因为工作原因,开始转向cocos2d-x开发方向了。
自然的,凭着之前引擎的经验偏向底层渲染研究。
在此期间看了两本书
《cocos2d-x 权威指南》
《cocos2d-x 高级开发教程》
不得不说,第一本书完全是API介绍,也许适合新手入门,但是于我,只是烂书一本。
第二本书还是不错的,最后的项目有全套源码,教程的风格也很有我的风格,哈哈,就是文章中不一定贴全代码,只贴核心,后期还要自己领会补全。
言归正传,在 《高级开发教程》 中有一篇是实现海底水纹效果的文章,里面代码不全,且代码和Shader并没有对应起来,于是我决定按照自己思路来将其补全,并贴上完整源码。
先上效果图:
动态GIF图地址:http://pan.baidu.com/share/link?shareid=1858640040&uk=3221530571
首先创建一个 ShaderNode.h 类并继承CCNode
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#ifndef __FishingJoy_ShaderNode__
#define __FishingJoy_ShaderNode__ #include "cocos2d.h" USING_NS_CC ; classShaderNode : publicCCNode { public : ShaderNode ( ) boolinitWithVertex ( const char *vert,*frag ) voidloadShaderVertex ( virtual voidupdate ( floatdelta ) voidsetContentSize ( constCCSize &var ) voidsetColor (ccColor4F newColor ) voiddraw ( ) staticShaderNode *shaderNodeWithVertex ( private GLuint m_uniformResolution,m_uniformTime,m_uniformTex0 GLuint m_attributeColor,m_attributePosition float m_time ccVertex2F m_resolution,m_center GLuint m_texture GLfloat color [ 4 ] } #endif |
之后创建ShaderNode.cpp 并实现 ShaderNode.h 中的各方法
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ShaderNode :: ShaderNode ( )
}
ShaderNode *ShaderNode shaderNodeWithVertex ( *frag )
ShaderNode *shader = newShaderNode ( ) if (shader &&shader - >initWithVertex (vert,frag ) )
{
shader >autorelease ( ) returnshader }
CC_SAFE_DELETE (shader ) return NULL voidShaderNode loadShaderVertex ( CCGLProgram newCCGLProgram ( ) shader >initWithVertexShaderFilename (vert,frag ) ; //载入着色器程序
//绑定attribute变量
>addAttribute ( "a_position",0 ) @H_67_404@"a_color",160); margin:0px; padding:0px; line-height:1.4em">1 ) >link ( ) //获取attribute变量标识
m_attributeColor =glGetAttribLocation (shader >getProgram ( ),"a_color" ) m_attributePosition =glGetAttribLocation (
"a_position" ) >updateUniforms ( ) //获取uniform变量标识
m_uniformResolution =glGetUniformLocation (shader "resolution" ) m_uniformTime "time" ) m_uniformTex0 "tex0" ) //使用着色器程序
this >setShaderProgram (shader ) >release ( ) setColor (ccColor4F newColor )
color [ 0 ] =newColor. r 1 ] g 2 ] b 3 ] a boolShaderNode initWithVertex ( loadShaderVertex (vert,51); margin:0px; padding:0px; line-height:1.4em"> m_texture =CCTextureCache sharedTextureCache ( ) >addImage ( "HelloWorld.png" ) >getName ( ) setContentSize (CCSizeMake ( 1024,160); margin:0px; padding:0px; line-height:1.4em">768 ) ) setColor (ccc4f ( 0.5,1,160); margin:0px; padding:0px; line-height:1.4em">1 ) ) m_time = 0 scheduleUpdate ( ) true update ( floatdt )
m_time + =dt setContentSize ( &var )
CCNode setContentSize (var ) m_resolution =vertex2 (getContentSize ( ). width,getContentSize ( ). height ) m_center. x =m_resolution. x / 2 y y draw ( )
CC_NODE_DRAW_SETUP ( ) //传递uniform变量
=getShaderProgram ( ) >setUniformLocationWith2f (m_uniformResolution,m_resolution. x,51); margin:0px; padding:0px; line-height:1.4em"> m_resolution. y ) >setUniformLocationWith1i (m_uniformTex0,51); margin:0px; padding:0px; line-height:1.4em"> glUniform1f (m_uniformTime,m_time ) //获取attribute变量
CCSize size =this >getContentSize ( ) floatw =size. width floath height ccGLBindTexture2D (m_texture ) ; //绑定纹理到槽位
glCopyTexImage2D (GL_TEXTURE_2D,160); margin:0px; padding:0px; line-height:1.4em">0,GL_RGBA,w,h,64); margin:0px; padding:0px; font-style:italic; line-height:1.4em">//截取屏幕数据到纹理
glEnableVertexAttribArray (m_attributePosition ) glDisableVertexAttribArray (m_attributeColor ) //传递attribute变量
GLfloat vertices [ 12 ] = {
//左下0
w,64); margin:0px; padding:0px; font-style:italic; line-height:1.4em">//右下1
//右上2
//左上3
} glVertexAttribPointer (m_attributePosition,160); margin:0px; padding:0px; line-height:1.4em">2,GL_FLOAT,GL_FALSE,vertices ) glVertexAttrib4fv (m_attributeColor,color ) //绘制
glDrawArrays (GL_TRIANGLES,160); margin:0px; padding:0px; line-height:1.4em">6 ) }