先上图吧。
使用opengl前后的对照:
bool HelloWorld::init()
{
if ( !Layer::init() )
{
return false;
}
ize visibleSize = Director::getInstance()->getVisibleSize();
auto sprite = Sprite::create("HelloWorld.png");
sprite->setAnchorPoint(Point(0.5, 0.5));
sprite->setPosition(Point(visibleSize.width / 3, visibleSize.height / 3));
this->addChild(sprite);
graySprite(sprite);
return true;
}
void HelloWorld::graySprite(Sprite * sprite)
{
if(sprite)
{
GLProgram * p = new GLProgram();
p->initWithFilenames("gray.vsh", "gray.fsh");
p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);
p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
p->link();
p->updateUniforms();
sprite->setShaderProgram(p);
}
}
var HelloWorldLayer = cc.Layer.extend({
sprite:null,
ctor:function ()
{
this._super();
var size = cc.director.getWinSize();
this.sprite = cc.Sprite.create(res.HelloWorld_png);
this.sprite.attr({
x: size.width / 2,
y: size.height / 2,
scale: 0.5,
rotation: 180
});
this.addChild(this.sprite, 0);
graySprite(this.sprite);
return true;
}
});
function graySprite(sprite)
{
if(sprite)
{
var shader = new cc.GLProgram();//cc.GLProgram.create("gray.vsh", "gray.fsh");
shader.retain();
//shader.initWithByteArrays("res/gray.vsh", "res/gray.fsh");
shader.initWithFilenames("res/gray.vsh", "res/gray.fsh");
shader.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
shader.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
shader.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
shader.link();
shader.updateUniforms();
sprite.setShaderProgram(shader);
}
}【玩转cocos2d-x之四十】怎样在Cocos2d-x 3.0中使用opengl shader?
原文:http://www.cnblogs.com/mengfanrong/p/5184151.html