зеркало из https://github.com/microsoft/cocos2d-x.git
Merge branch 'v3' into v3Animation
This commit is contained in:
Коммит
4e94eaabed
7
AUTHORS
7
AUTHORS
|
@ -841,6 +841,7 @@ Developers:
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|||
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sachingarg05
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||||
Re-added orientation change callback in java activity
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GLProgram should not abort() if shader compilation fails, returning false is better.
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dplusic
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||||
Fixed that cc.pGetAngle may return wrong value
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@ -881,6 +882,12 @@ Developers:
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zhouxiaoxiaoxujian
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Added TextField::getStringLength()
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Add shadow, outline, glow filter support for UIText
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QiuleiWang
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Fix the bug that calculated height of multi-line string was incorrect on iOS
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Rumist
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Fix the bug that the result of Director->convertToUI() is error.
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Retired Core Developers:
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WenSheng Yang
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@ -11,11 +11,15 @@ cocos2d-x-3.2 ???
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[FIX] Android: 3d model will be black when coming from background
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[FIX] Android: don't trigger EVENT_COME_TO_BACKGROUND event when go to background
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[FIX] Cocos2dxGLSurfaceView.java: prevent flickering when opening another activity
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[FIX] Director: Director->convertToUI() returns wrong value.
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[FIX] GLProgram: not abort if shader compilation fails, just retuan false.
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[FIX] GLProgramState: sampler can not be changed
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[FIX] Image: Set jpeg save quality to 90
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[FIX] Image: premultiply alpha when loading png file to resolve black border issue
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[FIX] Label: label is unsharp if it's created by smaller font
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[FIX] Label: Label's display may go bonkers if invoking Label::setString() with outline feature enabled
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[FIX] Label: don't release cached texture in time
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[FIX] Label: calculated height of multi-line string was incorrect on iOS
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[FIX] Lua-binding: compiling error on release mode
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[FIX] Lua-binding: Add xxtea encrypt support
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[FIX] Node: setPhysicsBody() can not work correctly if it is added to a Node
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@ -25,8 +29,10 @@ cocos2d-x-3.2 ???
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[FIX] Repeat: will run one more over in rare situations
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[FIX] Scale9Sprite: support culling
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[FIX] Schedule: schedulePerFrame() can not be called twice
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[FIX] ShaderTest: 7 times performance improved of blur effect
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[FIX] SpriteFrameCache: fix memory leak
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[FIX] Texture2D: use image's pixel format to create texture
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[FIX] TextureCache: addImageAsync() may repeatedly generate Image for the same image file
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[FIX] WP8: will restart if app goes to background, then touches icon to go to foreground
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[FIX] WP8: will be black if: 1. 3rd pops up a view; 2. go to background; 3. come to foreground
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[FIX] WP8: project name of new project created by console is wrong
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@ -392,16 +392,12 @@ void Label::setFontAtlas(FontAtlas* atlas,bool distanceFieldEnabled /* = false *
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if (_reusedLetter == nullptr)
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{
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_reusedLetter = Sprite::createWithTexture(_fontAtlas->getTexture(0));
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_reusedLetter = Sprite::create();
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_reusedLetter->setOpacityModifyRGB(_isOpacityModifyRGB);
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_reusedLetter->retain();
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_reusedLetter->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
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_reusedLetter->setBatchNode(this);
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}
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else
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{
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_reusedLetter->setTexture(_fontAtlas->getTexture(0));
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}
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_reusedLetter->setBatchNode(this);
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if (_fontAtlas)
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{
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|
|
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@ -280,6 +280,7 @@
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<ClCompile Include="..\base\ccUtils.cpp" />
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<ClCompile Include="..\base\CCValue.cpp" />
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<ClCompile Include="..\base\etc1.cpp" />
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<ClCompile Include="..\base\ObjectFactory.cpp" />
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<ClCompile Include="..\base\s3tc.cpp" />
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<ClCompile Include="..\base\TGAlib.cpp" />
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<ClCompile Include="..\base\ZipUtils.cpp" />
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@ -476,6 +477,7 @@
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<ClInclude Include="..\base\CCVector.h" />
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<ClInclude Include="..\base\etc1.h" />
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<ClInclude Include="..\base\firePngData.h" />
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<ClInclude Include="..\base\ObjectFactory.h" />
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<ClInclude Include="..\base\s3tc.h" />
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<ClInclude Include="..\base\TGAlib.h" />
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<ClInclude Include="..\base\uthash.h" />
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|
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@ -593,6 +593,9 @@
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<Filter>renderer</Filter>
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</ClCompile>
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<ClCompile Include="..\platform\wp8\pch.cpp" />
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<ClCompile Include="..\base\ObjectFactory.cpp">
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<Filter>base</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\physics\CCPhysicsBody.h">
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@ -1205,6 +1208,9 @@
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<Filter>renderer</Filter>
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</ClInclude>
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<ClInclude Include="..\platform\wp8\pch.h" />
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<ClInclude Include="..\base\ObjectFactory.h">
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<Filter>base</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\math\Mat4.inl">
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|
|
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@ -1,4 +1,4 @@
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/****************************************************************************
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/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2013 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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@ -763,6 +763,18 @@ Vec2 Director::convertToUI(const Vec2& glPoint)
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Vec4 glCoord(glPoint.x, glPoint.y, 0.0, 1);
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transform.transformVector(glCoord, &clipCoord);
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/*
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BUG-FIX #5506
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a = (Vx, Vy, Vz, 1)
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b = (a×M)T
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Out = 1 ⁄ bw(bx, by, bz)
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*/
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clipCoord.x = clipCoord.x / clipCoord.w;
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clipCoord.y = clipCoord.y / clipCoord.w;
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clipCoord.z = clipCoord.z / clipCoord.w;
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Size glSize = _openGLView->getDesignResolutionSize();
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float factor = 1.0/glCoord.w;
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return Vec2(glSize.width*(clipCoord.x*0.5 + 0.5) * factor, glSize.height*(-clipCoord.y*0.5 + 0.5) * factor);
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@ -215,26 +215,14 @@ static inline void lazyCheckIOS7()
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static CGSize _calculateStringSize(NSString *str, id font, CGSize *constrainSize)
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{
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NSArray *listItems = [str componentsSeparatedByString: @"\n"];
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CGSize dim = CGSizeZero;
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CGSize textRect = CGSizeZero;
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textRect.width = constrainSize->width > 0 ? constrainSize->width
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: 0x7fffffff;
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textRect.height = constrainSize->height > 0 ? constrainSize->height
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: 0x7fffffff;
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for (NSString *s in listItems)
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{
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CGSize tmp = [s sizeWithFont:font constrainedToSize:textRect];
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if (tmp.width > dim.width)
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{
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dim.width = tmp.width;
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}
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dim.height += tmp.height;
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}
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CGSize dim = [str sizeWithFont:font constrainedToSize:textRect];
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dim.width = ceilf(dim.width);
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dim.height = ceilf(dim.height);
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@ -140,9 +140,17 @@ GLProgram::~GLProgram()
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{
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CCLOGINFO("%s %d deallocing GLProgram: %p", __FUNCTION__, __LINE__, this);
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// there is no need to delete the shaders. They should have been already deleted.
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CCASSERT(_vertShader == 0, "Vertex Shaders should have been already deleted");
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CCASSERT(_fragShader == 0, "Fragment Shaders should have been already deleted");
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if (_vertShader)
|
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{
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glDeleteShader(_vertShader);
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}
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||||
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if (_fragShader)
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||||
{
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glDeleteShader(_fragShader);
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}
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_vertShader = _fragShader = 0;
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if (_program)
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||||
{
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||||
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@ -444,7 +452,7 @@ bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source
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}
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free(src);
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abort();
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return false;;
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}
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return (status == GL_TRUE);
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}
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|
|
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@ -206,11 +206,11 @@ void TextureCache::loadImage()
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for (; pos < infoSize; pos++)
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{
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imageInfo = (*_imageInfoQueue)[pos];
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if(imageInfo->asyncStruct->filename.compare(asyncStruct->filename))
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if(imageInfo->asyncStruct->filename.compare(asyncStruct->filename) == 0)
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break;
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}
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_imageInfoMutex.unlock();
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if(infoSize == 0 || pos < infoSize)
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if(infoSize == 0 || pos == infoSize)
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generateImage = true;
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}
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|
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@ -421,22 +421,16 @@ class SpriteBlur : public Sprite
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{
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public:
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~SpriteBlur();
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void setBlurSize(float f);
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bool initWithTexture(Texture2D* texture, const Rect& rect);
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void initGLProgram();
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static SpriteBlur* create(const char *pszFileName);
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void setBlurRadius(float radius);
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void setBlurSampleNum(float num);
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protected:
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int _blurRadius;
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Vec2 _pixelSize;
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int _samplingRadius;
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//gaussian = cons * exp( (dx*dx + dy*dy) * scale);
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float _scale;
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float _cons;
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float _weightSum;
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float _blurRadius;
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float _blurSampleNum;
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};
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SpriteBlur::~SpriteBlur()
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@ -472,14 +466,7 @@ bool SpriteBlur::initWithTexture(Texture2D* texture, const Rect& rect)
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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#endif
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auto s = getTexture()->getContentSizeInPixels();
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_pixelSize = Vec2(1/s.width, 1/s.height);
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_samplingRadius = 0;
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this->initGLProgram();
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getGLProgramState()->setUniformVec2("onePixelSize", _pixelSize);
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initGLProgram();
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return true;
|
||||
}
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@ -495,43 +482,23 @@ void SpriteBlur::initGLProgram()
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auto glProgramState = GLProgramState::getOrCreateWithGLProgram(program);
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setGLProgramState(glProgramState);
|
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|
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auto size = getTexture()->getContentSizeInPixels();
|
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getGLProgramState()->setUniformVec2("resolution", size);
|
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getGLProgramState()->setUniformFloat("blurRadius", _blurRadius);
|
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getGLProgramState()->setUniformFloat("sampleNum", 7.0f);
|
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}
|
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|
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void SpriteBlur::setBlurSize(float f)
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void SpriteBlur::setBlurRadius(float radius)
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{
|
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if(_blurRadius == (int)f)
|
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return;
|
||||
_blurRadius = (int)f;
|
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_blurRadius = radius;
|
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getGLProgramState()->setUniformFloat("blurRadius", _blurRadius);
|
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}
|
||||
|
||||
_samplingRadius = _blurRadius;
|
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if (_samplingRadius > 10)
|
||||
{
|
||||
_samplingRadius = 10;
|
||||
}
|
||||
if (_blurRadius > 0)
|
||||
{
|
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float sigma = _blurRadius / 2.0f;
|
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_scale = -0.5f / (sigma * sigma);
|
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_cons = -1.0f * _scale / 3.141592f;
|
||||
_weightSum = -_cons;
|
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|
||||
float weight;
|
||||
int squareX;
|
||||
for(int dx = 0; dx <= _samplingRadius; ++dx)
|
||||
{
|
||||
squareX = dx * dx;
|
||||
weight = _cons * exp(squareX * _scale);
|
||||
_weightSum += 2.0 * weight;
|
||||
for (int dy = 1; dy <= _samplingRadius; ++dy)
|
||||
{
|
||||
weight = _cons * exp((squareX + dy * dy) * _scale);
|
||||
_weightSum += 4.0 * weight;
|
||||
}
|
||||
}
|
||||
}
|
||||
log("_blurRadius:%d",_blurRadius);
|
||||
|
||||
getGLProgramState()->setUniformVec4("gaussianCoefficient", Vec4(_samplingRadius, _scale, _cons, _weightSum));
|
||||
void SpriteBlur::setBlurSampleNum(float num)
|
||||
{
|
||||
_blurSampleNum = num;
|
||||
getGLProgramState()->setUniformFloat("sampleNum", _blurSampleNum);
|
||||
}
|
||||
|
||||
// ShaderBlur
|
||||
|
@ -551,22 +518,43 @@ std::string ShaderBlur::subtitle() const
|
|||
return "Gaussian blur";
|
||||
}
|
||||
|
||||
ControlSlider* ShaderBlur::createSliderCtl()
|
||||
void ShaderBlur::createSliderCtls()
|
||||
{
|
||||
auto screenSize = Director::getInstance()->getWinSize();
|
||||
|
||||
ControlSlider *slider = ControlSlider::create("extensions/sliderTrack.png","extensions/sliderProgress.png" ,"extensions/sliderThumb.png");
|
||||
slider->setAnchorPoint(Vec2(0.5f, 1.0f));
|
||||
slider->setMinimumValue(0.0f); // Sets the min value of range
|
||||
slider->setMaximumValue(25.0f); // Sets the max value of range
|
||||
{
|
||||
ControlSlider *slider = ControlSlider::create("extensions/sliderTrack.png","extensions/sliderProgress.png" ,"extensions/sliderThumb.png");
|
||||
slider->setAnchorPoint(Vec2(0.5f, 1.0f));
|
||||
slider->setMinimumValue(0.0f);
|
||||
slider->setMaximumValue(25.0f);
|
||||
slider->setScale(0.6f);
|
||||
slider->setPosition(Vec2(screenSize.width / 4.0f, screenSize.height / 3.0f));
|
||||
slider->addTargetWithActionForControlEvents(this, cccontrol_selector(ShaderBlur::onRadiusChanged), Control::EventType::VALUE_CHANGED);
|
||||
slider->setValue(2.0f);
|
||||
addChild(slider);
|
||||
_sliderRadiusCtl = slider;
|
||||
|
||||
auto label = Label::createWithTTF("Blur Radius", "fonts/arial.ttf", 12.0f);
|
||||
addChild(label);
|
||||
label->setPosition(Vec2(screenSize.width / 4.0f, screenSize.height / 3.0f - 24.0f));
|
||||
}
|
||||
|
||||
slider->setPosition(Vec2(screenSize.width / 2.0f, screenSize.height / 3.0f));
|
||||
|
||||
// When the value of the slider will change, the given selector will be call
|
||||
slider->addTargetWithActionForControlEvents(this, cccontrol_selector(ShaderBlur::sliderAction), Control::EventType::VALUE_CHANGED);
|
||||
slider->setValue(2.0f);
|
||||
|
||||
return slider;
|
||||
{
|
||||
ControlSlider *slider = ControlSlider::create("extensions/sliderTrack.png","extensions/sliderProgress.png" ,"extensions/sliderThumb.png");
|
||||
slider->setAnchorPoint(Vec2(0.5f, 1.0f));
|
||||
slider->setMinimumValue(0.0f);
|
||||
slider->setMaximumValue(11.0f);
|
||||
slider->setScale(0.6f);
|
||||
slider->setPosition(Vec2(screenSize.width * 3 / 4.0f, screenSize.height / 3.0f));
|
||||
slider->addTargetWithActionForControlEvents(this, cccontrol_selector(ShaderBlur::onSampleNumChanged), Control::EventType::VALUE_CHANGED);
|
||||
slider->setValue(7.0f);
|
||||
addChild(slider);
|
||||
_sliderNumCtrl = slider;
|
||||
|
||||
auto label = Label::createWithTTF("Blur Sample Num", "fonts/arial.ttf", 12.0f);
|
||||
addChild(label);
|
||||
label->setPosition(Vec2(screenSize.width * 3 / 4.0f, screenSize.height / 3.0f - 24.0f));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -575,9 +563,7 @@ bool ShaderBlur::init()
|
|||
if( ShaderTestDemo::init() )
|
||||
{
|
||||
_blurSprite = SpriteBlur::create("Images/grossini.png");
|
||||
|
||||
auto sprite = Sprite::create("Images/grossini.png");
|
||||
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
_blurSprite->setPosition(Vec2(s.width/3, s.height/2));
|
||||
sprite->setPosition(Vec2(2*s.width/3, s.height/2));
|
||||
|
@ -585,19 +571,24 @@ bool ShaderBlur::init()
|
|||
addChild(_blurSprite);
|
||||
addChild(sprite);
|
||||
|
||||
_sliderCtl = createSliderCtl();
|
||||
createSliderCtls();
|
||||
|
||||
addChild(_sliderCtl);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void ShaderBlur::sliderAction(Ref* sender, Control::EventType controlEvent)
|
||||
void ShaderBlur::onRadiusChanged(Ref* sender, Control::EventType)
|
||||
{
|
||||
ControlSlider* slider = (ControlSlider*)sender;
|
||||
_blurSprite->setBlurSize(slider->getValue());
|
||||
_blurSprite->setBlurRadius(slider->getValue());
|
||||
}
|
||||
|
||||
void ShaderBlur::onSampleNumChanged(Ref* sender, Control::EventType)
|
||||
{
|
||||
ControlSlider* slider = (ControlSlider*)sender;
|
||||
_blurSprite->setBlurSampleNum(slider->getValue());
|
||||
}
|
||||
|
||||
// ShaderRetroEffect
|
||||
|
|
|
@ -92,11 +92,14 @@ public:
|
|||
virtual std::string title() const override;
|
||||
virtual std::string subtitle() const override;
|
||||
virtual bool init();
|
||||
ControlSlider* createSliderCtl();
|
||||
void sliderAction(Ref* sender, Control::EventType controlEvent);
|
||||
void createSliderCtls();
|
||||
void onRadiusChanged(Ref* sender, Control::EventType controlEvent);
|
||||
void onSampleNumChanged(Ref* sender, Control::EventType controlEvent);
|
||||
|
||||
protected:
|
||||
SpriteBlur* _blurSprite;
|
||||
ControlSlider* _sliderCtl;
|
||||
ControlSlider* _sliderRadiusCtl;
|
||||
ControlSlider* _sliderNumCtrl;
|
||||
};
|
||||
|
||||
class ShaderRetroEffect : public ShaderTestDemo
|
||||
|
|
|
@ -249,80 +249,42 @@ class EffectBlur : public Effect
|
|||
{
|
||||
public:
|
||||
CREATE_FUNC(EffectBlur);
|
||||
|
||||
virtual void setTarget(EffectSprite *sprite) override;
|
||||
|
||||
void setGaussian(float value);
|
||||
void setCustomUniforms();
|
||||
void setBlurSize(float f);
|
||||
void setBlurRadius(float radius);
|
||||
void setBlurSampleNum(float num);
|
||||
|
||||
protected:
|
||||
bool init(float blurSize=3.0);
|
||||
|
||||
int _blurRadius;
|
||||
Vec2 _pixelSize;
|
||||
|
||||
int _samplingRadius;
|
||||
float _scale;
|
||||
float _cons;
|
||||
float _weightSum;
|
||||
bool init(float blurRadius = 10.0f, float sampleNum = 5.0f);
|
||||
|
||||
float _blurRadius;
|
||||
float _blurSampleNum;
|
||||
};
|
||||
|
||||
void EffectBlur::setTarget(EffectSprite *sprite)
|
||||
{
|
||||
Size s = sprite->getTexture()->getContentSizeInPixels();
|
||||
_pixelSize = Vec2(1/s.width, 1/s.height);
|
||||
_glprogramstate->setUniformVec2("onePixelSize", _pixelSize);
|
||||
Size size = sprite->getTexture()->getContentSizeInPixels();
|
||||
_glprogramstate->setUniformVec2("resolution", size);
|
||||
_glprogramstate->setUniformFloat("blurRadius", _blurRadius);
|
||||
_glprogramstate->setUniformFloat("sampleNum", _blurSampleNum);
|
||||
}
|
||||
|
||||
bool EffectBlur::init(float blurSize)
|
||||
bool EffectBlur::init(float blurRadius, float sampleNum)
|
||||
{
|
||||
initGLProgramState("Shaders/example_Blur.fsh");
|
||||
auto s = Size(100,100);
|
||||
|
||||
_blurRadius = 0;
|
||||
_pixelSize = Vec2(1/s.width, 1/s.height);
|
||||
_samplingRadius = 0;
|
||||
|
||||
setBlurSize(blurSize);
|
||||
|
||||
_glprogramstate->setUniformVec2("onePixelSize", _pixelSize);
|
||||
_glprogramstate->setUniformVec4("gaussianCoefficient", Vec4(_samplingRadius, _scale, _cons, _weightSum));
|
||||
_blurRadius = blurRadius;
|
||||
_blurSampleNum = sampleNum;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void EffectBlur::setBlurSize(float f)
|
||||
void EffectBlur::setBlurRadius(float radius)
|
||||
{
|
||||
if(_blurRadius == (int)f)
|
||||
return;
|
||||
_blurRadius = (int)f;
|
||||
_blurRadius = radius;
|
||||
}
|
||||
|
||||
_samplingRadius = _blurRadius;
|
||||
if (_samplingRadius > 10)
|
||||
{
|
||||
_samplingRadius = 10;
|
||||
}
|
||||
if (_blurRadius > 0)
|
||||
{
|
||||
float sigma = _blurRadius / 2.0f;
|
||||
_scale = -0.5f / (sigma * sigma);
|
||||
_cons = -1.0f * _scale / 3.141592f;
|
||||
_weightSum = -_cons;
|
||||
|
||||
float weight;
|
||||
int squareX;
|
||||
for(int dx = 0; dx <= _samplingRadius; ++dx)
|
||||
{
|
||||
squareX = dx * dx;
|
||||
weight = _cons * exp(squareX * _scale);
|
||||
_weightSum += 2.0 * weight;
|
||||
for (int dy = 1; dy <= _samplingRadius; ++dy)
|
||||
{
|
||||
weight = _cons * exp((squareX + dy * dy) * _scale);
|
||||
_weightSum += 4.0 * weight;
|
||||
}
|
||||
}
|
||||
}
|
||||
void EffectBlur::setBlurSampleNum(float num)
|
||||
{
|
||||
_blurSampleNum = num;
|
||||
}
|
||||
|
||||
// Outline
|
||||
|
|
|
@ -1,5 +1,3 @@
|
|||
// Shader taken from: http://webglsamples.googlecode.com/hg/electricflower/electricflower.html
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
@ -7,50 +5,42 @@ precision mediump float;
|
|||
varying vec4 v_fragmentColor;
|
||||
varying vec2 v_texCoord;
|
||||
|
||||
uniform vec4 gaussianCoefficient;
|
||||
uniform vec2 onePixelSize;
|
||||
uniform vec2 resolution;
|
||||
uniform float blurRadius;
|
||||
uniform float sampleNum;
|
||||
|
||||
void main() {
|
||||
if(gaussianCoefficient.x > 0.0) {
|
||||
vec4 sum = vec4(0.0);
|
||||
vec2 offset;
|
||||
float weight;
|
||||
float squareX;
|
||||
|
||||
for(float dx = 0.0; dx <= gaussianCoefficient.x; dx += 1.0) {
|
||||
squareX = dx * dx;
|
||||
weight = gaussianCoefficient.z * exp(squareX * gaussianCoefficient.y);
|
||||
|
||||
offset.x = -dx * onePixelSize.x;
|
||||
offset.y = 0.0;
|
||||
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
|
||||
|
||||
offset.x = dx * onePixelSize.x;
|
||||
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
|
||||
|
||||
for(float dy = 1.0; dy <= gaussianCoefficient.x; dy += 1.0) {
|
||||
weight = gaussianCoefficient.z * exp((squareX + dy * dy) * gaussianCoefficient.y);
|
||||
|
||||
offset.x = -dx * onePixelSize.x;
|
||||
offset.y = -dy * onePixelSize.y;
|
||||
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
|
||||
|
||||
offset.y = dy * onePixelSize.y;
|
||||
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
|
||||
|
||||
offset.x = dx * onePixelSize.x;
|
||||
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
|
||||
|
||||
offset.y = -dy * onePixelSize.y;
|
||||
sum += texture2D(CC_Texture0, v_texCoord + offset) * weight;
|
||||
}
|
||||
}
|
||||
sum -= texture2D(CC_Texture0, v_texCoord) * gaussianCoefficient.z;
|
||||
sum /= gaussianCoefficient.w;
|
||||
gl_FragColor = sum * v_fragmentColor;
|
||||
}
|
||||
else {
|
||||
gl_FragColor = texture2D(CC_Texture0, v_texCoord) * v_fragmentColor;
|
||||
}
|
||||
vec3 blur(vec2);
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec3 col = blur(v_texCoord);
|
||||
gl_FragColor = vec4(col, 1.0) * v_fragmentColor;
|
||||
}
|
||||
|
||||
vec3 blur(vec2 p)
|
||||
{
|
||||
if (blurRadius > 0.0 && sampleNum > 1.0)
|
||||
{
|
||||
vec3 col = vec3(0);
|
||||
vec2 unit = 1.0 / resolution.xy;
|
||||
|
||||
float r = blurRadius;
|
||||
float sampleStep = r / sampleNum;
|
||||
|
||||
float count = 0.0;
|
||||
|
||||
for(float x = -r; x < r; x += sampleStep)
|
||||
{
|
||||
for(float y = -r; y < r; y += sampleStep)
|
||||
{
|
||||
float weight = (r - abs(x)) * (r - abs(y));
|
||||
col += texture2D(CC_Texture0, p + vec2(x * unit.x, y * unit.y)).rgb * weight;
|
||||
count += weight;
|
||||
}
|
||||
}
|
||||
|
||||
return col / count;
|
||||
}
|
||||
|
||||
return texture2D(CC_Texture0, p).rgb;
|
||||
}
|
||||
|
|
|
@ -79,7 +79,7 @@ def main():
|
|||
print 'pull request #' + str(pr_num) + ' is '+action+', no build triggered'
|
||||
return(0)
|
||||
|
||||
data = {"state":"pending", "target_url":target_url}
|
||||
data = {"state":"pending", "target_url":target_url, "context":"Jenkins CI", "description":"Wait available build machine..."}
|
||||
access_token = os.environ['GITHUB_ACCESS_TOKEN']
|
||||
Headers = {"Authorization":"token " + access_token}
|
||||
|
||||
|
|
|
@ -90,7 +90,7 @@ def main():
|
|||
print 'skip build for pull request #' + str(pr_num)
|
||||
return(0)
|
||||
|
||||
data = {"state":"pending", "target_url":target_url}
|
||||
data = {"state":"pending", "target_url":target_url, "context":"Jenkins CI", "description":"Waiting available build machine..."}
|
||||
access_token = os.environ['GITHUB_ACCESS_TOKEN']
|
||||
Headers = {"Authorization":"token " + access_token}
|
||||
|
||||
|
|
|
@ -18,7 +18,7 @@ statuses_url = payload['statuses_url']
|
|||
J = Jenkins(os.environ['JENKINS_URL'])
|
||||
target_url = os.environ['BUILD_URL']
|
||||
build_number = int(os.environ['BUILD_NUMBER'])
|
||||
data = {"state":"pending", "target_url":target_url}
|
||||
data = {"state":"pending", "target_url":target_url, "context":"Jenkins CI", "description":"Build finished!"}
|
||||
access_token = os.environ['GITHUB_ACCESS_TOKEN']
|
||||
Headers = {"Authorization":"token " + access_token}
|
||||
|
||||
|
@ -26,9 +26,10 @@ result = J[os.environ['JOB_NAME']].get_build(build_number).get_status()
|
|||
|
||||
if(result == STATUS_SUCCESS):
|
||||
data['state'] = "success"
|
||||
data['description'] = "Build successfully!"
|
||||
else:
|
||||
data['state'] = "failure"
|
||||
|
||||
data['description'] = "Build failed!"
|
||||
http_proxy = ''
|
||||
if(os.environ.has_key('HTTP_PROXY')):
|
||||
http_proxy = os.environ['HTTP_PROXY']
|
||||
|
|
|
@ -104,7 +104,7 @@ def main():
|
|||
set_description(pr_desc, target_url)
|
||||
|
||||
|
||||
data = {"state":"pending", "target_url":target_url}
|
||||
data = {"state":"pending", "target_url":target_url, "context":"Jenkins CI", "description":"Build started..."}
|
||||
access_token = os.environ['GITHUB_ACCESS_TOKEN']
|
||||
Headers = {"Authorization":"token " + access_token}
|
||||
|
||||
|
|
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