zoukankan      html  css  js  c++  java
  • cocos2d-js Shader系列4:Shader、GLProgram在jsb(native、手机)和html5之间的兼容问题。cocos2d-js框架各种坑。

    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 == 2, 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,1);  
    }

    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; 
    "
            + "attribute vec2 a_texCoord; 
    "
            + "varying mediump vec2 v_texCoord; 
    "
            + "void main() 
    "
            + "{ 
    "
            + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  
    "
            + "    v_texCoord = a_texCoord; 
    "
            + "}",
    
        GRAY_SCALE_FRAGMENT_SHADER:
            "varying vec2 v_texCoord;   
    "
            //+ "uniform sampler2D CC_Texture0; 
    "   //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() 
    "
            + "{  
    "
            + "    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,1);  
    "
            + "}",
    
        SEPIA_FRAGMENT_SHADER:
            "varying vec2 v_texCoord;   
    "
            //+ "uniform sampler2D CC_Texture0; 
    "
            + "uniform float u_degree; 
    "
            + "void main() 
    "
            + "{  
    "
            + "    vec4 texColor = texture2D(CC_Texture0, v_texCoord);  
    "
            + "    float r = texColor.r * 0.393 + texColor.g * 0.769 + texColor.b * 0.189; 
    "
            + "    float g = texColor.r * 0.349 + texColor.g * 0.686 + texColor.b * 0.168; 
    "
            + "    float b = texColor.r * 0.272 + texColor.g * 0.534 + texColor.b * 0.131; 
    "
            + "    gl_FragColor = mix(texColor, vec4(r, g, b, texColor.a), float(u_degree));  
    "
            + "}",
    
    
        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;   
    "
                    + "varying vec2 v_texCoord;  
    "
                    + "uniform sampler2D tex0; 
    "          //为了避免跟自动加入的CC_Texture0冲突,改名
                    + "uniform sampler2D tex1; 
    "
                    + "void main() 
    "
                    + "{  
    "
                    + "    vec4 color1 =  texture2D(tex0, v_texCoord);   
    "
                    + "    vec4 color2 =  texture2D(tex1, v_texCoord);   
    "
                        + "    gl_FragColor = vec4(color1.r*color2.r, color1.g*color2.g, color1.b*color2.b, color1.a*color2.a);   
    "
                    + "}";
                var DEFAULT_VERTEX_SHADER =
                    "attribute vec4 a_position; 
    "
                    + "attribute vec2 a_texCoord; 
    "
                    + "varying mediump vec2 v_texCoord; 
    "
                    + "void main() 
    "
                    + "{ 
    "
                    + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  
    "
                    + "    v_texCoord = a_texCoord;               
    "
                    + "}";
                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);
        }
    });
  • 相关阅读:
    [转]Splay算法
    [转]模拟退火算法
    [转]九种背包问题
    [转]C++实现平衡二叉树
    关于set
    __builtin_popcount
    为什么调用线程的join方法,等待的是执行join方法的线程
    volatile and 指令重排序 (单例模式用volatile来声明单例对象)
    线程池
    sts 转用 IDEA随记
  • 原文地址:https://www.cnblogs.com/kenkofox/p/4084684.html
Copyright © 2011-2022 走看看