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);

}
Esempio n. 2
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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);

}
Esempio n. 3
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void GlShaderProgram::setUniformTextureSampler(const std::string &samplerVariableName, const int samplerId) {
  setUniformInt(samplerVariableName, samplerId);
}