void LightEffect::prepareForRender(Sprite *sprite, Texture2D *normalmap) { auto gl = getGLProgramState(); gl->setUniformVec2("u_contentSize", sprite->getContentSize()); Point posRelToSprite = PointApplyAffineTransform(Point(_lightPos.x, _lightPos.y), sprite->getWorldToNodeAffineTransform()); gl->setUniformVec3("u_lightPos", Vec3(posRelToSprite.x, posRelToSprite.y, _lightPos.z)); gl->setUniformTexture("u_normals", normalmap); int opacity = sprite->getOpacity(); SpriteFrame *frame = sprite->getSpriteFrame(); Size untrimmedSize = frame->getOriginalSize(); Size trimmedSize = frame->getRect().size; Vec2 framePos = frame->getRect().origin; Size texSize = frame->getTexture()->getContentSize(); // set sprite position in sheet gl->setUniformVec2("u_spritePosInSheet", Vec2(framePos.x / texSize.width, framePos.y / texSize.height)); gl->setUniformVec2("u_spriteSizeRelToSheet", Vec2(untrimmedSize.width / texSize.width, untrimmedSize.height / texSize.height)); gl->setUniformInt("u_spriteRotated", frame->isRotated()); gl->setUniformFloat("u_spriteOpacity", (float)opacity / 255.0f); // set offset of trimmed sprite Vec2 bottomLeft = frame->getOffset() + (untrimmedSize - trimmedSize) / 2; Vec2 cornerOffset = frame->isRotated() ? Vec2(bottomLeft.y, bottomLeft.x) : Vec2(bottomLeft.x, untrimmedSize.height - trimmedSize.height - bottomLeft.y); gl->setUniformVec2("u_spriteOffset", cornerOffset); }
Sprite* TuiManager::createAnim(float tag,const char* name,const char* plist,float x,float y,float rotation){ SpriteFrameCache::getInstance()->addSpriteFramesWithFile(plist); Animation* pAnim = TuiUtil::createAnimWithName(name,0.05f,-1); SpriteFrame *pTmpFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName(string(name) + "1.png"); Sprite* pSprite = Sprite::create(); pSprite->runAction(Animate::create(pAnim)); pSprite->setPosition(Vec2(x,-y)); pSprite->setRotation(rotation); pSprite->setContentSize(pTmpFrame->getOriginalSize()); pSprite->setTag(tag); return pSprite; }
void LightsHolder::prepareForRender(Sprite *_sprite, Texture2D *normalmap) { int idx=0; for(auto &ef : _effectsArray) { if (ef != nullptr) { Point posRelToSprite = PointApplyAffineTransform(Point(ef->getLightPos().x, ef->getLightPos().y),_sprite->getWorldToNodeAffineTransform()); _lightPos[idx]=Vec3(posRelToSprite.x, posRelToSprite.y, ef->getLightPos().z); brightness[idx]=ef->getBrightness(); } idx++; } auto gl = getGLProgramState(); gl->setUniformVec2("u_contentSize", _sprite->getContentSize()); gl->setUniformVec3v("u_lightPos",_lightsNumber,_lightPos); gl->setUniformTexture("u_normals", normalmap); SpriteFrame *frame = _sprite->getSpriteFrame(); Size untrimmedSize = frame->getOriginalSize(); Size trimmedSize = frame->getRect().size; Vec2 framePos = frame->getRect().origin; Size texSize = frame->getTexture()->getContentSize(); // set sprite position in sheet gl->setUniformVec2("u_spritePosInSheet", Vec2(framePos.x / texSize.width, framePos.y / texSize.height)); gl->setUniformVec2("u_spriteSizeRelToSheet", Vec2(untrimmedSize.width / texSize.width, untrimmedSize.height / texSize.height)); gl->setUniformFloatv("u_brightness",_lightsNumber, brightness); gl->setUniformInt("u_spriteRotated", frame->isRotated()); gl->setUniformInt("u_lightsNumber", _lightsNumber); // set offset of trimmed sprite Vec2 bottomLeft = frame->getOffset() + (untrimmedSize - trimmedSize) / 2; Vec2 cornerOffset = frame->isRotated() ? Vec2(bottomLeft.y, bottomLeft.x) : Vec2(bottomLeft.x, untrimmedSize.height - trimmedSize.height - bottomLeft.y); gl->setUniformVec2("u_spriteOffset", cornerOffset); }