void ExampleBase::refreshShader()
{
    if(_currentIndex < 0 || _currentIndex >= _examples.size()) {
        return;
    }

    _exampleSprite->setTexture("res/Logo-hd.png");

    auto shaderInfo = _examples.at(_currentIndex);

    auto vertFilename = std::string("res/shaders/").append(shaderInfo.name).append(".vsh");
    auto fragFilename = std::string("res/shaders/").append(shaderInfo.name).append(".fsh");

    CCLOG("refresh shader with files: %s, %s", vertFilename.c_str(), fragFilename.c_str());

    // Load the fragment shader in the file name E01_SimplestShader.fsh.
    // Also loads E01_SimplestShader.vsh as the vertex shader if it exists.
    auto glprogram = GLProgram::createWithFilenames(vertFilename, fragFilename);
    GLProgramState* glprogramstate = GLProgramState::getOrCreateWithGLProgram(glprogram);

    auto winsize = Director::getInstance()->getWinSizeInPixels();
    glprogramstate->setUniformVec2("cc_ViewSizeInPixels", winsize);

    if(! shaderInfo.texture2.empty()) {
        // add extra texture
        auto textureCache = Director::getInstance()->getTextureCache();
        auto tex1 = textureCache->getTextureForKey(shaderInfo.texture1);
        if(! tex1) {
            tex1 = textureCache->addImage(shaderInfo.texture1);
        }
        if(tex1) {
            // TODO: should store in shaderinfo
            _exampleSprite->setTexture("res/Rocks-hd.png");
            glprogramstate->setUniformTexture("u_CausticTexture", tex1);
        }

        // 2nd Extra Texture
        auto tex2 = textureCache->getTextureForKey(shaderInfo.texture2);
        if(! tex2) {
            tex2 = textureCache->addImage(shaderInfo.texture2);
        }
        if(tex2) {
            Texture2D::TexParams texParams = {GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT};
            tex2->setTexParameters(texParams);

            auto locid = glprogram->getUniformLocationForName("uNoiseTextureSize");
            glprogram->setUniformLocationWith2f(locid, 30, 30);
            glprogramstate->setUniformVec2("u_NoiseTextureSize", tex2->getContentSizeInPixels());
            glprogramstate->setUniformTexture("u_NoiseTexture", tex2);
        }

    }

    // attach the ProgramState to a Node
    _exampleSprite->setGLProgram(glprogram);
}
示例#2
0
void ShaderBrush::movePaint(Sprite *pTarget, RenderTexture *pCanvas, Point worldPos)
{
	Point localPos = pCanvas->getSprite()->convertToNodeSpace(worldPos);
	localPos.y = pCanvas->getContentSize().height - localPos.y;

	GLProgramState* pGLPS = _brush->getGLProgramState();
	_brush->setPosition(worldPos);
	CCLOG("movePaint worldPos%f %f", worldPos.x, worldPos.y);

	// set brush texture
	GL::bindTexture2DN(0, _brush->getTexture()->getName());
	pGLPS->setUniformTexture("u_brushTexture", _brush->getTexture()->getName());
	pGLPS->setUniformFloat("u_brushOpacity", ((float)_brush->getOpacity()) / 255);
	pGLPS->setUniformVec2("u_brushSize", Vec2(_brush->getContentSize()));

	// set target glstate && texture coord
	GL::bindTexture2DN(1, pTarget->getTexture()->getName());
	pGLPS->setUniformTexture("u_targetTexture", pTarget->getTexture()->getName());
	float lX = (localPos.x - _brush->getContentSize().width / 2.0) / pTarget->getContentSize().width;
	float lY = (localPos.y - _brush->getContentSize().height / 2.0) / pTarget->getContentSize().height;
	pGLPS->setUniformVec2("v_targetCoord", Vec2(lX, lY));
	pGLPS->setUniformVec2("u_targetSize", Vec2(pTarget->getContentSize()));

	// set canvas glstate
	//static CCTexture2D *pCanvasTex = NULL;
	//if (pCanvasTex) {
	//	delete pCanvasTex;
	//	pCanvasTex = new Texture2D();
	//}
	//Image *img = pCanvas->newImage();
	//pCanvasTex->initWithImage(img);
	//delete img;
	//GL::bindTexture2DN(2, pCanvasTex->getName());
	//_brush->getGLProgramState()->setUniformTexture("u_canvasTexture", pCanvasTex->getName());

	// draw
	pCanvas->begin();
	_brush->visit();
	//CCLOG("brush pos:%f %f", _brush->getPosition().x, _brush->getPosition().y);
	//CCLOG("canvase pos%f %f", pCanvas->getPosition().x, pCanvas->getPosition().y);
	pCanvas->end();
}
示例#3
0
void FSprite::InitShader(const std::string& alpha_file)
{
#ifdef ETC1
    //Shader
    GLProgram* glp = new GLProgram();
    glp->autorelease();
    
    glp->initWithFilenames("testv.vsh", "test.fsh");
    glp->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
    glp->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);
    glp->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD);
    glp->link();
    glp->updateUniforms();
    
    opacity_location_ = glGetUniformLocation(glp->getProgram(), "u_opacity");
    
    current_alpha_file_ = alpha_file;
    
//  #pragma message WARN("getTextureForKey or someth else, texture should be added on loading scene, do not add (cocos should check that anyway but still dont do it)  all the time!!")
    Texture2D* tex = Director::getInstance()->getTextureCache()->addImage(alpha_file);
	setBlendFunc(BlendFunc({ GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA }));
    //setBlendFunc((BlendFunc) { GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA });
    
    GLProgramState* glprogramstate = GLProgramState::getOrCreateWithGLProgram(glp);
    
    setGLProgramState(glprogramstate);
    
    glprogramstate->setUniformFloat(opacity_location_, (float)getOpacity()/255.0);
    
    glprogramstate->setUniformTexture("u_texture1", tex);
    

    
    setGLProgram(glp);
#endif
}