Difference between revisions of "Shader.new"
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__NOTOC__ | __NOTOC__ | ||
'''Available since:''' Gideros 2015.06.30<br/> | '''Available since:''' Gideros 2015.06.30<br/> | ||
+ | '''Class:''' [[Shader]]<br/> | ||
+ | |||
=== Description === | === Description === | ||
− | + | Creates a new shader instance. | |
+ | <syntaxhighlight lang="lua"> | ||
+ | Shader.new(vertexShader,fragmentShader,flags,uniformDescriptor,attributeDescriptor) | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | The paths and names for the vertexShader and the fragmentShader are without extensions. Gideros will search the assets for a file with the supplied name, automatically adding the extension relevant for the target platform: '''.glsl''' for OpenGL, '''.cso''' or '''.hlsl''' for DirectX and '''.mtl''' for Metal. | ||
+ | |||
+ | The Flag '''Shader.FLAG_FROM_CODE''' can be used to let Gideros know that the string is actually Shader code, not contained within a file. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
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=== Parameters === | === Parameters === | ||
− | ''' | + | '''vertexShader''': (string) the path and name for the vertex shader (''no extension'') or code within a string<br/> |
− | ''' | + | '''fragmentShader''': (string) the path and name for the fragment shader (''no extension'') or code within a string<br/> |
− | '''flags''': (number) | + | '''flags''': (number) a set of numerical flags or 0 if none: '''[[Shader Flags]]'''<br/> |
− | ''' | + | '''uniformDescriptor''': (table) an array of uniforms/constants descriptors: '''[[Shader Uniform Descriptors]]'''<br/> |
− | ''' | + | '''attributeDescriptor''': (table) an array of attributes descriptors: '''[[Shader Attribute Descriptors]]'''<br/> |
− | === | + | |
− | ''' | + | === Example === |
− | < | + | '''A wave shader''' |
+ | <syntaxhighlight lang="lua"> | ||
+ | --Shaders are in vShader.glsl and fShader.glsl files | ||
+ | local shaderwave=Shader.new("openglshader/vShaderWave","openglshader/fShaderWave", 0, | ||
+ | { | ||
+ | {name="g_MVPMatrix", type=Shader.CMATRIX, sys=Shader.SYS_WVP, vertex=true}, | ||
+ | {name="g_Color", type=Shader.CFLOAT4, mult=1, sys=Shader.SYS_COLOR}, | ||
+ | {name="g_Texture", type=Shader.CTEXTURE, mult=1, vertex=false}, | ||
+ | {name="time", type=Shader.CFLOAT, mult=1, vertex=false} | ||
+ | }, | ||
+ | { | ||
+ | {name="POSITION0", type=Shader.DFLOAT, mult=3, slot=0, offset=0}, | ||
+ | {name="vColor", type=Shader.DUBYTE, mult=0, slot=1, offset=0}, | ||
+ | {name="TEXCOORD0", type=Shader.DFLOAT, mult=2, slot=2, offset=0} | ||
+ | } | ||
+ | ) | ||
+ | |||
+ | application:setBackgroundColor(0x333333) | ||
+ | |||
+ | local bitmap = Bitmap.new(Texture.new("gfx/test.png")) | ||
+ | local bitmap2 = Bitmap.new(Texture.new("gfx/arrow_0001.png")) | ||
+ | -- position | ||
+ | bitmap:setPosition(32*1, 32*4) | ||
+ | bitmap2:setPosition(32*6, 32*1) | ||
+ | -- shaders | ||
+ | bitmap:setShader(shaderwave) | ||
+ | bitmap2:setShader(shaderwave) | ||
+ | -- order | ||
+ | stage:addChild(bitmap) | ||
+ | stage:addChild(bitmap2) | ||
+ | |||
+ | -- loop | ||
+ | local timer = 0 | ||
+ | stage:addEventListener(Event.ENTER_FRAME, function(e) | ||
+ | timer += 0.018 | ||
+ | shaderwave:setConstant("time", Shader.CFLOAT, 1, timer) | ||
+ | bitmap:setX(bitmap:getX() + 1) | ||
+ | if bitmap:getX() > 400 then bitmap:setX(-80) end | ||
+ | end) | ||
+ | </syntaxhighlight> | ||
+ | '''The wave vertex shader''' ''"assets/openglshader/vShaderWave.glsl"'' | ||
+ | <syntaxhighlight lang="c++"> | ||
+ | attribute vec4 POSITION0; | ||
+ | attribute vec2 TEXCOORD0; | ||
+ | uniform mat4 g_MVPMatrix; | ||
+ | varying vec2 texCoord; | ||
− | + | void main() | |
− | + | { | |
− | + | gl_Position = g_MVPMatrix * POSITION0; | |
− | + | texCoord = TEXCOORD0; | |
− | + | } | |
− | + | </syntaxhighlight> | |
− | + | '''The wave fragment shader''' ''"assets/openglshader/fShaderWave.glsl"'' | |
− | + | <syntaxhighlight lang="c++"> | |
− | + | uniform lowp sampler2D g_Texture; | |
+ | uniform lowp vec4 g_Color; | ||
+ | uniform highp float time; | ||
+ | varying highp vec2 texCoord; | ||
− | + | void main() | |
− | + | { | |
+ | highp vec2 tc = texCoord.xy; | ||
+ | // highp float dist = cos(tc.x * 24.0 - time * 4.0) * 0.02; | ||
+ | highp float dist = cos(tc.x * 2.0 - time * 8.0) * 0.02; | ||
+ | highp vec2 uv = tc + dist; | ||
+ | gl_FragColor = g_Color * texture2D(g_Texture, uv); | ||
+ | } | ||
+ | </syntaxhighlight> | ||
− | + | {{Shader}} |
Latest revision as of 23:57, 4 November 2023
Available since: Gideros 2015.06.30
Class: Shader
Description
Creates a new shader instance.
Shader.new(vertexShader,fragmentShader,flags,uniformDescriptor,attributeDescriptor)
The paths and names for the vertexShader and the fragmentShader are without extensions. Gideros will search the assets for a file with the supplied name, automatically adding the extension relevant for the target platform: .glsl for OpenGL, .cso or .hlsl for DirectX and .mtl for Metal.
The Flag Shader.FLAG_FROM_CODE can be used to let Gideros know that the string is actually Shader code, not contained within a file.
Parameters
vertexShader: (string) the path and name for the vertex shader (no extension) or code within a string
fragmentShader: (string) the path and name for the fragment shader (no extension) or code within a string
flags: (number) a set of numerical flags or 0 if none: Shader Flags
uniformDescriptor: (table) an array of uniforms/constants descriptors: Shader Uniform Descriptors
attributeDescriptor: (table) an array of attributes descriptors: Shader Attribute Descriptors
Example
A wave shader
--Shaders are in vShader.glsl and fShader.glsl files
local shaderwave=Shader.new("openglshader/vShaderWave","openglshader/fShaderWave", 0,
{
{name="g_MVPMatrix", type=Shader.CMATRIX, sys=Shader.SYS_WVP, vertex=true},
{name="g_Color", type=Shader.CFLOAT4, mult=1, sys=Shader.SYS_COLOR},
{name="g_Texture", type=Shader.CTEXTURE, mult=1, vertex=false},
{name="time", type=Shader.CFLOAT, mult=1, vertex=false}
},
{
{name="POSITION0", type=Shader.DFLOAT, mult=3, slot=0, offset=0},
{name="vColor", type=Shader.DUBYTE, mult=0, slot=1, offset=0},
{name="TEXCOORD0", type=Shader.DFLOAT, mult=2, slot=2, offset=0}
}
)
application:setBackgroundColor(0x333333)
local bitmap = Bitmap.new(Texture.new("gfx/test.png"))
local bitmap2 = Bitmap.new(Texture.new("gfx/arrow_0001.png"))
-- position
bitmap:setPosition(32*1, 32*4)
bitmap2:setPosition(32*6, 32*1)
-- shaders
bitmap:setShader(shaderwave)
bitmap2:setShader(shaderwave)
-- order
stage:addChild(bitmap)
stage:addChild(bitmap2)
-- loop
local timer = 0
stage:addEventListener(Event.ENTER_FRAME, function(e)
timer += 0.018
shaderwave:setConstant("time", Shader.CFLOAT, 1, timer)
bitmap:setX(bitmap:getX() + 1)
if bitmap:getX() > 400 then bitmap:setX(-80) end
end)
The wave vertex shader "assets/openglshader/vShaderWave.glsl"
attribute vec4 POSITION0;
attribute vec2 TEXCOORD0;
uniform mat4 g_MVPMatrix;
varying vec2 texCoord;
void main()
{
gl_Position = g_MVPMatrix * POSITION0;
texCoord = TEXCOORD0;
}
The wave fragment shader "assets/openglshader/fShaderWave.glsl"
uniform lowp sampler2D g_Texture;
uniform lowp vec4 g_Color;
uniform highp float time;
varying highp vec2 texCoord;
void main()
{
highp vec2 tc = texCoord.xy;
// highp float dist = cos(tc.x * 24.0 - time * 4.0) * 0.02;
highp float dist = cos(tc.x * 2.0 - time * 8.0) * 0.02;
highp vec2 uv = tc + dist;
gl_FragColor = g_Color * texture2D(g_Texture, uv);
}