bool FragmentEffect::setEffect(CCNode* pNode,unsigned int sel)
{
	if(sel<0 || sel>=m_matrices.size())
		return false;

	std::vector<EffectListNode>::iterator i   = m_nodeList.begin();
	std::vector<EffectListNode>::iterator end = m_nodeList.end();

	while (i != end)
	{
		if(i->_pNode == pNode)
		{
			CCGLProgram* program = i->_pNode->getShaderProgram();

			program->use();
			program->setUniformLocationWithMatrix4fv(i->_uniformMatrix,
													 m_matrices[sel]._matrix,
													 1);

			i->_effectSelect = sel;

			return true;
		}

		i++;
	}

	return false;
}
Exemple #2
0
static int tolua_CCGLProgram_CCGLProgram_setUniformLocationWithMatrix4fv00(lua_State* tolua_S)
{
#ifndef TOLUA_RELEASE
 tolua_Error tolua_err;
 if (
     !tolua_isusertype(tolua_S,1,"CCGLProgram",0,&tolua_err) ||
     !tolua_isnumber(tolua_S,2,0,&tolua_err) ||
     !tolua_isnumber(tolua_S,3,0,&tolua_err) ||
     !tolua_isnumber(tolua_S,4,0,&tolua_err) ||
     !tolua_isnoobj(tolua_S,5,&tolua_err)
 )
  goto tolua_lerror;
 else
#endif
 {
  CCGLProgram* self = (CCGLProgram*)  tolua_tousertype(tolua_S,1,0);
  int location = ((int)  tolua_tonumber(tolua_S,2,0));
  float matrixArray = ((float)  tolua_tonumber(tolua_S,3,0));
  unsigned int numberOfMatrices = ((unsigned int)  tolua_tonumber(tolua_S,4,0));
#ifndef TOLUA_RELEASE
  if (!self) tolua_error(tolua_S,"invalid 'self' in function 'setUniformLocationWithMatrix4fv'", NULL);
#endif
  {
   self->setUniformLocationWithMatrix4fv(location,&matrixArray,numberOfMatrices);
   tolua_pushnumber(tolua_S,(lua_Number)matrixArray);
  }
 }
 return 1;
#ifndef TOLUA_RELEASE
 tolua_lerror:
 tolua_error(tolua_S,"#ferror in function 'setUniformLocationWithMatrix4fv'.",&tolua_err);
 return 0;
#endif
}
bool FragmentEffect::setEffect(unsigned int nodeIndex,unsigned int sel)
{
	if(nodeIndex<0 || nodeIndex>=m_nodeList.size() || sel<0 || sel>=m_matrices.size())
		return false;

	CCGLProgram* program = m_nodeList[nodeIndex]._pNode->getShaderProgram();

	program->use();
	program->setUniformLocationWithMatrix4fv(m_nodeList[nodeIndex]._uniformMatrix,
											 m_matrices[sel]._matrix,
											 1);

	m_nodeList[nodeIndex]._effectSelect = sel;

	return true;
}
int FragmentEffect::addEffectNode(CCNode* pNode)
{
	do
	{
		CCGLProgram* program = new CCGLProgram();

		GLchar* pszFragSource =
				"#ifdef GL_ES													  \n \
				precision mediump float;										  \n \
				#endif															  \n \
				uniform sampler2D u_texture;									  \n \
				varying vec2 v_texCoord;										  \n \
				varying vec4 v_fragmentColor;									  \n \
				uniform mat4 matrixEffect;										  \n \
				void main(void)													  \n \
				{																  \n \
					gl_FragColor = texture2D(u_texture, v_texCoord)*matrixEffect; \n \
				}";

		program->initWithVertexShaderByteArray(ccPositionTextureColor_vert, //顶点找色器,这里是引擎自带的
												 pszFragSource);            //像素找色器,这里是自己写的

		//将生成的shader程序传给CCSprite类
		pNode->setShaderProgram(program);
		
		//要release一次,在上面的setShaderProgram将pProgram托管给CCSprite
		//setShaderProgram只调用了pProgram->retain(),没有release(),现在pProgram的m_uReference是2
		program->release();
		
		CHECK_GL_ERROR_DEBUG();
		
		//启用顶点着色器的attribute变量,坐标、纹理坐标、颜色 ,去掉其中一个或两个还能工作
		program->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
		program->addAttribute(kCCAttributeNameColor,    kCCVertexAttrib_Color);
		program->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
		
		CHECK_GL_ERROR_DEBUG();

		//自定义着色器链接
		program->link();
		CHECK_GL_ERROR_DEBUG();

		// 设置移动、缩放、旋转矩阵  
		program->updateUniforms();
		CHECK_GL_ERROR_DEBUG();

		EffectListNode listNode;
		listNode._pNode         = pNode;
		listNode._effectSelect  = 0;
		listNode._uniformMatrix = program->getUniformLocationForName("matrixEffect");

		program->use();
		program->setUniformLocationWithMatrix4fv(listNode._uniformMatrix,
												 m_matrices[0]._matrix,
												 1);
		m_nodeList.push_back(listNode);

		return m_nodeList.size()-1;

	} while (0);
	
	return -1;
}