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(); }
bool ShaderRetroEffect::init() { if( ShaderTestDemo::init() ) { GLchar * fragSource = (GLchar*) CCString::createWithContentsOfFile(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath("Shaders/example_HorizontalColor.fsh"))->getCString(); CCGLProgram *p = new CCGLProgram(); p->initWithVertexShaderByteArray(ccPositionTexture_vert, fragSource); p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position); p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords); p->link(); p->updateUniforms(); CCDirector *director = CCDirector::sharedDirector(); CCSize s = director->getWinSize(); m_pLabel = CCLabelBMFont::create("RETRO EFFECT", "fonts/west_england-64.fnt"); m_pLabel->setShaderProgram(p); p->release(); m_pLabel->setPosition(ccp(s.width/2,s.height/2)); addChild(m_pLabel); scheduleUpdate(); return true; } return false; }
CCGLProgram * GAFStencilMaskSprite::programShaderForMask() { CCGLProgram *program = CCShaderCache::sharedShaderCache()->programForKey(kPCStencilMaskAlphaFilterProgramCacheKey); if (!program) { program = GAFShaderManager::createWithFragmentFilename(ccPositionTextureColor_vert, kPCStencilMaskAlphaFilterFragmentShaderFilename); if (program) { program->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position); program->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color); program->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords); program->link(); program->updateUniforms(); CHECK_GL_ERROR_DEBUG(); CCShaderCache::sharedShaderCache()->addProgram(program, kPCStencilMaskAlphaFilterProgramCacheKey); program->release(); } else { CCLOGERROR("Cannot load program for programShaderForMask."); return NULL; } } program->use(); return program; }
void ShaderManager::loadShader(const char* key, const GLchar* vertexShader, const GLchar* fragShader) { CCGLProgram * ccProgram = CCShaderCache::sharedShaderCache()->programForKey(key); if (ccProgram == NULL) { ccProgram = new CCGLProgram(); ccProgram->autorelease(); CCShaderCache::sharedShaderCache()->addProgram(ccProgram, key); } else { ccProgram->reset(); } ccProgram->initWithVertexShaderByteArray(vertexShader, fragShader); CHECK_GL_ERROR_DEBUG(); ccProgram->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position); ccProgram->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color); ccProgram->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords); CHECK_GL_ERROR_DEBUG(); // 自定义着色器链接 ccProgram->link(); CHECK_GL_ERROR_DEBUG(); // 设置移动、缩放、旋转矩阵 ccProgram->updateUniforms(); CHECK_GL_ERROR_DEBUG(); }
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; }
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(); }
void LoadSuperAnimShader(){ CCGLProgram* aProgram = new CCGLProgram(); aProgram->initWithVertexShaderByteArray(ccSuperAnim_vert, ccPositionTextureColor_frag); aProgram->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position); aProgram->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color); aProgram->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords); aProgram->link(); aProgram->updateUniforms(); CCShaderCache::sharedShaderCache()->addProgram(aProgram, kCCShaderSuperAnimation); aProgram->release(); }
static int tolua_CCGLProgram_CCGLProgram_addAttribute00(lua_State* tolua_S) { #ifndef TOLUA_RELEASE tolua_Error tolua_err; if ( !tolua_isusertype(tolua_S,1,"CCGLProgram",0,&tolua_err) || !tolua_isstring(tolua_S,2,0,&tolua_err) || !tolua_isnumber(tolua_S,3,0,&tolua_err) || !tolua_isnoobj(tolua_S,4,&tolua_err) ) goto tolua_lerror; else #endif { CCGLProgram* self = (CCGLProgram*) tolua_tousertype(tolua_S,1,0); const char* attributeName = ((const char*) tolua_tostring(tolua_S,2,0)); unsigned int index = ((unsigned int) tolua_tonumber(tolua_S,3,0)); #ifndef TOLUA_RELEASE if (!self) tolua_error(tolua_S,"invalid 'self' in function 'addAttribute'", NULL); #endif { self->addAttribute(attributeName,index); } } return 0; #ifndef TOLUA_RELEASE tolua_lerror: tolua_error(tolua_S,"#ferror in function 'addAttribute'.",&tolua_err); return 0; #endif }
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; }
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(); }
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()); } }
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(); }
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 ; }
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; }