cocos2dx 增加了材料系统,因为之前我深入研究过RenderMonkey这个软件,又深入学习了OpenGl es2.0,所以理解起来还是挺轻松的。但是有些写法还是不太一样,所以在这里记下,和大家分享一下。
首先,我们先看一个material:
material mf
{
technique m0
{
pass 0
{
renderState
{
cullFace=true
depthTest=true
}
shader
{
vertexShader=shaders/molecular_formula.vert
fragmentShader=shaders/molecular_formula.frag
u_lightLocation=0,0,0
u_Camera=0,0,0
uColorR=0.1
uColorG=0.6
uColorB=0.9
uColorA=0.0
transparent=0.0
}
}
}
technique m1
{
pass 1
{
renderState
{
cullFace=true
depthTest=true
}
shader
{
vertexShader=shaders/molecular_formula.vert
fragmentShader=shaders/molecular_formula.frag
u_lightLocation=0,0,0
u_Camera=0,0,0
uColorR=0.1
uColorG=0.6
uColorB=0.9
uColorA=1.0
transparent=0.7
}
}
}
technique m2
{
pass 2
{
renderState
{
cullFace=true
depthTest=true
}
shader
{
vertexShader=shaders/molecular_formula.vert
fragmentShader=shaders/molecular_formula.frag
u_lightLocation=0,0,-20
u_Camera=0,0,10
uColorR=0.95
uColorG=0.95
uColorB=0.10
uColorA=1.0
transparent=0.7
}
}
}
technique m3
{
pass 3
{
renderState
{
cullFace=true
depthTest=true
}
shader
{
vertexShader=shaders/molecular_formula.vert
fragmentShader=shaders/molecular_formula.frag
u_lightLocation=10,0,-20
u_Camera=0,0,100
uColorR=0.95
uColorG=0.45
uColorB=0.25
uColorA=1.0
transparent=0.7
}
}
}
technique m4
{
pass 1
{
renderState
{
cullFace=true
depthTest=true
}
shader
{
vertexShader=shaders/molecular_formula.vert
fragmentShader=shaders/molecular_formula.frag
u_lightLocation=-100,0,100
u_Camera=100,0,50
uColorR=0.1
uColorG=0.6
uColorB=0.9
uColorA=1.0
transparent=0.7
}
}
}
}
molecular_formula.vert
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec2 a_texCoord;
uniform vec3 u_lightLocation;
uniform vec3 u_Camera;
varying vec2 v_texture_coord;
varying vec4 v_ambient;
varying vec4 v_diffuse;
varying vec4 v_specular;
void pointLight(
in vec3 normal,
inout vec4 ambient,
inout vec4 diffuse,
inout vec4 specular,
in vec3 lightLocation,
in vec4 lightAmbient,
in vec4 lightDiffuse,
in vec4 lightSpecular
){
ambient=lightAmbient;
vec3 normalTarget= a_position.xyz+normal;
vec3 newNormal=(CC_MVMatrix*vec4(normalTarget,1)).xyz-(CC_MVMatrix*a_position).xyz;
newNormal=normalize(newNormal);
vec3 eye=normalize(u_Camera-(CC_MVMatrix*a_position).xyz);
vec3 vp=normalize(lightLocation-(CC_MVMatrix*a_position).xyz);
vp=normalize(vp);
vec3 halfVector=normalize(vp+eye);
float shininess=50.0;
float nDotViewPosition=max(0.0,dot(newNormal,vp));
diffuse=lightDiffuse*nDotViewPosition;
float nDotViewHalfVector=dot(newNormal,halfVector);
float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess));
specular=lightSpecular*powerFactor;
}
void main(void)
{
gl_Position = CC_MVPMatrix * a_position;
vec4 ambientTemp,diffuseTemp,specularTemp;
pointLight(normalize(a_normal),ambientTemp,diffuseTemp,specularTemp,u_lightLocation,
vec4(0.8,0.8,0.8,1.0),vec4(0.8,0.8,0.8,1.0),vec4(0.9,0.9,0.9,1.0));
v_ambient=ambientTemp;
v_diffuse=diffuseTemp;
v_specular=specularTemp;
v_texture_coord = a_texCoord;
v_texture_coord.y = (1.0 - v_texture_coord.y);
}
molecular_formula.frag
#ifdef GL_ES
precision mediump float;
#endif
uniform vec4 u_color;
uniform float uColorR;
uniform float uColorG;
uniform float uColorB;
uniform float uColorA;
uniform float transparent;
varying vec4 v_ambient;
varying vec4 v_diffuse;
varying vec4 v_specular;
void main(void)
{
vec4 finalColor =vec4(uColorR,uColorG,uColorB,uColorA);
vec4 color=finalColor*v_ambient+finalColor*v_diffuse+finalColor*v_specular;
gl_FragColor=color*u_color*transparent;
}
下面是效果图:
未完待续