<1>myshader.vert
attribute vec4 a_position; attribute vec4 a_color; attribute vec2 TextureCoord; varying vec4 DestinationColor; varying vec2 v_texCoord; void main() { DestinationColor = a_color; v_texCoord = TextureCoord; gl_Position = CC_MVPMatrix * a_position; }<2>myshader.frag
varying vec4 DestinationColor; varying vec2 v_texCoord; void main() { gl_FragColor = DestinationColor * texture2D(CC_Texture0,v_texCoord); }
<3>CubeTexture.h
#ifndef __JNTest__CubeTexture__ #define __JNTest__CubeTexture__ #include "cocos2d.h" USING_NS_CC; class CubeTexture : public Layer { public: static Scene* createScene(); virtual bool init(); virtual void visit(Renderer *renderer,const Mat4& parentTransform,uint32_t parentFlags); void onDraw(); CREATE_FUNC(CubeTexture); private: Mat4 _modelViewMV; CustomCommand _customCommand; GLProgram* mShaderProgram; GLint _colorLocation; GLint _positionLocation; GLint _textureLocation; GLuint _textureUniform; GLuint _textureID; GLuint _textureID2; GLuint vertexBuffer; GLuint indexBuffer; GLuint _vertexBuffer2; GLuint _indexBuffer2; }; #endif /* defined(__JNTest__CubeTexture__) */<4>CubeTexture.cpp
#include "CubeTexture.h" using namespace GL; Scene* CubeTexture::createScene(){ auto scene = Scene::create(); auto layer = CubeTexture::create(); scene->addChild(layer); return scene; } bool CubeTexture::init(){ if(!Layer::init()){ return false; } mShaderProgram = new GLProgram; mShaderProgram->initWithFilenames("myshader.vert","myshader.frag"); mShaderProgram->link(); mShaderProgram->updateUniforms(); _textureID = Director::getInstance()->getTextureCache()->addImage("HelloWorld.png")->getName(); _textureID2 = Director::getInstance()->getTextureCache()->addImage("heart.png")->getName(); glGenBuffers(1,&vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER,vertexBuffer); glGenBuffers(1,&indexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,indexBuffer); return true; } void CubeTexture::visit(Renderer *renderer,uint32_t parentFlags){ Node::visit(renderer,parentTransform,parentFlags); _customCommand.init(_globalZOrder); _customCommand.func = CC_CALLBACK_0(CubeTexture::onDraw,this); renderer->addCommand(&_customCommand); } void CubeTexture::onDraw(){ Director::getInstance()->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); Director::getInstance()->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); Director::getInstance()->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); Director::getInstance()->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); Mat4 modelViewMatrix; Mat4::createLookAt(Vec3(0,5),Vec3(0,0),-1,&modelViewMatrix); modelViewMatrix.translate(0,0 ); static float rotation = 20; modelViewMatrix.rotate(Vec3(0,1,CC_DEGREES_TO_RADIANS(rotation)); Mat4 projectionMatrix; Mat4::createPerspective(60,480/320,1.0,42,&projectionMatrix); Director::getInstance()->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION,projectionMatrix); Director::getInstance()->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW,modelViewMatrix); typedef struct { float Position[3]; float Color[4]; float TexCoord[2]; } Vertex; #define TEX_COORD_MAX 1 Vertex Vertices[] = { // Front {{1,0},{1,1},{TEX_COORD_MAX,0}},{{1,{0,TEX_COORD_MAX}},{{-1,// Back {{1,-2},// Left {{-1,// Right {{1,// Top {{1,// Bottom {{1,0}} }; int vertexCount = sizeof(Vertices) / sizeof(Vertices[0]); GLubyte Indices[] = { // Front 0,2,3,// Back 4,5,6,4,7,// Left 8,9,10,11,8,// Right 12,13,14,15,12,// Top 16,17,18,19,16,// Bottom 20,21,22,23,20 }; // 1) Add to top of file const Vertex Vertices2[] = { {{0.5,-0.5,0.01},1}},{{0.5,0.5,{{-0.5,}; const GLubyte Indices2[] = { 1,3 }; glBindBuffer(GL_ARRAY_BUFFER,vertexBuffer); glBufferData(GL_ARRAY_BUFFER,sizeof(Vertices),Vertices,GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,indexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(Indices),Indices,GL_STATIC_DRAW); _positionLocation = glGetAttribLocation(mShaderProgram->getProgram(),"a_position"); _colorLocation = glGetAttribLocation(mShaderProgram->getProgram(),"a_color"); _textureLocation = glGetAttribLocation(mShaderProgram->getProgram(),"TextureCoord"); _textureUniform = glGetUniformLocation(mShaderProgram->getProgram(),"CC_Texture0"); mShaderProgram->use(); mShaderProgram->setUniformsForBuiltins(); glEnableVertexAttribArray(_positionLocation); glEnableVertexAttribArray(_colorLocation); glEnableVertexAttribArray(_textureLocation); glVertexAttribPointer(_positionLocation,GL_FLOAT,GL_FALSE,sizeof(Vertex),(GLvoid*)offsetof(Vertex,Position)); glVertexAttribPointer(_colorLocation,Color)); glVertexAttribPointer(_textureLocation,TexCoord)); // ////set sampler GL::bindTexture2DN(0,_textureID); //glActiveTexture( GL_TEXTURE0 ); //glBindTexture(GL_TEXTURE_2D,_textureID); glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_DEPTH_TEST); glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_BYTE,0); glUniform1i(_textureUniform,0); // unnecc in practice glGenBuffers(1,&_vertexBuffer2); glBindBuffer(GL_ARRAY_BUFFER,_vertexBuffer2); glBufferData(GL_ARRAY_BUFFER,sizeof(Vertices2),Vertices2,GL_STATIC_DRAW); glGenBuffers(1,&_indexBuffer2); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,_indexBuffer2); glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(Indices2),Indices2,GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,_vertexBuffer2); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,_indexBuffer2); GL::bindTexture2DN(0,_textureID2); glUniform1i(_textureUniform,0); // unnecc in practice glVertexAttribPointer(_positionLocation,0); glVertexAttribPointer(_colorLocation,(GLvoid*) (sizeof(float) * 3)); glVertexAttribPointer(_textureLocation,(GLvoid*) (sizeof(float) * 7)); glDrawElements(GL_TRIANGLE_STRIP,sizeof(Indices2)/sizeof(Indices2[0]),0); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,vertexCount); CHECK_GL_ERROR_DEBUG(); glDisable(GL_DEPTH_TEST); Director::getInstance()->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); Director::getInstance()->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); }原文链接:https://www.f2er.com/cocos2dx/342538.html