Esempio n. 1
0
bool SpriteBlur::initWithTexture(CCTexture2D* texture, const CCRect& rect)
{
    if( CCSprite::initWithTexture(texture, rect) ) 
    {
        CCSize s = getTexture()->getContentSizeInPixels();

        blur_ = ccp(1/s.width, 1/s.height);
        sub_[0] = sub_[1] = sub_[2] = sub_[3] = 0;

        GLchar * fragSource = (GLchar*) CCString::createWithContentsOfFile(
            CCFileUtils::sharedFileUtils()->fullPathFromRelativePath("Shaders/example_Blur.fsh"))->getCString();
        CCGLProgram* pProgram = new CCGLProgram();
        pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, fragSource);
        setShaderProgram(pProgram);
        pProgram->release();

        CHECK_GL_ERROR_DEBUG();

        getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
        getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
        getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);

        CHECK_GL_ERROR_DEBUG();

        getShaderProgram()->link();

        CHECK_GL_ERROR_DEBUG();

        getShaderProgram()->updateUniforms();

        CHECK_GL_ERROR_DEBUG();

        subLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "substract");
        blurLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "blurSize");

        CHECK_GL_ERROR_DEBUG();
        return true;
    }

    return false;
}
void SpriteBlur::initProgram()
{
	GLchar * fragSource = (GLchar*) CCString::createWithContentsOfFile(
		CCFileUtils::sharedFileUtils()->fullPathForFilename("Shaders/example_Blur.fsh").c_str())->getCString();
	CCGLProgram* pProgram = new CCGLProgram();
	pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, fragSource);
	setShaderProgram(pProgram);
	pProgram->release();

	CHECK_GL_ERROR_DEBUG();

	getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
	getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
	getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);

	CHECK_GL_ERROR_DEBUG();

	getShaderProgram()->link();

	CHECK_GL_ERROR_DEBUG();

	getShaderProgram()->updateUniforms();

	CHECK_GL_ERROR_DEBUG();

	subLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "substract");
	blurLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "blurSize");

	CHECK_GL_ERROR_DEBUG();
    
    ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex );
	ccBlendFunc blend = getBlendFunc();
	ccGLBlendFunc(blend.src, blend.dst);
    
	getShaderProgram()->use();
	getShaderProgram()->setUniformsForBuiltins();
	getShaderProgram()->setUniformLocationWith2f(blurLocation, blur_.x, blur_.y);
	getShaderProgram()->setUniformLocationWith4fv(subLocation, sub_, 1);
    
	ccGLBindTexture2D( getTexture()->getName());    
}
bool EXGraySprite::initWithTexture( cocos2d::CCTexture2D* pTexture, const cocos2d::CCRect& tRect )
{
	do{
		CC_BREAK_IF(!CCSprite::initWithTexture(pTexture, tRect));
        
        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 \
        void main(void) \n \
        { \n \
        // Convert to greyscale using NTSC weightings \n \
        vec4 col = texture2D(u_texture, v_texCoord); \n \
        float grey = dot(col.rgb, vec3(0.299, 0.587, 0.114)); \n \
        gl_FragColor = vec4(grey, grey, grey, col.a); \n \
        }";
        
		CCGLProgram* pProgram = new CCGLProgram();
		pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, pszFragSource);
		this->setShaderProgram(pProgram);
		pProgram->release();
		CHECK_GL_ERROR_DEBUG();
        
		this->getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
		this->getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
		this->getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
		CHECK_GL_ERROR_DEBUG();
        
		this->getShaderProgram()->link();
		CHECK_GL_ERROR_DEBUG();
        
		this->getShaderProgram()->updateUniforms();
		CHECK_GL_ERROR_DEBUG();
        
		return true;
	} while (0);
	return false;
}
Esempio n. 4
0
bool TextureSprite::init(std::string &texFileName, CCPointVector  &vertices)
{
    /// Load the texture from file
    if (texFileName.length() == 0) {
        CCLOGERROR("Invalid texture filename (empty string)");
        return false;
    }

    CCTexture2D *texture = CCTextureCache::sharedTextureCache()->addImage(texFileName.c_str());
    if (!texture) {
        CCLOGERROR("ERROR: Can't load texture: '%s'", texFileName.c_str());
        return false;
    }
    setTexture(texture);
    /// Enable texture repeat. Horizontal and vertical repeat enabled by default.
    setRepeat(true, true);

    /// Create the shader program
    CCGLProgram *shader = CCShaderCache::sharedShaderCache()->programForKey(settings::kShader_PositionTexture_uColor_uTime);
    mColorLocation = glGetUniformLocation(shader->getProgram(), "u_color");
    mTimeLocation = glGetUniformLocation(shader->getProgram(), "u_time");

    setShaderProgram(shader);

    addPolygon(vertices);

    /* Seems that there's no need to call the init method again when the app is back to foreground (like CCDrawNode.cpp).
     * Only reload shaders is mandatory (see proj.android/jni/hellolua/main.cpp).
     */
    /*
#if CC_ENABLE_CACHE_TEXTURE_DATA > 0
     CCNotificationCenter::sharedNotificationCenter()->addObserver(this,
                                callfuncO_selector(TextureSprite::listenBackToForeground),
                                EVENT_COME_TO_FOREGROUND,
                                NULL);
#endif
     */

    return true;
}
Esempio n. 5
0
void ShaderNode::loadShaderVertex(const char *vert, const char *frag)
{
    CCGLProgram *shader = new CCGLProgram();
    shader->initWithVertexShaderFilename(vert, frag);

    shader->addAttribute("aVertex", kCCVertexAttrib_Position);
    shader->link();

    shader->updateUniforms();

    m_uniformCenter = glGetUniformLocation(shader->getProgram(), "center");
    m_uniformResolution = glGetUniformLocation(shader->getProgram(), "resolution");
    m_uniformTime = glGetUniformLocation(shader->getProgram(), "time");

    this->setShaderProgram(shader);

    shader->release();
}
Esempio n. 6
0
void CCShaderCache::reloadDefaultShaders()
{
    // reset all programs and reload them
    
    // Position Texture Color shader
    CCGLProgram *p = programForKey(kCCShader_PositionTextureColor);    
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTextureColor);

    // Position Texture Color alpha test
    p = programForKey(kCCShader_PositionTextureColorAlphaTest);
    p->reset();    
    loadDefaultShader(p, kCCShaderType_PositionTextureColorAlphaTest);
    
    //
    // Position, Color shader
    //
    p = programForKey(kCCShader_PositionColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionColor);
    
    //
    // Position Texture shader
    //
    p = programForKey(kCCShader_PositionTexture);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTexture);
    
    //
    // Position, Texture attribs, 1 Color as uniform shader
    //
    p = programForKey(kCCShader_PositionTexture_uColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTexture_uColor);
    
    //
    // Position Texture A8 Color shader
    //
    p = programForKey(kCCShader_PositionTextureA8Color);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTextureA8Color);
    
    //
    // Position and 1 color passed as a uniform (to simulate glColor4ub )
    //
    p = programForKey(kCCShader_Position_uColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_Position_uColor);  
}
Esempio n. 7
0
void RawStencilBufferTest6::setupStencilForClippingOnPlane(GLint plane)
{
    GLint planeMask = 0x1 << plane;
    glStencilMask(planeMask);
    glStencilFunc(GL_NEVER, 0, planeMask);
    glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
    ccDrawSolidRect(CCPointZero, ccpFromSize(CCDirector::sharedDirector()->getWinSize()), ccc4f(1, 1, 1, 1));
    glStencilFunc(GL_NEVER, planeMask, planeMask);
    glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
    glDisable(GL_DEPTH_TEST);
    glDepthMask(GL_FALSE);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
    glEnable(GL_ALPHA_TEST);
    glAlphaFunc(GL_GREATER, _alphaThreshold);
#else
    CCGLProgram *program = CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColorAlphaTest);
    GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), kCCUniformAlphaTestValue);
    program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
    m_pSprite->setShaderProgram(program);
#endif
    glFlush();
}
Esempio n. 8
0
void LightLayer::initProgram()
{
	std::string sharderStr = CCFileUtils::getInstance()->fullPathForFilename("Shaders/shader_spot.fsh");
	GLchar * fragSource = (GLchar*)CCString::createWithContentsOfFile(sharderStr.c_str())->getCString();

	sharderStr = CCFileUtils::getInstance()->fullPathForFilename("Shaders/shader_very_pos_color.vsh");
	GLchar * vertexSource = (GLchar*)CCString::createWithContentsOfFile(sharderStr.c_str())->getCString();

	CCGLProgram* pProgram = new CCGLProgram();
	pProgram->initWithVertexShaderByteArray(vertexSource, fragSource);
	setShaderProgram(pProgram);
	pProgram->release();

	CHECK_GL_ERROR_DEBUG();

	getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
	getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
	getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);

	CHECK_GL_ERROR_DEBUG();

	getShaderProgram()->link();

	CHECK_GL_ERROR_DEBUG();

	getShaderProgram()->updateUniforms();

	CHECK_GL_ERROR_DEBUG();

	_spotLocation = glGetUniformLocation(getShaderProgram()->getProgram(), "v_spot_pos");
	_innerColor = glGetUniformLocation(getShaderProgram()->getProgram(), "v_spot_innerColor");
	_spotInnerRadius = glGetUniformLocation(getShaderProgram()->getProgram(), "v_spot_innerRadius");
	_spotOuterRadius = glGetUniformLocation(getShaderProgram()->getProgram(), "v_spot_outerRadius");

	CHECK_GL_ERROR_DEBUG();

	_spotPoint = CCPoint(100, 100);
}
Esempio n. 9
0
static int tolua_CCGLProgram_CCGLProgram_setUniformLocationWith4f00(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_isnumber(tolua_S,5,0,&tolua_err) ||
     !tolua_isnumber(tolua_S,6,0,&tolua_err) ||
     !tolua_isnoobj(tolua_S,7,&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 f1 = ((float)  tolua_tonumber(tolua_S,3,0));
  float f2 = ((float)  tolua_tonumber(tolua_S,4,0));
  float f3 = ((float)  tolua_tonumber(tolua_S,5,0));
  float f4 = ((float)  tolua_tonumber(tolua_S,6,0));
#ifndef TOLUA_RELEASE
  if (!self) tolua_error(tolua_S,"invalid 'self' in function 'setUniformLocationWith4f'", NULL);
#endif
  {
   self->setUniformLocationWith4f(location,f1,f2,f3,f4);
  }
 }
 return 0;
#ifndef TOLUA_RELEASE
 tolua_lerror:
 tolua_error(tolua_S,"#ferror in function 'setUniformLocationWith4f'.",&tolua_err);
 return 0;
#endif
}
Esempio n. 10
0
void ShaderNode::draw()
{
	CC_NODE_DRAW_SETUP();

	//传递uniform变量  
	CCGLProgram* shader = getShaderProgram();
	shader->setUniformLocationWith2f(m_uniformResolution, m_resolution.x,
		m_resolution.y);
	shader->setUniformLocationWith1i(m_uniformTex0, 0);
	glUniform1f(m_uniformTime, m_time);

	//获取attribute变量  
	CCSize size = this->getContentSize();
	float w = size.width;
	float h = size.height;

	ccGLBindTexture2D(m_texture);               //绑定纹理到槽位  
	glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, w, h, 0); //截取屏幕数据到纹理  
	glEnableVertexAttribArray(m_attributePosition);
	glDisableVertexAttribArray(m_attributeColor);

	//传递attribute变量  
	GLfloat vertices[12] = {
		0, 0, //左下0
		w, 0, //右下1
		w, h, //右上2
		0, 0, //左下0
		0, h, //左上3
		w, h, //右上2
	};
	glVertexAttribPointer(m_attributePosition, 2, GL_FLOAT, GL_FALSE, 0, vertices);
	glVertexAttrib4fv(m_attributeColor, color);

	//绘制  
	glDrawArrays(GL_TRIANGLES, 0, 6);
}
Esempio n. 11
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void QRSprite::loadShaderVertex(const char *vert, const char *frag)
{
    CCGLProgram *shader = new CCGLProgram();
    shader->initWithVertexShaderByteArray(vert, frag);
    
    shader->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
    shader->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
    shader->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
    
    shader->link();
    
    shader->updateUniforms();
    
    this->setShaderProgram(shader);
    
    shader->release();
}
void BatchNodeManager::setBatchNodeAlphaTestValue(float _value)
{
    CCGLProgram* alphashader = CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColorAlphaTest);
    CHECK_GL_ERROR_DEBUG();
    
    
    alphashader->initWithVertexShaderByteArray(ccPositionTextureColor_vert, ccPositionTextureColorAlphaTest_frag);
    
    alphashader->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
    alphashader->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
    alphashader->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
    alphashader->link();
    
    alphashader->updateUniforms();
    
    unsigned loc = glGetUniformLocation(alphashader->getProgram(), kCCUniformAlphaTestValue);
    CHECK_GL_ERROR_DEBUG();
    
    alphashader->setUniformLocationWith1f(loc, _value);
    CHECK_GL_ERROR_DEBUG();
}
Esempio n. 13
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bool Assets::reloadCustomShaders()
{
    CCLOG("reload custom shaders");
    CCGLProgram *shader = CCShaderCache::sharedShaderCache()->programForKey(settings::kShader_PositionTexture_uColor_uTime);
    shader->reset();
    shader->initWithVertexShaderFilename("shaders/shader_PositionTexture_uColor_uTime.vsh", "shaders/shader_PositionTexture_uColor_uTime.fsh");
    shader->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
    shader->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
    shader->link();
    shader->updateUniforms();

    /// TODO

    CHECK_GL_ERROR_DEBUG();

    return true;
}
Esempio n. 14
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void CCShaders::loadCustomShader(const string& key) {
    if(!CCShaderCache::sharedShaderCache()->programForKey(key.c_str())) {
		// load shader
        CCGLProgram* p = new CCGLProgram();
		p->autorelease();
		LOAD_PROGRAM_IF(flash);
		LOAD_PROGRAM_IF(blur);
		
		// add attribute
		if(false) {
			// non-default situation
		} else {
			p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
			p->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
			p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
		}

		// link it
        p->link();
		
		// add custom uniform
		if(key == kCCShader_flash) {
			ADD_UNIFORM(flashColor);
			ADD_UNIFORM(flashTime);
		} else if(key == kCCShader_blur) {
			ADD_UNIFORM(blurSize);
			ADD_UNIFORM(blurSubtract);
		}
		
		// add standard uniforms
        p->updateUniforms();
		
		// add program
        CCShaderCache::sharedShaderCache()->addProgram(p, key.c_str());
    }
}
Esempio n. 15
0
bool SceneNode::initWithTexture(std::string textureName) 
{
    //enable touch
	setTouchEnabled( true );
    //set projection is 2D (default is 3D). if use 3D projection, projection error accumulation may cause ripple effect mess.
    CCDirector::sharedDirector()->setProjection(kCCDirectorProjection2D);
    //get adaptedViewport. adaptedViewport is calculated by cocos2d-x
    //so long as we use this adaptedViewport, we just writting code based on designResolutionSize, no need to worry about the screen adaptation.
    glGetIntegerv(GL_VIEWPORT,adaptedViewport);
    //get screenSize
    //screenSize is the real size of simulator/device screen
    screenSize=CCEGLView::sharedOpenGLView()->getFrameSize();
    CCLOG("screenSize:%f,%f",screenSize.width,screenSize.height);
    //get winSize
    //winSize is equals to designResolutionSize. we only need to writting code based on designResolutionSize (and forget the real screenSize).
    winSize=CCDirector::sharedDirector()->getWinSize();
    CCLOG("winSize:%f,%f",winSize.width,winSize.height);
    //determine bufferTexSize based on winSize
    bufferTexSize=CCSize(winSize.width*0.4,winSize.height*0.4);
    //use bufferTexSize to calculate step_s and step_t
    step_s=1.0/bufferTexSize.width;
	step_t=1.0/bufferTexSize.height;
	//create textures
    texBackGround = CCTextureCache::sharedTextureCache()->addImage(textureName.c_str()) ;
    bufferTexSource=createCCTexture2DWithSize(bufferTexSize,kCCTexture2DPixelFormat_RGBA8888,0.5,0.5,0.5,1);
    bufferTexDest=createCCTexture2DWithSize(bufferTexSize,kCCTexture2DPixelFormat_RGBA8888,0.5,0.5,0.5,1);
    bufferTexTemp=createCCTexture2DWithSize(bufferTexSize,kCCTexture2DPixelFormat_RGBA8888,0.5,0.5,0.5,1);
    //set texture params
    ccGLBindTexture2D(bufferTexSource->getName());
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//GL_NEAREST
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);//GL_NEAREST
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    ccGLBindTexture2D(bufferTexDest->getName());
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    ccGLBindTexture2D(bufferTexTemp->getName());
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	//create shaders
	//updateRipple shader
	{
		GLchar * fragSource = (GLchar*) CCString::createWithContentsOfFile(CCFileUtils::sharedFileUtils()->fullPathForFilename("updateRipple.fsh").c_str())->getCString();
		CCGLProgram* pProgram = new CCGLProgram();
		pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, fragSource);
        //bind attribute
		pProgram->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
		pProgram->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
		pProgram->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
        //link  (must after bindAttribute)
		pProgram->link();
        //get cocos2d-x build-in uniforms
		pProgram->updateUniforms();
        //get my own uniforms
		map<string,GLint> myUnifoMap;
        myUnifoMap["texSource"] =glGetUniformLocation(pProgram->getProgram(),"texSource");
        myUnifoMap["texDest"] = glGetUniformLocation(pProgram->getProgram(),"texDest");
        myUnifoMap["step_s"] = glGetUniformLocation(pProgram->getProgram(),"step_s");
        myUnifoMap["step_t"] = glGetUniformLocation(pProgram->getProgram(),"step_t");
        myUnifoMap["touchPos_winSpace"] = glGetUniformLocation(pProgram->getProgram(),"touchPos_winSpace");
        myUnifoMap["touchValid"] = glGetUniformLocation(pProgram->getProgram(),"touchValid");
        myUnifoMap["winSize"] = glGetUniformLocation(pProgram->getProgram(),"winSize");
        myUnifoMap["bufferTexSize"] = glGetUniformLocation(pProgram->getProgram(),"bufferTexSize");
		//make program_updateRipple
		program_updateRipple.myUnifoMap=myUnifoMap;
		program_updateRipple.setProgram(pProgram);
         //program can be released
        pProgram->release();
        //check gl error
		CHECK_GL_ERROR_DEBUG();
	}
	//renderRipple shader
	{
		GLchar * fragSource = (GLchar*) CCString::createWithContentsOfFile(CCFileUtils::sharedFileUtils()->fullPathForFilename("renderRipple.fsh").c_str())->getCString();
		CCGLProgram* pProgram = new CCGLProgram();
		pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, fragSource);
        //bind attribute
		pProgram->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
		pProgram->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
		pProgram->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
        //link  (must after bindAttribute)
		pProgram->link();
        //get cocos2d-x build-in uniforms
		pProgram->updateUniforms();
        //get my own uniforms
		map<string,GLint> myUnifoMap;
        myUnifoMap["texSource"] = glGetUniformLocation(pProgram->getProgram(),"texSource");
        myUnifoMap["step_s"] = glGetUniformLocation(pProgram->getProgram(),"step_s");
        myUnifoMap["step_t"] = glGetUniformLocation(pProgram->getProgram(),"step_t");
        //make program_renderRipple
        program_renderRipple.myUnifoMap=myUnifoMap;
        program_renderRipple.setProgram(pProgram);
        //program can be released
        pProgram->release();
        //check gl error
		CHECK_GL_ERROR_DEBUG();
	}
	//create FBO
	glGenFramebuffers(1,&hFBO);
    // create model
	float posArray[8]={0,0,winSize.width,0,winSize.width,winSize.height,0,winSize.height};
	int indexArray[6]={0,1,2,2,3,0};
    float texCoordArray[8]={0,1,1,1,1,0,0,0};
	//create indexVBO
	CindexVBO::enableAttribArrays();
	_indexVBO=new CindexVBO();
	_indexVBO->genBuffers();
	//submit data to VBO
	_indexVBO->submitPos(posArray,8,GL_STATIC_DRAW);
	_indexVBO->submitIndex(indexArray,6,GL_STATIC_DRAW);
    _indexVBO->submitTexCoord(texCoordArray,8,GL_STATIC_DRAW);
	//check gl error
	CHECK_GL_ERROR_DEBUG();

	return true ;
}
Esempio n. 16
0
void CCShaderCache::loadDefaultShaders()
{
    // Position Texture Color shader
    CCGLProgram *p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionTextureColor);

    m_pPrograms->setObject(p, kCCShader_PositionTextureColor);
    p->release();

    // Position Texture Gray shader
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionTextureGray);

    m_pPrograms->setObject(p, kCCShader_PositionTextureGray);
    p->release();

    // Position Texture Color alpha test
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionTextureColorAlphaTest);

    m_pPrograms->setObject(p, kCCShader_PositionTextureColorAlphaTest);
    p->release();

    //
    // Position, Color shader
    //
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionColor);

    m_pPrograms->setObject(p, kCCShader_PositionColor);
    p->release();

    //
    // Position Texture shader
    //
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionTexture);

    m_pPrograms->setObject(p, kCCShader_PositionTexture);
    p->release();

    //
    // Position, Texture attribs, 1 Color as uniform shader
    //
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionTexture_uColor);

    m_pPrograms->setObject(p ,kCCShader_PositionTexture_uColor);
    p->release();

    //
    // Position Texture A8 Color shader
    //
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionTextureA8Color);
    
    m_pPrograms->setObject(p, kCCShader_PositionTextureA8Color);
    p->release();

    //
    // Position and 1 color passed as a uniform (to simulate glColor4ub )
    //
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_Position_uColor);
    
    m_pPrograms->setObject(p, kCCShader_Position_uColor);
    p->release();
    
    //
	// Position, Legth(TexCoords, Color (used by Draw Node basically )
	//
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionLengthTexureColor);
    
    m_pPrograms->setObject(p, kCCShader_PositionLengthTexureColor);
    p->release();

    //
	// ControlSwitch
	//
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_ControlSwitch);
    
    m_pPrograms->setObject(p, kCCShader_ControlSwitch);
    p->release();
}
Esempio n. 17
0
// on "init" you need to initialize your instance
bool Stage::init()
{
	bool bRet = false;
	do 
	{
		//////////////////////////////////////////////////////////////////////////
		// super init first
		//////////////////////////////////////////////////////////////////////////

		CC_BREAK_IF(! CCLayer::init());

		//////////////////////////////////////////////////////////////////////////
		// add your codes below...
		//////////////////////////////////////////////////////////////////////////
		// Get window size and place the label upper. 
		CCSize size = CCDirector::sharedDirector()->getWinSize();
		CCSprite* pBgSprite;
		// 3. Add add a splash screen, show the cocos2d splash image.
		pBgSprite = CCSprite::create("bg.jpg");
		CC_BREAK_IF(! pBgSprite);

		// Place the sprite on the center of the screen
		pBgSprite->setPosition(ccp(size.width/2, size.height/2));
		// Add the sprite to HelloWorld layer as a child layer.
		this->addChild(pBgSprite, -5);

		//game logo
		CCSprite* pLogoSprite;
		// 3. Add add a splash screen, show the cocos2d splash image.
		pLogoSprite = CCSprite::create("glogo.png");
		CC_BREAK_IF(! pLogoSprite);

		// Place the sprite on the center of the screen
		pLogoSprite->setAnchorPoint(ccp(0.0f, 01.f));
		pLogoSprite->setPosition(ccp(0, size.height));
		// Add the sprite to HelloWorld layer as a child layer.
		this->addChild(pLogoSprite, -4);

		CCSprite* pBottleSprite = CCSprite::create("bottle.png");
		CC_BREAK_IF(! pBottleSprite);
		pBottleSprite->setAnchorPoint(ccp(0.0f, 0.0f));
		// Place the sprite on the center of the screen
		pBottleSprite->setPosition(ccp(0.0f, 0.0f));
		// Add the sprite to HelloWorld layer as a child layer.
		this->addChild(pBottleSprite, 4);

		SetupWorld();

		/*
		sn = ShaderNode::shaderNodeWithVertex("Shaders/example_Flower.vsh", "Shaders/example_Flower.fsh");
		sn->setPosition(ccp(size.width/2, size.height/2));
		addChild(sn, -1);
		*/

		rTexture = CCRenderTexture::create(WIN_WIDTH, WIN_HEIGHT,(CCTexture2DPixelFormat)kTexture2DPixelFormat_RGBA4444);
		gTexture = CCRenderTexture::create(WIN_WIDTH, WIN_HEIGHT,(CCTexture2DPixelFormat)kTexture2DPixelFormat_RGBA4444);
		bTexture = CCRenderTexture::create(WIN_WIDTH, WIN_HEIGHT,(CCTexture2DPixelFormat)kTexture2DPixelFormat_RGBA4444);
		yTexture = CCRenderTexture::create(WIN_WIDTH, WIN_HEIGHT,(CCTexture2DPixelFormat)kTexture2DPixelFormat_RGBA4444);
		if (NULL == rTexture)
		{
			CCLog("create renderTex fail");
			return false;
		}
		mainTexture = CCRenderTexture::create(WIN_WIDTH, WIN_HEIGHT, (CCTexture2DPixelFormat)kTexture2DPixelFormat_RGBA4444);
		
		
		if (NULL == mainTexture)
		{
			CCLog("create mainTexture fail");
			return false;
		}

		
		///
		 //renderTexture.sprite.shaderProgram = [[CCGLProgram alloc] initWithVertexShaderByteArray:ccPositionTextureA8Color_vert
//fragmentShaderByteArray:ccPositionTextureColorAlphaTest_frag];

		 shader = new CCGLProgram();
		 //shader->initWithVertexShaderByteArray(ccPositionTextureA8Color_vert, ccPositionTextureColorAlphaTest_frag);
		 shader->initWithVertexShaderFilename("Shaders/mix.vsh", "Shaders/mix.fsh");
		 rTexture->getSprite()->setShaderProgram(shader);
		 gTexture->getSprite()->setShaderProgram(shader);
		 bTexture->getSprite()->setShaderProgram(shader);
		 yTexture->getSprite()->setShaderProgram(shader);
		 shader->release();
        //[renderTexture.sprite.shaderProgram addAttribute:kCCAttributeNamePosition index:kCCVertexAttrib_Position];
		shader->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
        //[renderTexture.sprite.shaderProgram addAttribute:kCCAttributeNameColor index:kCCVertexAttrib_Color];
		shader->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
        //[renderTexture.sprite.shaderProgram addAttribute:kCCAttributeNameTexCoord index:kCCVertexAttrib_TexCoords];
		shader->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
		shader->link();
		shader->updateUniforms();

		 alphaValueLocation = glGetUniformLocation(shader->getProgram(), "u_alpha_value");
		 colorValueLocation = glGetUniformLocation(shader->getProgram(), "u_color_value");
		 //m_uMaskLocation    = glGetUniformLocation( shader->getProgram(), "u_mask");
		shader->setUniformLocationWith1f(alphaValueLocation, THROLD);
		shader->use();
		///
		CCGLProgram* pProgram = new CCGLProgram();
        pProgram->initWithVertexShaderFilename("Shaders/mix.vsh", "Shaders/mix2.fsh");
		mainTexture->getSprite()->setShaderProgram(pProgram);
        pProgram->release();

        getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
        getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
        getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);

        getShaderProgram()->link();
        getShaderProgram()->updateUniforms();
		m_uMaskLocation    = glGetUniformLocation( shader->getProgram(), "u_mask");
		m_u2MaskLocation    = glGetUniformLocation( shader->getProgram(), "u_mask2");
		m_u3MaskLocation    = glGetUniformLocation( shader->getProgram(), "u_mask3");
		m_u4MaskLocation    = glGetUniformLocation( shader->getProgram(), "u_mask4");
		///
		//renderTexture->setAnchorPoint(ccp(0.0, -1));
		rTexture->setPosition(ccp(WIN_WIDTH/2.0, WIN_HEIGHT/2.0));
		rTexture->retain();

		gTexture->setPosition(ccp(WIN_WIDTH/2.0, WIN_HEIGHT/2.0));
		gTexture->retain();

		bTexture->setPosition(ccp(WIN_WIDTH/2.0, WIN_HEIGHT/2.0));
		bTexture->retain();

		yTexture->setPosition(ccp(WIN_WIDTH/2.0, WIN_HEIGHT/2.0));
		yTexture->retain();

		//mainTexture->getSprite()->setShaderProgram(shader);
		mainTexture->setAnchorPoint(ccp(0.5,0.5));
		mainTexture->setPosition(ccp(WIN_WIDTH/2, WIN_HEIGHT/2.0));


		

		addChild(mainTexture, -2);
		scheduleUpdate();
		bRet = true;
	} while (0);

	return bRet;
}
Esempio n. 18
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void ShaderNode::loadShaderVertex(const char *vert, const char *frag)
{
	CCGLProgram* shader = new CCGLProgram();
	shader->initWithVertexShaderFilename(vert, frag);   //载入着色器程序  

	//绑定attribute变量  
	shader->addAttribute("a_position", 0);
	shader->addAttribute("a_color", 1);
	shader->link();

	//获取attribute变量标识  
	m_attributeColor = glGetAttribLocation(shader->getProgram(), "a_color");
	m_attributePosition = glGetAttribLocation(
		shader->getProgram(), "a_position");
	shader->updateUniforms();

	//获取uniform变量标识  
	m_uniformResolution = glGetUniformLocation(shader->getProgram(), "resolution");
	m_uniformTime = glGetUniformLocation(shader->getProgram(), "time");
	m_uniformTex0 = glGetUniformLocation(shader->getProgram(), "tex0");

	//使用着色器程序  
	this->setShaderProgram(shader);
	shader->release();
}
Esempio n. 19
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void CCShaderCache::loadDefaultShaders()
{
    // Position Texture Color shader
    CCGLProgram *p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionTextureColor);

    m_pPrograms->setObject(p, kCCShader_PositionTextureColor);
    p->release();

    // Position Texture Color alpha test
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionTextureColorAlphaTest);

    m_pPrograms->setObject(p, kCCShader_PositionTextureColorAlphaTest);
    p->release();

    //
    // Position, Color shader
    //
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionColor);

    m_pPrograms->setObject(p, kCCShader_PositionColor);
    p->release();

    //
    // Position Texture shader
    //
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionTexture);

    m_pPrograms->setObject(p, kCCShader_PositionTexture);
    p->release();

    //
    // Position, Texture attribs, 1 Color as uniform shader
    //
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionTexture_uColor);

    m_pPrograms->setObject(p ,kCCShader_PositionTexture_uColor);
    p->release();

    //
    // Position Texture A8 Color shader
    //
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_PositionTextureA8Color);
    
    m_pPrograms->setObject(p, kCCShader_PositionTextureA8Color);
    p->release();

    //
    // Position and 1 color passed as a uniform (to simulate glColor4ub )
    //
    p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_Position_uColor);
    
    m_pPrograms->setObject(p, kCCShader_Position_uColor);
    p->release();    
}
Esempio n. 20
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bool Assets::loadCustomShaders()
{
    /// Scrollable texture shader
    {
        CCGLProgram *shader = new CCGLProgram();
        shader->initWithVertexShaderFilename("shaders/shader_PositionTexture_uColor_uTime.vsh", "shaders/shader_PositionTexture_uColor_uTime.fsh");
        shader->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
        shader->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
        shader->link();
        shader->updateUniforms();
        CCShaderCache::sharedShaderCache()->addProgram(shader, settings::kShader_PositionTexture_uColor_uTime);
    }

    /// Grayscale shader
    {
        CCGLProgram *shader = new CCGLProgram();
        shader->initWithVertexShaderFilename("shaders/shader_Grayscale.vsh", "shaders/shader_Grayscale.fsh");
        shader->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
        shader->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
        shader->link();
        shader->updateUniforms();
        CCShaderCache::sharedShaderCache()->addProgram(shader, settings::kShader_Grayscale);
    }

    CHECK_GL_ERROR_DEBUG();

    return true;
}
Esempio n. 21
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void CCShaderCache::reloadDefaultShaders()
{
    CCGLProgram *p = NULL;
    // reset all programs and reload them
  
    // Position Texture Color ETC shader
    p = programForKey(kCCShader_PositionTextureColorETC);    
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTextureColorETC);
   
    // Position Texture Color shader
    p = programForKey(kCCShader_PositionTextureColor);    
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTextureColor);

    // Position Texture Color alpha test
    p = programForKey(kCCShader_PositionTextureColorAlphaTest);
    p->reset();    
    loadDefaultShader(p, kCCShaderType_PositionTextureColorAlphaTest);
    
    //
    // Position, Color shader
    //
    p = programForKey(kCCShader_PositionColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionColor);
    
    //
    // Position Texture shader
    //
    p = programForKey(kCCShader_PositionTexture);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTexture);
    
    //
    // Position, Texture attribs, 1 Color as uniform shader
    //
    p = programForKey(kCCShader_PositionTexture_uColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTexture_uColor);
    
    //
    // Position Texture A8 Color shader
    //
    p = programForKey(kCCShader_PositionTextureA8Color);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionTextureA8Color);
    
    //
    // Position and 1 color passed as a uniform (to simulate glColor4ub )
    //
    p = programForKey(kCCShader_Position_uColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_Position_uColor);
    
    //
	// Position, Legth(TexCoords, Color (used by Draw Node basically )
	//
    p = programForKey(kCCShader_PositionLengthTexureColor);
    p->reset();
    loadDefaultShader(p, kCCShaderType_PositionLengthTexureColor);
}
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;
}