コード例 #1
0
ファイル: SpriteRGBA.cpp プロジェクト: jindaw/game_sources
void CSpriteRGBA::shaderMulColor(float r, float g, float b, float a)
{
    CCGLProgram *pShaders = new CCGLProgram;
    pShaders->initWithVertexShaderByteArray(ccPositionTextureColor_vert, SPRITERGBA_SHADER_MUL_COLOR_FSH);
    CHECK_GL_ERROR_DEBUG();

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

    pShaders->link();
    CHECK_GL_ERROR_DEBUG();

    pShaders->updateUniforms();
    CHECK_GL_ERROR_DEBUG();

    GLint nDotColorLocation = pShaders->getUniformLocationForName("v_dotcolor");
    pShaders->setUniformLocationWith4f(nDotColorLocation, r, g, b, a);

    scale9Image->setShaderProgram(pShaders);
    CHECK_GL_ERROR_DEBUG();

    pShaders->release();
}
コード例 #2
0
void CCShaders::setBlur(CCSize nodeSize, CCSize blurSize, ccColor4F blurSubtract) {
	loadCustomShader(kCCShader_blur);
    CCGLProgram* p = CCShaderCache::sharedShaderCache()->programForKey(kCCShader_blur);
    p->use();
	p->setUniformLocationWith2f(sUniform_pos_CC_blurSize, blurSize.width / nodeSize.width, blurSize.height / nodeSize.height);
	p->setUniformLocationWith4f(sUniform_pos_CC_blurSubtract, blurSubtract.r, blurSubtract.g, blurSubtract.b, blurSubtract.a);
}
コード例 #3
0
ファイル: tolua_CCGLProgram.cpp プロジェクト: imuzi/MyApp
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
}