I want to pass N number of texture to a custom shader. As I surfed thru net, the best option I've got is to override the Sprite::draw() function and add a CustomCommand object to the draw pool.
CPP file:
void SpriteSub::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) {
m_cmdCustom.init(_globalZOrder, transform, flags);
m_cmdCustom.func = CC_CALLBACK_0(SpriteSub::onDraw, this, transform, flags);
renderer->addCommand(&m_cmdCustom);
Sprite::draw(renderer, transform, flags);
}
void SpriteSub::onDraw(const Mat4 &transform, uint32_t /*flags*/) {
this->getGLProgram()->use();
auto wwProgram = m_shader->getProgram();
auto texBall0 = Director::getInstance()->getTextureCache()->addImage("ball.png")->getName();
GLuint locTexIcon0 = glGetUniformLocation(wwProgram, "texBall0");
glUniform1i(locTexIcon0, 0);
//glActiveTexture(GL_TEXTURE0 + 0); glBindTexture(GL_TEXTURE_2D, texBall0);
//glActiveTexture(GL_TEXTURE0 + 0);
GL::bindTexture2D(texBall0);
}
frament shader:
#ifdef GL_ES
precision lowp float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform sampler2D texBall0;
uniform sampler2D texBall1;
//uniform sampler2D texBall2;
//uniform sampler2D texBall3;
//uniform sampler2D texBall4;
//uniform sampler2D texBall5;
void main()
{
float t = 0.7f;
//gl_FragColor = texture2D(CC_Texture0, v_texCoord);
//this is just a sample code
gl_FragColor = texture2D(texBall0, v_texCoord) * t;
gl_FragColor += texture2D(texBall1, v_texCoord) * (t-1);
//some code that uses the other textures...
}
The shader above is just a sample and not the actual code I'm using. For now, I just need to successfully pass multiple textures in a single shader to process their pixels.
Currently, I can't display the passed texture. What should be done to achieve this? Does Sprite::draw() in SpriteSub::draw() cancel-out the gl commands from onDraw()?
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