代码:
[lightRender beginWithClear:0 g:0 b:0 a:0];
self.shaderProgram = [[CCShaderCache sharedShaderCache] programForKey:kCCShader_PositionColor];
CC_NODE_DRAW_SETUP();
CGPoint vertices[3];
ccColor4F colors[3];
CGPoint mid = BODY_POSITION(cursor.body);
float radius = LIGHT_RANGE * lightRadius; // - (CCRANDOM_0_1() * LIGHT_RANGE * .015);
float initialAlpha = .7f;
for (int i = 0; i < LIGHT_PRECISION; i++)
{
int nVertices = 0;
float angle = 2*M_PI/LIGHT_PRECISION * i;
float nextAngle = 2*M_PI/LIGHT_PRECISION * (i+1);
int n = i + 1;
if (n == LIGHT_PRECISION)
n = 0;
vertices[nVertices] = ccpAdd(mid, ccp(cosf(angle) * radius * lightLength[i], sinf(angle) * radius * lightLength[i]));
colors[nVertices++] = (ccColor4F){1, 1, .9, initialAlpha * (1 - lightLength[i])};
vertices[nVertices] = ccpAdd(mid, ccp(cosf(nextAngle) * radius * lightLength[n], sinf(nextAngle) * radius * lightLength[n]));
colors[nVertices++] = (ccColor4F){1, 1, .9, initialAlpha * (1 - lightLength[n])};
vertices[nVertices] = mid;
colors[nVertices++] = (ccColor4F){1, 1, .8, initialAlpha};
ccGLEnableVertexAttribs(kCCVertexAttribFlag_Position | kCCVertexAttribFlag_Color);
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, 0, colors);
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVertices);
}
[lightRender end];
CC_NODE_DRAW_SETUP代码:
#define CC_NODE_DRAW_SETUP() \
do { \
ccGLEnable( _glServerState ); \
NSAssert1(_shaderProgram, @"No shader program set for node: %@", self); \
[_shaderProgram use]; \
[_shaderProgram setUniformsForBuiltins]; \
} while(0)
如何使用Cocos2d 2.2 Obj.C项目修复iOS12中的着色器代码?如果我在iOS 7模拟器中运行,它可以完美运行..相同的代码在iOS 12中不起作用
答案 0 :(得分:1)
修复了Cocos2d中的着色器问题。
在上面的代码中,主要问题是CGFloat ...将其转换为所有顶点都为浮动。
我还从Cocos2d-x中获取了与着色器相关的文件,并将其转换为Cocos2d的obj.C。
现在所有着色器都可以在Cocos2d v2.2 Obj.C iOS 12中完美运行,iPhoneX / XR / XSMax也是如此。
快乐编码!干杯:)