axmol/tests/cpp-tests/Classes/ShaderTest/ShaderTest2.h

80 lines
1.9 KiB
C++

#ifndef _SHADER_TEST2_H_
#define _SHADER_TEST2_H_
#include "../testBasic.h"
#include "extensions/cocos-ext.h"
#include "../BaseTest.h"
USING_NS_CC_EXT;
class ShaderTestDemo2 : public BaseTest
{
public:
ShaderTestDemo2(void);
virtual std::string title() const { return "Effects on Sprites";}
void restartCallback(Ref* sender);
void nextCallback(Ref* sender);
void backCallback(Ref* sender);
};
class ShaderTestScene2 : public TestScene
{
public:
CREATE_FUNC(ShaderTestScene2);
virtual void runThisTest();
};
//
// Effect
//
class EffectSprite;
class Effect : public Ref
{
public:
GLProgramState* getGLProgramState() const { return _glprogramstate; }
virtual void setTarget(EffectSprite *sprite){}
protected:
bool initGLProgramState(const std::string &fragmentFilename);
Effect();
virtual ~Effect();
GLProgramState *_glprogramstate;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
std::string _fragSource;
EventListenerCustom* _backgroundListener;
#endif
};
class EffectSpriteTest : public ShaderTestDemo2
{
public:
CREATE_FUNC(EffectSpriteTest);
EffectSpriteTest();
virtual std::string subtitle() const {return "Different effects on Sprite";}
protected:
ssize_t _vectorIndex;
cocos2d::Vector<Effect*> _effects;
EffectSprite *_sprite;
};
class EffectSpriteLamp : public ShaderTestDemo2
{
public:
CREATE_FUNC(EffectSpriteLamp);
EffectSpriteLamp();
virtual std::string subtitle() const {return "Sprite Lamp effects";}
//callback
public:
virtual void onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event);
virtual void onTouchesMoved(const std::vector<Touch*>& touches, Event *unused_event);
virtual void onTouchesEnded(const std::vector<Touch*>& touches, Event *unused_event);
protected:
EffectSprite *_sprite;
Effect* _effect;
Sprite* _lightSprite;
};
#endif