圆柱的自动旋转

.h文件的内容如下:

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"

class HelloWorld : public cocos2d::Layer
{
public:
    // there's no 'id' in cpp, so we recommend returning the class instance pointer
    static cocos2d::Scene* createScene();

    // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
    virtual bool init();

    // implement the "static create()" method manually

	void cylinderUpdate(float dt);

	float _cylinder_texture_offset;
	float _shining_duraion;
	cocos2d::GLProgramState * _state;

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
	cocos2d::EventListenerCustom* _backToForegroundListener;
#endif
    CREATE_FUNC(HelloWorld);
};

#endif // __HELLOWORLD_SCENE_H__


.cpp的文件内容如下:

#include "HelloWorldScene.h"
#include "cocostudio/CocoStudio.h"
#include "ui/CocosGUI.h"
//#include "2d/CCCameraBackgroundBrush.h"

#include "extensions/Particle3D/PU/CCPUParticleSystem3D.h"

#include <algorithm>
USING_NS_CC;

using namespace cocostudio::timeline;

Scene* HelloWorld::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();
    
    // 'layer' is an autorelease object
    auto layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
	//////////////////////////////
	// 1. super init first
	if (!Layer::init())
	{
		return false;
	}


	_cylinder_texture_offset = 0;
	_shining_duraion = 0;
	Size visibleSize = Director::getInstance()->getVisibleSize();

	//use custom camera
	auto camera = Camera::createPerspective(60, visibleSize.width / visibleSize.height, 0.1f, 200);
	camera->setCameraFlag(CameraFlag::USER1);

	//create cylinder
	auto cylinder = Sprite3D::create("Sprite3DTest/cylinder.c3b");

	//create and set our custom shader
	auto shader = GLProgram::createWithFilenames("Sprite3DTest/cylinder.vert", "Sprite3DTest/cylinder.frag");
	_state = GLProgramState::create(shader);
	cylinder->setGLProgramState(_state);

	_state->setUniformFloat("offset", _cylinder_texture_offset);
	_state->setUniformFloat("duration", _shining_duraion);
	//pass mesh's attribute to shader
	long offset = 0;
	auto attributeCount = cylinder->getMesh()->getMeshVertexAttribCount();
	for (auto i = 0; i < attributeCount; i++) {
		auto meshattribute = cylinder->getMesh()->getMeshVertexAttribute(i);
		_state->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
			meshattribute.size,
			meshattribute.type,
			GL_FALSE,
			cylinder->getMesh()->getVertexSizeInBytes(),
			(GLvoid*)offset);
		offset += meshattribute.attribSizeBytes;
	}

	//create the second texture for cylinder
	auto shining_texture = Director::getInstance()->getTextureCache()->addImage("Sprite3DTest/caustics.png");
	Texture2D::TexParams tRepeatParams;//set texture parameters
	tRepeatParams.magFilter = GL_NEAREST;
	tRepeatParams.minFilter = GL_NEAREST;
	tRepeatParams.wrapS = GL_REPEAT;
	tRepeatParams.wrapT = GL_REPEAT;
	shining_texture->setTexParameters(tRepeatParams);
	//pass the texture sampler to our custom shader
	_state->setUniformTexture("caustics", shining_texture);


	this->addChild(cylinder);
	this->setCameraMask(2);
	this->addChild(camera);

	//adjust cylinder's position & rotation
	cylinder->setPosition3D(Vec3(0, -15, -50));
	cylinder->setRotation3D(Vec3(-90, 0, 0));

	//the callback function update cylinder's texcoord
	schedule(schedule_selector(HelloWorld::cylinderUpdate));
}
void HelloWorld::cylinderUpdate(float dt)
{
	//callback function to update cylinder's texcoord
	static bool fade_in = true;
	_cylinder_texture_offset += 0.3*dt;
	_cylinder_texture_offset = (_cylinder_texture_offset >1) ? 0 : _cylinder_texture_offset;
	if (fade_in)
	{
		_shining_duraion += 0.5*dt;
		if (_shining_duraion>1) fade_in = false;
	}
	else
	{
		_shining_duraion -= 0.5*dt;
		if (_shining_duraion<0) fade_in = true;
	}
	//pass the result to shader
	_state->setUniformFloat("offset", _cylinder_texture_offset);
	_state->setUniformFloat("duration", _shining_duraion);

}

运行效果:


posted @ 2015-10-20 22:38  Anzhongliu  阅读(234)  评论(0编辑  收藏  举报