.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: