurRadius = radius;
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}
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void EffectBlur::setBlurSampleNum(float num)
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{
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_blurSampleNum = num;
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}
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// Outline
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class EffectOutline : public Effect
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{
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public:
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CREATE_FUNC(EffectOutline);
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bool init()
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{
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initGLProgramState("Shaders/example_outline.fsh");
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Vec3 color(1.0f, 0.2f, 0.3f);
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GLfloat radius = 0.01f;
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GLfloat threshold = 1.75;
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_glprogramstate->setUniformVec3("u_outlineColor", color);
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_glprogramstate->setUniformFloat("u_radius", radius);
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_glprogramstate->setUniformFloat("u_threshold", threshold);
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return true;
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}
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};
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// Noise
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class EffectNoise : public Effect
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{
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public:
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CREATE_FUNC(EffectNoise);
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protected:
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bool init() {
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initGLProgramState("Shaders/example_Noisy.fsh");
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return true;
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}
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virtual void setTarget(EffectSprite* sprite) override
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{
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auto s = sprite->getTexture()->getContentSizeInPixels();
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getGLProgramState()->setUniformVec2("resolution", Vec2(s.width, s.height));
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}
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};
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// Edge Detect
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class EffectEdgeDetect : public Effect
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{
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public:
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CREATE_FUNC(EffectEdgeDetect);
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protected:
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bool init() {
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initGLProgramState("Shaders/example_edgeDetection.fsh");
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return true;
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}
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virtual void setTarget(EffectSprite* sprite) override
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{
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auto s = sprite->getTexture()->getContentSizeInPixels();
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getGLProgramState()->setUniformVec2("resolution", Vec2(s.width, s.height));
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}
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};
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// Grey
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class EffectGreyScale : public Effect
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{
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public:
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CREATE_FUNC(EffectGreyScale);
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protected:
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bool init() {
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initGLProgramState("Shaders/example_greyScale.fsh");
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return true;
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}
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};
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// Sepia
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class EffectSepia : public Effect
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{
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public:
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CREATE_FUNC(EffectSepia);
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protected:
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bool init() {
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initGLProgramState("Shaders/example_sepia.fsh");
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return true;
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}
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};
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// bloom
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class EffectBloom : public Effect
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{
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public:
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CREATE_FUNC(EffectBloom);
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protected:
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bool init() {
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initGLProgramState("Shaders/example_bloom.fsh");
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return true;
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}
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virtual void setTarget(EffectSprite* sprite) override
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{
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auto s = sprite->getTexture()->getContentSizeInPixels();
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getGLProgramState()->setUniformVec2("resolution", Vec2(s.width, s.height));
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}
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};
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// cel shading
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class EffectCelShading : public Effect
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{
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public:
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CREATE_FUNC(EffectCelShading);
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protected:
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bool init() {
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initGLProgramState("Shaders/example_celShading.fsh");
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return true;
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}
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virtual void setTarget(EffectSprite* sprite) override
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{
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auto s = sprite->getTexture()->getContentSizeInPixels();
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getGLProgramState()->setUniformVec2("resolution", Vec2(s.width, s.height));
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}
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};
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// Lens Flare
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class EffectLensFlare : public Effect
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{
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public:
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CREATE_FUNC(EffectLensFlare);
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protected:
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bool init() {
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initGLProgramState("Shaders/example_lensFlare.fsh");
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return true;
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}
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virtual void setTarget(EffectSprite* sprite) override
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{
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auto s = sprite->getTexture()->getContentSizeInPixels();
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getGLProgramState()->setUniformVec2("textureResolution", Vec2(s.width, s.height));
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s = Director::getInstance()->getWinSize();
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getGLProgramState()->setUniformVec2("resolution", Vec2(s.width, s.height));
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}
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};
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class EffectNormalMapped : public Effect
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{
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public:
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CREATE_FUNC(EffectNormalMapped);
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static EffectNormalMapped* create(const std::string&normalMapFileName)
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{
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EffectNormalMapped *normalMappedSprite = new (std::nothrow) EffectNormalMapped();
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if (normalMappedSprite && normalMappedSprite->init() && normalMappedSprite->initNormalMap(normalMapFileName))
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{
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normalMappedSprite->autorelease();
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return normalMappedSprite;
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}
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CC_SAFE_DELETE(normalMappedSprite);
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return nullptr;
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}
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void setKBump(float value);
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void setLightPos(const Vec3& pos);
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void setLightColor(const Color4F& color);
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float getKBump()const{return _kBump;}
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protected:
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bool init();
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bool initNormalMap(const std::string&normalMapFileName);
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virtual void setTarget(EffectSprite* sprite) override;
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EffectSprite* _sprite;
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Vec3 _lightPos;
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Color4F _lightColor;
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float _kBump;
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};
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bool EffectNormalMapped::init()
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{
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initGLProgramState("Shaders3D/Normal.frag");
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_kBump = 2;
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return true;
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}
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bool EffectNormalMapped::initNormalMap(const std::string& normalMapFileName)
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{
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auto normalMapTextrue = Director::getInstance()->getTextureCache()->addImage(normalMapFileName);
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getGLProgramState()->setUniformTexture("u_normalMap", normalMapTextrue);
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return true;
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}
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void EffectNormalMapped::setTarget(EffectSprite* sprite)
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{
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_sprite = sprite;
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getGLProgramState()->setUniformFloat("u_kBump", _kBump);
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getGLProgramState()->setUniformVec2("u_contentSize", Vec2(sprite->getContentSize().width,sprite->getContentSize().height));
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}
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void EffectNormalMapped::setKBump(float value)
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{
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_kBump = value;
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auto glProgramState = getGLProgramState();
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if(glProgramState) glProgramState->setUniformFloat("u_kBump", _kBump);
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}
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void EffectNormalMapped::setLightPos(const Vec3& pos)
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{
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_lightPos = pos;
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auto glProgramState = getGLProgramState();
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if(glProgramState) glProgramState->setUniformVec4("u_lightPosInLocalSpace", Vec4(_lightPos.x,_lightPos.y,_lightPos.z,1));
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}
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void EffectNormalMapped::setLightColor(const Color4F& color)
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{
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_lightColor = color;
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auto glProgramState = getGLProgramState();
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if(glProgramState) getGLProgramState()->setUniformVec3("u_diffuseL", Vec3(_lightColor.r,_lightColor.g,_lightColor.b));
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}
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EffectSpriteTest::EffectSpriteTest()
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{
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if (ShaderTestDemo2::init()) {
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auto s = Director::getInstance()->getWinSize();
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auto itemPrev = MenuItemImage::create("Images/b1.png", "Images/b2.png",
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[&](Ref *sender) {
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_vectorIndex--;
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if(_vectorIndex<0)
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_vectorIndex = _effects.size()-1;
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_sprite->setEffect(_effects.at(_vectorIndex));
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});
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auto itemNext = MenuItemImage::create("Images/f1.png", "Images/f2.png",
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[&](Ref *sender) {
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_vectorIndex++;
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if(_vectorIndex>=_effects.size())
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_vectorIndex = 0;
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_sprite->setEffect(_effects.at(_vectorIndex));
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});
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auto menu = Menu::create(itemPrev, itemNext, nullptr);
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menu->alignItemsHorizontally();
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menu->setScale(0.5);
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menu->setAnchorPoint(Vec2(0,0));
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menu->setPosition(Vec2(s.width/2,70));
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addChild(menu);
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_sprite = EffectSprite::create("Images/grossini.png");
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_sprite->setPosition(Vec2(0, s.height/2));
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addChild(_sprite);
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auto jump = JumpBy::create(4, Vec2(s.width,0), 100, 4);
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auto rot = RotateBy::create(4, 720);
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auto spawn = Spawn::create(jump, rot, nullptr);
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auto rev = spawn->reverse();
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auto seq = Sequence::create(spawn, rev, nullptr);
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auto repeat = RepeatForever::create(seq);
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_sprite->runAction(repeat);
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// set the Effects
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_effects.pushBack(EffectBlur::create());
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_effects.pushBack(EffectOutline::create());
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_effects.pushBack(EffectNoise::create());
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_effects.pushBack(EffectEdgeDetect::create());
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_effects.pushBack(EffectGreyScale::create());
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_effects.pushBack(EffectSepia::create());
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_effects.pushBack(EffectBloom::create());
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_effects.pushBack(EffectCelShading::create());
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_effects.pushBack(EffectLensFlare::create());
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_vectorIndex = 0;
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_sprite->setEffect( _effects.at(_vectorIndex) );
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// _sprite->addEffect( _effects.at(8), -10 );
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// _sprite->addEffect( _effects.at(1), 1 );
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}
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}
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EffectSpriteLamp::EffectSpriteLamp()
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{
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if (ShaderTestDemo2::init()) {
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auto s = Director::getInstance()->getWinSize();
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_sprite = EffectSprite::create("Images/elephant1_Diffuse.png");
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//auto contentSize = _sprite->getContentSize();
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_sprite->setPosition(Vec2(s.width/2, s.height/2));
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addChild(_sprite);
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auto lampEffect = EffectNormalMapped::create("Images/elephant1_Normal.png");
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Vec3 pos(150,150, 50);
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_lightSprite = Sprite::create("Images/ball.png");
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this->addChild(_lightSprite);
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_lightSprite->setPosition(Vec2(pos.x, s.height- pos.y));
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Mat4 mat = _sprite->getNodeToWorldTransform();
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Point lightPosInLocalSpace=PointApplyAffineTransform(Vec2(pos.x, pos.y),_sprite->worldToNodeTransform());
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lampEffect->setLightColor(Color4F(1,1,1,1));
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lampEffect->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
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lampEffect->setKBump(2);
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_sprite->setEffect(lampEffect);
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_effect = lampEffect;
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auto listerner = EventListenerTouchAllAtOnce::create();
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listerner->onTouchesBegan = CC_CALLBACK_2(EffectSpriteLamp::onTouchesBegan, this);
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listerner->onTouchesMoved = CC_CALLBACK_2(EffectSpriteLamp::onTouchesMoved, this);
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listerner->onTouchesEnded = CC_CALLBACK_2(EffectSpriteLamp::onTouchesEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listerner, this);
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}
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}
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void EffectSpriteLamp::onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event)
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{
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for ( auto &item: touches )
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{
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auto touch = item;
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auto s = Director::getInstance()->getWinSize();
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Point loc_winSpace = touch->getLocationInView();
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_lightSprite->setPosition(Vec2( loc_winSpace.x, s.height - loc_winSpace.y));
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Vec3 pos(loc_winSpace.x,loc_winSpace.y, 50);
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Mat4 mat = _sprite->getNodeToWorldTransform();
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Point lightPosInLocalSpace=PointApplyAffineTransform(Vec2(pos.x, pos.y),_sprite->worldToNodeTransform());
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((EffectNormalMapped*)_effect)->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
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}
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}
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void EffectSpriteLamp::onTouchesMoved(const std::vector<Touch*>& touches, Event *unused_event)
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{
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for ( auto &item: touches )
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|
{
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auto touch = item;
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auto s = Director::getInstance()->getWinSize();
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Point loc_winSpace = touch->getLocationInView();
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_lightSprite->setPosition(Vec2( loc_winSpace.x, s.height - loc_winSpace.y));
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Vec3 pos(loc_winSpace.x,loc_winSpace.y, 50);
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Mat4 mat = _sprite->getNodeToWorldTransform();
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Point lightPosInLocalSpace=PointApplyAffineTransform(Vec2(pos.x, pos.y),_sprite->worldToNodeTransform());
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((EffectNormalMapped*)_effect)->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
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}
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}
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void EffectSpriteLamp::onTouchesEnded(const std::vector<Touch*>& touches, Event *unused_event)
|
|
{
|
|
for ( auto &item: touches )
|
|
{
|
|
auto touch = item;
|
|
auto s = Director::getInstance()->getWinSize();
|
|
Point loc_winSpace = touch->getLocationInView();
|
|
_lightSprite->setPosition(Vec2( loc_winSpace.x, s.height - loc_winSpace.y));
|
|
Vec3 pos(loc_winSpace.x,loc_winSpace.y, 50);
|
|
Mat4 mat = _sprite->getNodeToWorldTransform();
|
|
Point lightPosInLocalSpace=PointApplyAffineTransform(Vec2(pos.x, pos.y),_sprite->worldToNodeTransform());
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((EffectNormalMapped*)_effect)->setLightPos(Vec3(lightPosInLocalSpace.x, lightPosInLocalSpace.y, 50));
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}
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}
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