为了让jsb也能顺利跑起滤镜效果,在手机侧折腾了2天,因为每次在真机上运行总要耗那么半分钟,而且偶尔还遇到apk文件无法删除导致运行失败的情况。
这个调试起来,实在让人烦躁加沮丧。
还好,测试上百轮,翻jsb代码+各种猜测实验之后,终于顺利的把前3个系列的例子都通通在Android上跑起来了,也算是把兼容问题调通了。
如下图所示,右上角的小图是多纹理效果,通过扩展cc.Node自行控制绘制顶点实现的;下方的两个小图是普通的cc.Sprite,对其加入了shaderProgram
总结一下,这里有几个坑:
1、一些html5跑得很顺利的接口(包括出现在官方例子中)在JSB中并没有实现或绑定错误。
bool JSB_glUniform1f(JSContext *cx, uint32_t argc, jsval *vp) { JSB_PRECONDITION2( argc == 2, cx, false, "Invalid number of arguments" ); jsval *argvp = JS_ARGV(cx,vp); bool ok = true; int32_t arg0; int32_t arg1; ok &= jsval_to_int32( cx, *argvp++, &arg0 ); ok &= jsval_to_int32( cx, *argvp++, &arg1 ); JSB_PRECONDITION2(ok, cx, false, "Error processing arguments"); GLfloat arg1a = (GLfloat)arg1; CCLOG("UNIFORM, %f", arg1a); //调试加入的代码,输出0.0000。实际传入的是0.9 glUniform1f((GLint)arg0 , (GLfloat)arg1 ); JS_SET_RVAL(cx, vp, JSVAL_VOID); return true; }
varying vec2 v_texCoord; void main() { vec4 texColor = texture2D(CC_Texture0, v_texCoord); float gray = texColor.r * 0.299 + texColor.g * 0.587 + texColor.b * 0.114; gl_FragColor = vec4(gray,gray,gray,1); }
4、jsb中,如果刚新建glprogram就设置gl的uniform参数,之后可能会发现参数没生效。原因可能是该Node/sprite在初始化的时候把glprogram重置过,丢掉了参数。
sprite.scheduleUpdate(); sprite.update = function(){ program.use(); program.setUniformsForBuiltins(); var degreeLocation = program.getUniformLocationForName("u_degree"); gl.uniform1f( degreeLocation, degree); };
完整代码:
var trace = function() { cc.log(Array.prototype.join.call(arguments, ", ")); }; var Filter = { DEFAULT_VERTEX_SHADER: "attribute vec4 a_position; \n" + "attribute vec2 a_texCoord; \n" + "varying mediump vec2 v_texCoord; \n" + "void main() \n" + "{ \n" + " gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position; \n" + " v_texCoord = a_texCoord; \n" + "}", GRAY_SCALE_FRAGMENT_SHADER: "varying vec2 v_texCoord; \n" //+ "uniform sampler2D CC_Texture0; \n" //cocos2d 3.0jsb 3.1jsb/html5开始自动加入这个属性,不需要手工声明 + "void main() \n" + "{ \n" + " vec4 texColor = texture2D(CC_Texture0, v_texCoord); \n" + " float gray = texColor.r * 0.299 + texColor.g * 0.587 + texColor.b * 0.114; \n" + " gl_FragColor = vec4(gray,gray,gray,1); \n" + "}", SEPIA_FRAGMENT_SHADER: "varying vec2 v_texCoord; \n" //+ "uniform sampler2D CC_Texture0; \n" + "uniform float u_degree; \n" + "void main() \n" + "{ \n" + " vec4 texColor = texture2D(CC_Texture0, v_texCoord); \n" + " float r = texColor.r * 0.393 + texColor.g * 0.769 + texColor.b * 0.189; \n" + " float g = texColor.r * 0.349 + texColor.g * 0.686 + texColor.b * 0.168; \n" + " float b = texColor.r * 0.272 + texColor.g * 0.534 + texColor.b * 0.131; \n" + " gl_FragColor = mix(texColor, vec4(r, g, b, texColor.a), float(u_degree)); \n" + "}", programs:{}, /** * 灰度 * @param sprite */ grayScale: function (sprite) { var program = Filter.programs["grayScale"]; if(!program){ program = new cc.GLProgram(); program.retain(); //jsb需要retain一下,否则会被回收了 program.initWithString(Filter.DEFAULT_VERTEX_SHADER, Filter.GRAY_SCALE_FRAGMENT_SHADER); program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION); //cocos会做初始化的工作 program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS); program.link(); program.updateUniforms(); Filter.programs["grayScale"] = program; } gl.useProgram(program.getProgram()); sprite.shaderProgram = program; }, /** * 造旧 * @param sprite * @param degree 旧的程度 0~1 */ sepia: function (sprite, degree) { var program = Filter.programs["sepia"+degree]; if(!program){ program = new cc.GLProgram(); program.retain(); program.initWithString(Filter.DEFAULT_VERTEX_SHADER, Filter.SEPIA_FRAGMENT_SHADER); program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION); //cocos会做初始化的工作 program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS); program.link(); program.updateUniforms(); /* 这两句只在html5中有效,在jsb中失效。原因可能是native版本绘制sprite前把这个glprogram重置了,丢掉了参数。 var degreeLocation = program.getUniformLocationForName("u_degree"); gl.uniform1f(degreeLocation, degree); */ Filter.programs["sepia"+degree] = program; } gl.useProgram(program.getProgram()); sprite.shaderProgram = program; sprite.scheduleUpdate(); sprite.update = function(){ program.use(); program.setUniformsForBuiltins(); var degreeLocation = program.getUniformLocationForName("u_degree"); gl.uniform1f( degreeLocation, degree); //这个函数由于jsb实现有问题,在手机侧实际只能传递整数,需要注意。html5是正常的。 }; } }; cc.GLNode = cc.GLNode || cc.Node.extend({ ctor:function(){ this._super(); this.init(); }, _initRendererCmd:function(){ this._rendererCmd = new cc.CustomRenderCmdWebGL(this, function(){ cc.kmGLMatrixMode(cc.KM_GL_MODELVIEW); cc.kmGLPushMatrix(); cc.kmGLLoadMatrix(this._stackMatrix); this.draw(); cc.kmGLPopMatrix(); }); } }); var ShaderLayer = cc.Layer.extend({ sprite:null, ctor:function () { this._super(); if( 'opengl' in cc.sys.capabilities ) { var node1 = new cc.Sprite("res/item_2.png"); var node2 = new cc.Sprite("res/item_3.png"); this.addChild(node1,11); this.addChild(node2,12); node1.x = 500; node2.x = 200; node1.y = node2.y = 130; Filter.grayScale(node1); Filter.sepia(node2, 1); var glnode = new cc.GLNode(); this.addChild(glnode,1); this.glnode = glnode; var winSize = cc.director.getWinSize(); glnode.x = winSize.width/2; glnode.y = winSize.height/2; glnode.width = 128; glnode.height = 128; glnode.anchorX = 0.5; glnode.anchorY = 0.5; var MULTI_TEXTURES_FRAGMENT_SHADER = "precision lowp float; \n" + "varying vec2 v_texCoord; \n" + "uniform sampler2D tex0; \n" //为了避免跟自动加入的CC_Texture0冲突,改名 + "uniform sampler2D tex1; \n" + "void main() \n" + "{ \n" + " vec4 color1 = texture2D(tex0, v_texCoord); \n" + " vec4 color2 = texture2D(tex1, v_texCoord); \n" + " gl_FragColor = vec4(color1.r*color2.r, color1.g*color2.g, color1.b*color2.b, color1.a*color2.a); \n" + "}"; var DEFAULT_VERTEX_SHADER = "attribute vec4 a_position; \n" + "attribute vec2 a_texCoord; \n" + "varying mediump vec2 v_texCoord; \n" + "void main() \n" + "{ \n" + " gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position; \n" + " v_texCoord = a_texCoord; \n" + "}"; this.shader = new cc.GLProgram(); this.shader.retain(); this.shader.initWithString(DEFAULT_VERTEX_SHADER, MULTI_TEXTURES_FRAGMENT_SHADER); this.shader.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION); this.shader.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS); this.shader.link(); this.shader.updateUniforms(); //绑定位置,这个是cocos封装后必须做的事。详细可以看代码 this.initGL(); var p = this.shader.getProgram(); this.tex1Location = gl.getUniformLocation(p, "tex0"); //如果frag shader最终没有用某个uniform,该uniform会被优化删掉 this.tex2Location = gl.getUniformLocation(p, "tex1"); glnode.draw = function() { this.shader.use(); //使用这个shader来绘制,封装了gl的use。跟指定glnode.shaderProgram类似 this.shader.setUniformsForBuiltins(); //设置坐标系变换 gl.activeTexture(gl.TEXTURE0); //webgl中一共32个,可以看cocos2d列的常量 gl.bindTexture(gl.TEXTURE_2D, this.tex1.getName()); gl.uniform1i(this.tex1Location, 0); //把CC_Texture0指向gl.TEXTURE0 gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, this.tex2.getName()); gl.uniform1i(this.tex2Location, 1); cc.glEnableVertexAttribs( cc.VERTEX_ATTRIB_FLAG_TEX_COORDS | cc.VERTEX_ATTRIB_FLAG_POSITION); //实际对gl的api做了封装,增加了这两个属性的位置映射。用于vertexAttribPointer // Draw fullscreen Square gl.bindBuffer(gl.ARRAY_BUFFER, this.squareVertexPositionBuffer); gl.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, this.squareVertexTextureBuffer); gl.vertexAttribPointer(cc.VERTEX_ATTRIB_TEX_COORDS, 2, gl.FLOAT, false, 0, 0); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, null); //使用完必须置为空,否则影响其他node gl.activeTexture(gl.TEXTURE0); //另外必须设置回第0个,否则cocos2d框架中如果没有显示设置第0个,就会错误使用了上边的TEXTURE1 gl.bindTexture(gl.TEXTURE_2D, null); gl.bindBuffer(gl.ARRAY_BUFFER, null); }.bind(this); } }, initGL:function() { var tex1 = cc.textureCache.addImage("res/item_2.png"); var tex2 = cc.textureCache.addImage("res/item_3.png"); this.tex1 = tex1; this.tex2 = tex2; // // Square // var squareVertexPositionBuffer = this.squareVertexPositionBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); var vertices = [ 128, 128, 0, 128, 128, 0, 0, 0 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); var squareVertexTextureBuffer = this.squareVertexTextureBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexTextureBuffer); var texcoords = [ 0, 0, 1, 0, 0, 1, 1, 1 ]; gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords), gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, null); } }); var HelloWorldScene = cc.Scene.extend({ onEnter:function () { this._super(); var layer = new ShaderLayer(); this.addChild(layer); cc.eventManager.addListener({ event: cc.EventListener.KEYBOARD, onKeyReleased: function(keyCode, event) { if (keyCode == cc.KEY.back) { cc.director.end(); } }}, this); } });