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。
例如:initWithVertexShaderByteArray、setUniformLocationF32
initWithVertexShaderByteArray是运行发现出错的时候发现的,建议改用initWithString;
setUniformLocationF32很隐蔽,运行后没有任何提示,但后来在jsb对应函数中打log,发现压根就没执行到那一步。建议使用gl.uniform1f,设置int等也一样使用gl.uniform1i等。
2、JSB的gl.uniform1f,并没有正确传递float值,接口错误把float强制以int32接收了,结果导致float的小数位都被截断。
bool JSB_glUniform1f(JSContext *cx, uint32_t argc, jsval *vp) {
JSB_PRECONDITION2( argc == , 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;
}
3、3.0final和3.1两个版本在fragment shader的处理上略有差别。3.0的html5版本,不会自动在fragment shader中加入uniform CC_Texture0到4,但从3.0的jsb和3.1 jsb和html5都会自动增加这几个uniform。
这个自动加入的问题是,如果原来shader手工写上了CC_Texture0,就会无法正确编译fragment shader。
这里建议是:
如果所有纹理都是自己手工绑定,那么这里可以用tex0等其他名字;
如果是扩展cc.Sprite的功能,则需要依赖框架给shader绑定纹理,所以这里需要保留使用CC_Texture0。可以不做声明,直接在main中使用这个CC_Texture0。
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,);
}
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。
这个问题在html5版本中不存在。
这里建议是:
通过override(覆盖)Node的draw方法或者sprite的update方法(并调用scheduleUpdate),让每一帧从新设置gl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);
}
});