<pre name="code" class="cpp">class ShaderNode : public Node { public: static ShaderNode* shaderNodeWithVertex(const std::string &vert,const std::string &frag); virtual void update(float dt); virtual void draw(Renderer *renderer,const Mat4 &transform,uint32_t flags) override; protected: ShaderNode(); ~ShaderNode(); bool initWithVertex(const std::string &vert,const std::string &frag); void loadShaderVertex(const std::string &vert,const std::string &frag); void onDraw(const Mat4 &transform,uint32_t flags); Vec2 _center; Vec2 _resolution; float _time; std::string _vertFileName; std::string _fragFileName; CustomCommand _customCommand; };
<pre name="code" class="cpp">enum { SIZE_X = 256,SIZE_Y = 256,}; ShaderNode::ShaderNode() :_center(Vec2(0.0f,0.0f)),_resolution(Vec2(0.0f,_time(0.0f) { } ShaderNode::~ShaderNode() { } ShaderNode* ShaderNode::shaderNodeWithVertex(const std::string &vert,const std::string& frag) { auto node = new (std::nothrow) ShaderNode(); node->initWithVertex(vert,frag); node->autorelease(); return node; } bool ShaderNode::initWithVertex(const std::string &vert,const std::string &frag) { #if CC_ENABLE_CACHE_TEXTURE_DATA auto listener = EventListenerCustom::create(EVENT_RENDERER_RECREATED,[this](EventCustom* event){ this->setGLProgramState(nullptr); loadShaderVertex(_vertFileName,_fragFileName); }); _eventdispatcher->addEventListenerWithSceneGraPHPriority(listener,this); #endif _vertFileName = vert; _fragFileName = frag; loadShaderVertex(vert,frag); _time = 0; _resolution = Vec2(SIZE_X,SIZE_Y)*2.5 ; getGLProgramState()->setUniformVec2("resolution",_resolution); scheduleUpdate(); setContentSize(Size(SIZE_X,SIZE_Y)*5 ); setAnchorPoint(Vec2(0.5f,0.5f)); return true; } void ShaderNode::loadShaderVertex(const std::string &vert,const std::string &frag) { auto fileUtiles = FileUtils::getInstance(); // frag auto fragmentFilePath = fileUtiles->fullPathForFilename(frag); auto fragSource = fileUtiles->getStringFromFile(fragmentFilePath); // vert std::string vertSource; if (vert.empty()) { vertSource = ccPositionTextureColor_vert; } else { std::string vertexFilePath = fileUtiles->fullPathForFilename(vert); vertSource = fileUtiles->getStringFromFile(vertexFilePath); } auto glprogram = GLProgram::createWithByteArrays(vertSource.c_str(),fragSource.c_str()); auto glprogramstate = GLProgramState::getorCreateWithGLProgram(glprogram); setGLProgramState(glprogramstate); } void ShaderNode::update(float dt) { _time += dt; } void ShaderNode::draw(Renderer *renderer,uint32_t flags) { _customCommand.init(_globalZOrder); _customCommand.func = CC_CALLBACK_0(ShaderNode::onDraw,this,transform,flags); renderer->addCommand(&_customCommand); } void ShaderNode::onDraw(const Mat4 &transform,uint32_t flags) { float w = SIZE_X*5,h = SIZE_Y*5; GLfloat vertices[12] = {0,w,h,h}; auto glProgramState = getGLProgramState(); glProgramState->setVertexAttribPointer("a_position",2,GL_FLOAT,GL_FALSE,vertices); glProgramState->apply(transform); glDrawArrays(GL_TRIANGLES,6); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,6); }
<pre name="code" class="cpp">auto s = Director::getInstance()->getWinSize()/2; s.height = Director::getInstance()->getWinSize().height * 0.62; sn->setPosition(Vec2(0,0)); sn->getGLProgramState()->setUniformVec2("center",s);//设置的是世界坐标 m_effctNode->addChild(sn);