Merge branch 'v3' into v3Animation

This commit is contained in:
Huabing.Xu 2014-06-13 12:06:11 +08:00
Родитель 9ece9cead4 1b24af95f1
Коммит 4e94eaabed
17 изменённых файлов: 180 добавлений и 208 удалений

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@ -841,6 +841,7 @@ Developers:
sachingarg05
Re-added orientation change callback in java activity
GLProgram should not abort() if shader compilation fails, returning false is better.
dplusic
Fixed that cc.pGetAngle may return wrong value
@ -881,6 +882,12 @@ Developers:
zhouxiaoxiaoxujian
Added TextField::getStringLength()
Add shadow, outline, glow filter support for UIText
QiuleiWang
Fix the bug that calculated height of multi-line string was incorrect on iOS
Rumist
Fix the bug that the result of Director->convertToUI() is error.
Retired Core Developers:
WenSheng Yang

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@ -11,11 +11,15 @@ cocos2d-x-3.2 ???
[FIX] Android: 3d model will be black when coming from background
[FIX] Android: don't trigger EVENT_COME_TO_BACKGROUND event when go to background
[FIX] Cocos2dxGLSurfaceView.java: prevent flickering when opening another activity
[FIX] Director: Director->convertToUI() returns wrong value.
[FIX] GLProgram: not abort if shader compilation fails, just retuan false.
[FIX] GLProgramState: sampler can not be changed
[FIX] Image: Set jpeg save quality to 90
[FIX] Image: premultiply alpha when loading png file to resolve black border issue
[FIX] Label: label is unsharp if it's created by smaller font
[FIX] Label: Label's display may go bonkers if invoking Label::setString() with outline feature enabled
[FIX] Label: don't release cached texture in time
[FIX] Label: calculated height of multi-line string was incorrect on iOS
[FIX] Lua-binding: compiling error on release mode
[FIX] Lua-binding: Add xxtea encrypt support
[FIX] Node: setPhysicsBody() can not work correctly if it is added to a Node
@ -25,8 +29,10 @@ cocos2d-x-3.2 ???
[FIX] Repeat: will run one more over in rare situations
[FIX] Scale9Sprite: support culling
[FIX] Schedule: schedulePerFrame() can not be called twice
[FIX] ShaderTest: 7 times performance improved of blur effect
[FIX] SpriteFrameCache: fix memory leak
[FIX] Texture2D: use image's pixel format to create texture
[FIX] TextureCache: addImageAsync() may repeatedly generate Image for the same image file
[FIX] WP8: will restart if app goes to background, then touches icon to go to foreground
[FIX] WP8: will be black if: 1. 3rd pops up a view; 2. go to background; 3. come to foreground
[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 *
if (_reusedLetter == nullptr)
{
_reusedLetter = Sprite::createWithTexture(_fontAtlas->getTexture(0));
_reusedLetter = Sprite::create();
_reusedLetter->setOpacityModifyRGB(_isOpacityModifyRGB);
_reusedLetter->retain();
_reusedLetter->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT);
_reusedLetter->setBatchNode(this);
}
else
{
_reusedLetter->setTexture(_fontAtlas->getTexture(0));
}
_reusedLetter->setBatchNode(this);
if (_fontAtlas)
{

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@ -280,6 +280,7 @@
<ClCompile Include="..\base\ccUtils.cpp" />
<ClCompile Include="..\base\CCValue.cpp" />
<ClCompile Include="..\base\etc1.cpp" />
<ClCompile Include="..\base\ObjectFactory.cpp" />
<ClCompile Include="..\base\s3tc.cpp" />
<ClCompile Include="..\base\TGAlib.cpp" />
<ClCompile Include="..\base\ZipUtils.cpp" />
@ -476,6 +477,7 @@
<ClInclude Include="..\base\CCVector.h" />
<ClInclude Include="..\base\etc1.h" />
<ClInclude Include="..\base\firePngData.h" />
<ClInclude Include="..\base\ObjectFactory.h" />
<ClInclude Include="..\base\s3tc.h" />
<ClInclude Include="..\base\TGAlib.h" />
<ClInclude Include="..\base\uthash.h" />

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@ -593,6 +593,9 @@
<Filter>renderer</Filter>
</ClCompile>
<ClCompile Include="..\platform\wp8\pch.cpp" />
<ClCompile Include="..\base\ObjectFactory.cpp">
<Filter>base</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\physics\CCPhysicsBody.h">
@ -1205,6 +1208,9 @@
<Filter>renderer</Filter>
</ClInclude>
<ClInclude Include="..\platform\wp8\pch.h" />
<ClInclude Include="..\base\ObjectFactory.h">
<Filter>base</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\math\Mat4.inl">

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@ -1,4 +1,4 @@
/****************************************************************************
/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2013 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
@ -763,6 +763,18 @@ Vec2 Director::convertToUI(const Vec2& glPoint)
Vec4 glCoord(glPoint.x, glPoint.y, 0.0, 1);
transform.transformVector(glCoord, &clipCoord);
/*
BUG-FIX #5506
a = (Vx, Vy, Vz, 1)
b = (a×M)T
Out = 1 bw(bx, by, bz)
*/
clipCoord.x = clipCoord.x / clipCoord.w;
clipCoord.y = clipCoord.y / clipCoord.w;
clipCoord.z = clipCoord.z / clipCoord.w;
Size glSize = _openGLView->getDesignResolutionSize();
float factor = 1.0/glCoord.w;
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()
static CGSize _calculateStringSize(NSString *str, id font, CGSize *constrainSize)
{
NSArray *listItems = [str componentsSeparatedByString: @"\n"];
CGSize dim = CGSizeZero;
CGSize textRect = CGSizeZero;
textRect.width = constrainSize->width > 0 ? constrainSize->width
: 0x7fffffff;
textRect.height = constrainSize->height > 0 ? constrainSize->height
: 0x7fffffff;
for (NSString *s in listItems)
{
CGSize tmp = [s sizeWithFont:font constrainedToSize:textRect];
if (tmp.width > dim.width)
{
dim.width = tmp.width;
}
dim.height += tmp.height;
}
CGSize dim = [str sizeWithFont:font constrainedToSize:textRect];
dim.width = ceilf(dim.width);
dim.height = ceilf(dim.height);

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@ -140,9 +140,17 @@ GLProgram::~GLProgram()
{
CCLOGINFO("%s %d deallocing GLProgram: %p", __FUNCTION__, __LINE__, this);
// there is no need to delete the shaders. They should have been already deleted.
CCASSERT(_vertShader == 0, "Vertex Shaders should have been already deleted");
CCASSERT(_fragShader == 0, "Fragment Shaders should have been already deleted");
if (_vertShader)
{
glDeleteShader(_vertShader);
}
if (_fragShader)
{
glDeleteShader(_fragShader);
}
_vertShader = _fragShader = 0;
if (_program)
{
@ -444,7 +452,7 @@ bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source
}
free(src);
abort();
return false;;
}
return (status == GL_TRUE);
}

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@ -206,11 +206,11 @@ void TextureCache::loadImage()
for (; pos < infoSize; pos++)
{
imageInfo = (*_imageInfoQueue)[pos];
if(imageInfo->asyncStruct->filename.compare(asyncStruct->filename))
if(imageInfo->asyncStruct->filename.compare(asyncStruct->filename) == 0)
break;
}
_imageInfoMutex.unlock();
if(infoSize == 0 || pos < infoSize)
if(infoSize == 0 || pos == infoSize)
generateImage = true;
}

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@ -421,22 +421,16 @@ class SpriteBlur : public Sprite
{
public:
~SpriteBlur();
void setBlurSize(float f);
bool initWithTexture(Texture2D* texture, const Rect& rect);
void initGLProgram();
static SpriteBlur* create(const char *pszFileName);
void setBlurRadius(float radius);
void setBlurSampleNum(float num);
protected:
int _blurRadius;
Vec2 _pixelSize;
int _samplingRadius;
//gaussian = cons * exp( (dx*dx + dy*dy) * scale);
float _scale;
float _cons;
float _weightSum;
float _blurRadius;
float _blurSampleNum;
};
SpriteBlur::~SpriteBlur()
@ -472,14 +466,7 @@ bool SpriteBlur::initWithTexture(Texture2D* texture, const Rect& rect)
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
#endif
auto s = getTexture()->getContentSizeInPixels();
_pixelSize = Vec2(1/s.width, 1/s.height);
_samplingRadius = 0;
this->initGLProgram();
getGLProgramState()->setUniformVec2("onePixelSize", _pixelSize);
initGLProgram();
return true;
}
@ -495,43 +482,23 @@ void SpriteBlur::initGLProgram()
auto glProgramState = GLProgramState::getOrCreateWithGLProgram(program);
setGLProgramState(glProgramState);
auto size = getTexture()->getContentSizeInPixels();
getGLProgramState()->setUniformVec2("resolution", size);
getGLProgramState()->setUniformFloat("blurRadius", _blurRadius);
getGLProgramState()->setUniformFloat("sampleNum", 7.0f);
}
void SpriteBlur::setBlurSize(float f)
void SpriteBlur::setBlurRadius(float radius)
{
if(_blurRadius == (int)f)
return;
_blurRadius = (int)f;
_blurRadius = radius;
getGLProgramState()->setUniformFloat("blurRadius", _blurRadius);
}
_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;
}
}
}
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

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@ -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

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@ -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

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@ -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;
}

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@ -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}

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@ -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}

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@ -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']

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@ -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}