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cocos2dx在wp上使用自定义shader

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实践cocos2dx 2.x版本wp上增加自定义shader

根据cocos2dx 的官方文档http://www.cocos2d-x.org/wiki/How_to_update_wp8_shader

(吐个槽:不知道为什么cocos2dx团队做事总是做一半,实际上直接使用angle 是不能用的,需要修改)

1,首先从github上下载一个angle工程https://github.com/google/angle,

2.打开src\winrtcompiler\winrtcompiler_vs2013.sln 工程文件

3,修改main.cpp

enum
{
	VERTEX_ATTRIB_POSITION,
	VERTEX_ATTRIB_COLOR,
	VERTEX_ATTRIB_TEX_COORD,
};
void bindPredefinedVertexAttribs(GLuint program)
{
	static const struct {
		const char *attributeName;
		int location;
	} attribute_locations[] =
	{
		{ "a_position", VERTEX_ATTRIB_POSITION },
		{ "a_color", VERTEX_ATTRIB_COLOR },
		{ "a_texCoord", VERTEX_ATTRIB_TEX_COORD },
	};

	const int size = sizeof(attribute_locations) / sizeof(attribute_locations[0]);

	for (int i = 0; i<size; i++) {
		glBindAttribLocation(program, attribute_locations[i].location, attribute_locations[i].attributeName);
	}
}

上述vertex属性定义可以在cocos源代码中找到。name和id,也是未来保持跟cocos一致

 

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1 [Platform::MTAThread]
2 int __cdecl main(int argc, char* argv[])
View Code

之前即可,因为要在main中调用

4.在main函数中的glLinkProgram(program);之前调用bindPredefinedVertexAttribs(program);来实现绑定预定义的vertex 属性

另外发现在cocos加载编译过的shader还需要知道二进制的长度,就是需要修改main.cpp,增加导出时候的信息,修改后main中部分代码如下:

if(outputToHeaderFile)
{
FILE *fp = fopen(outputFile.c_str(), "w");
fprintf(fp, "unsigned char %s[] = {\n", variableName);
fprintf(fp, "%3i, ", binary[0]);
for(int i = 1; i < linkStatus - 1; ++i)
{
if(i % 8 == 0)
fprintf(fp, "\n");
fprintf(fp, "%3i, ", binary[i]);
}
if((linkStatus - 1) % 8 == 0)
fprintf(fp, "\n");
fprintf(fp, "%3i\n};\n", binary[linkStatus - 1]);
fprintf(fp, "unsigned int %s_len = %d;\n", variableName, linkStatus);
fclose(fp);
}

5.编译exe

注意:在编译shader是需要使用cocos增加了shader头部的代码,

例如:fragment shader

 1 precision mediump float;
 2 
 3 //CC INCLUDES END
 4 
 5 
 6 /*
 7  * cocos2d for iPhone: http://www.cocos2d-iphone.org
 8  *
 9  * Copyright (c) 2011 Ricardo Quesada
10  * Copyright (c) 2012 Zynga Inc.
11  *
12  * Permission is hereby granted, free of charge, to any person obtaining a copy
13  * of this software and associated documentation files (the "Software"), to deal
14  * in the Software without restriction, including without limitation the rights
15  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
16  * copies of the Software, and to permit persons to whom the Software is
17  * furnished to do so, subject to the following conditions:
18  *
19  * The above copyright notice and this permission notice shall be included in
20  * all copies or substantial portions of the Software.
21  *
22  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
23  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
24  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
25  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
26  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
27  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
28  * THE SOFTWARE.
29  */
30 
31                                             
32                                             
33                                 
34 
35                                             
36                                             
37 varying vec4 v_fragmentColor;                
38 
39 varying vec2 v_texCoord;                    
40 
41 uniform sampler2D CC_Texture0;                
42 
43                                             
44                                             
45 void main()                                    
46 
47 {
48 
49     vec4 color = texture2D(CC_Texture0, v_texCoord);
50     
51     float grey = color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
52     
53     gl_FragColor = vec4(grey*1.13, grey*1.13, grey*1.13,color.a);
54     
55     
56 }                                            

vertex shader

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 1 precision highp float;
 2 
 3 uniform mat4 CC_PMatrix;
 4 
 5 uniform mat4 CC_MVMatrix;
 6 
 7 uniform mat4 CC_MVPMatrix;
 8 
 9 uniform vec4 CC_Time;
10 
11 uniform vec4 CC_SinTime;
12 
13 uniform vec4 CC_CosTime;
14 
15 uniform vec4 CC_Random01;
16 
17 //CC INCLUDES END
18 
19 
20 /*
21  * cocos2d for iPhone: http://www.cocos2d-iphone.org
22  *
23  * Copyright (c) 2011 Ricardo Quesada
24  * Copyright (c) 2012 Zynga Inc.
25  *
26  * Permission is hereby granted, free of charge, to any person obtaining a copy
27  * of this software and associated documentation files (the "Software"), to deal
28  * in the Software without restriction, including without limitation the rights
29  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
30  * copies of the Software, and to permit persons to whom the Software is
31  * furnished to do so, subject to the following conditions:
32  *
33  * The above copyright notice and this permission notice shall be included in
34  * all copies or substantial portions of the Software.
35  *
36  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
37  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
38  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
39  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
40  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
41  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
42  * THE SOFTWARE.
43  */
44 
45                                                     
46                                                     
47 attribute vec4 a_position;                            
48 
49 attribute vec2 a_texCoord;                            
50 
51 attribute vec4 a_color;                                
52 
53                                                     
54                                                     
55 #ifdef GL_ES                                        
56 
57 varying lowp vec4 v_fragmentColor;                    
58 
59 varying mediump vec2 v_texCoord;                    
60 
61 #else                                                
62 
63 varying vec4 v_fragmentColor;                        
64 
65 varying vec2 v_texCoord;                            
66 
67 #endif                                                
68 
69                                                     
70                                                     
71 void main()                                            
72 
73 {                                                    
74 
75     gl_Position = CC_MVPMatrix * a_position;        
76     
77     v_fragmentColor = a_color;                        
78     
79     v_texCoord = a_texCoord;                        
80     
81 }                                                    
vertex shader

命令行:winrtcompiler.exe -p=wp8 -o=shader_gray_wp.h -a=g_xc_gray_Program -v=vert_src.h -f=frag_src.h 

可以查看编译出来文件:shader_gray_wp.h

unsigned char g_xc_gray_Program[] = {
166, 147,   0,   0, 142,   9,   2,   1, 
  0, 128,   0,   0,  82, 139,   0,   0, 
 10,   0,   0,   0,  97,  95, 112, 111, 
115, 105, 116, 105, 111, 110,   1,   0, 
  0,   0,  82, 139,   0,   0,   7,   0, 
  0,   0,  97,  95,  99, 111, 108, 111, 
114,   0,   0,   0,   0,  80, 139,   0, 
  0,  10,   0,   0,   0,  97,  95, 116, 
101, 120,  67, 111, 111, 114, 100,   2, 
  0,   0,   0,   0,   0,   0,   0,   0, 
  0,   0,   0, 255, 255, 255, 255,   0, 
  0,   0,   0,   0,   0,   0,   0, 255, 
255, 255, 255,   0,   0,   0,   0,   0, 
  0,   0,   0, 255, 255, 255, 255,   0, 
....
};
unsigned int g_xc_gray_Program_len = 2954;

 

这样的shader才能编译后给cocos2dx使用,

使用:

我的做法是修改加载shader的代码,来加载编译出来的二进制

CCGLProgram增加bool initWithVertexShaderByteArray(const GLchar* vShaderByteArray, GLint buffsize); 可以使用导出的文件的两个变量来加载一个shader

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 1 bool CCGLProgram::initWithPrecompiledProgramByteArray(const GLchar* vShaderByteArray, GLint buffsize)
 2 {
 3     bool haveProgram = false;
 4 
 5     m_uProgram = glCreateProgram();
 6     CHECK_GL_ERROR_DEBUG();
 7 
 8     m_uVertShader = m_uFragShader = 0;
 9 
10     haveProgram = CCPrecompiledShaders::sharedPrecompiledShaders()->loadProgram(m_uProgram, (const GLvoid*)vShaderByteArray, buffsize);
11 
12     CHECK_GL_ERROR_DEBUG();
13     m_pHashForUniforms = NULL;
14 
15     CHECK_GL_ERROR_DEBUG();
16 
17     return haveProgram;
18 }
initWithPrecompiledProgramByteArray

在ccshaderCache.cpp中loadDefaultShaders()中增加

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 1 #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
 2     CCGLProgram* pProgram = new CCGLProgram();
 3     #include "shader_xc_wp.h"
 4     pProgram->initWithVertexShaderByteArray((const GLchar*)g_xc_gray_Program, g_xc_gray_Program_len);
 5 
 6     pProgram->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
 7     pProgram->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
 8     pProgram->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
 9     pProgram->link();
10     pProgram->updateUniforms();
11 
12 
13     m_pPrograms->setObject(pProgram, "greysprite");
14 
15     pProgram->release();
16 #endif
add shader

在reloadDefaultShaders中增加

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 1 #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
 2     CCGLProgram* pProgram = programForKey("greysprite");
 3     pProgram->reset();
 4     #include "shader_xc_wp.h"
 5     pProgram->initWithVertexShaderByteArray((const GLchar*)g_xc_gray_Program, g_xc_gray_Program_len);
 6 
 7     pProgram->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
 8     pProgram->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
 9     pProgram->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
10     pProgram->link();
11     pProgram->updateUniforms();
12     CHECK_GL_ERROR_DEBUG();
13 #endif
reload shader

 

这样就可以使用了,当然要把.h拷贝到shader目录或者能包含到的目录中

happy coding!

cocos2dx在wp上使用自定义shader

标签:des   style   blog   http   io   color   os   ar   使用   

原文地址:http://www.cnblogs.com/coderjoe/p/4054706.html

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