cocos2d 重写顶点着色语言

bool CCShaderSprite::initWithFile( const char *pszFilename )
{
 bool ret=false;
 do
 {
   ret=CCSprite::initWithFile(pszFilename);
//
   CCGLProgram* shader = new CCGLProgram();
   shader->initWithVertexShaderFilename("example_Water.vsh","example_Water.fsh");
   shader->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
   shader->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
   shader->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
   shader->link();
   shader->updateUniforms();
   
   m_uniformPos     = glGetUniformLocation(shader->getProgram(), "f_point");
   //m_uniformTime    = glGetUniformLocation(shader->getProgram(), "f_time");
   m_uniformMapHeight  = glGetUniformLocation(shader->getProgram(), "f_height");
   m_uniformMapWidth  = glGetUniformLocation(shader->getProgram(), "f_width");
   //m_uniformMonsterTex  = glGetUniformLocation(shader->getProgram(), "CC_Texture1");

   this->setShaderProgram(shader);
   shader->release();
   CHECK_GL_ERROR_DEBUG();


   CCSize size = CCDirector::sharedDirector()->getWinSize();
   m_Pos.x = size.width*0.5;
   m_Pos.y = size.height*0.5;


 } while (0);
 return ret;
}

void CCShaderSprite::draw( void )
{
 //--you can set Uniform in here
  CC_NODE_DRAW_SETUP();
 
   //getShaderProgram()->setUniformLocationWith1i(m_uniformMonsterTex,1);
   getShaderProgram()->setUniformLocationWith1f(m_uniformMapHeight,sUniformMapHeight);
   getShaderProgram()->setUniformLocationWith1f(m_uniformMapWidth,sUniformMapWidth);
   getShaderProgram()->setUniformLocationWith2f(m_uniformPos,m_Pos.x,m_Pos.y);
   //getShaderProgram()->setUniformLocationWith1f(m_uniformTime,m_RippleTime);
 //ccGLBindTexture2DN(1,m_MonsterTexture->getName());

 CCSprite::draw();
}

posted @ 2017-04-20 08:05  yfceshi  阅读(423)  评论(0编辑  收藏  举报