Weird y offset when using custom frag shader (Cocos2d-x)
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Mister Guacamole
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Published on 2014-06-04T17:49:47Z
Indexed on
2014/06/04
21:45 UTC
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I'm trying to mask a sprite so I wrote a simple fragment shader that renders only the pixels that are not hidden under another texture (the mask). The problem is that it seems my texture has its y-coordinate offset after passing through the shader.
This is the init method of the sprite (GroundZone) I want to mask:
bool GroundZone::initWithSize(Size size) {
// [...]
// Setup the mask of the sprite
m_mask = RenderTexture::create(textureWidth, textureHeight);
m_mask->retain();
m_mask->setKeepMatrix(true);
Texture2D *maskTexture = m_mask->getSprite()->getTexture();
maskTexture->setAliasTexParameters(); // Disable linear interpolation on the mask
// Load the custom frag shader with a default vert shader as the sprite’s program
FileUtils *fileUtils = FileUtils::getInstance();
string vertexSource = ccPositionTextureA8Color_vert;
string fragmentSource = fileUtils->getStringFromFile(
fileUtils->fullPathForFilename("CustomShader_AlphaMask_frag.fsh"));
GLProgram *shader = new GLProgram;
shader->initWithByteArrays(vertexSource.c_str(), fragmentSource.c_str());
shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
shader->link();
CHECK_GL_ERROR_DEBUG();
shader->updateUniforms();
CHECK_GL_ERROR_DEBUG();
int maskTexUniformLoc = shader->getUniformLocationForName("u_alphaMaskTexture");
shader->setUniformLocationWith1i(maskTexUniformLoc, 1);
this->setShaderProgram(shader);
shader->release();
// [...]
}
These are the custom drawing methods for actually drawing the mask over the sprite:
You need to know that m_mask
is modified externally by another class, the onDraw()
method only render it.
void GroundZone::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) {
m_renderCommand.init(_globalZOrder);
m_renderCommand.func = CC_CALLBACK_0(GroundZone::onDraw, this, transform, transformUpdated);
renderer->addCommand(&m_renderCommand);
Sprite::draw(renderer, transform, transformUpdated);
}
void GroundZone::onDraw(const kmMat4 &transform, bool transformUpdated) {
GLProgram *shader = this->getShaderProgram();
shader->use();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_mask->getSprite()->getTexture()->getName());
glActiveTexture(GL_TEXTURE0);
}
Below is the method (located in another class, GroundLayer) that modify the mask by drawing a line from point start
to point end
. Both points are in Cocos2d coordinates (Point (0,0) is down-left).
void GroundLayer::drawTunnel(Point start, Point end) {
// To dig a line, we need first to get the texture of the zone we will be digging into. Then we get the
// relative position of the start and end point in the zone's node space. Finally we use the custom shader to
// draw a mask over the existing texture.
for (auto it = _children.begin(); it != _children.end(); it++) {
GroundZone *zone = static_cast<GroundZone *>(*it);
Point nodeStart = zone->convertToNodeSpace(start);
Point nodeEnd = zone->convertToNodeSpace(end);
// Now that we have our two points converted to node space, it's easy to draw a mask that contains a line
// going from the start point to the end point and that is then applied over the current texture.
Size groundZoneSize = zone->getContentSize();
RenderTexture *rt = zone->getMask();
rt->begin(); {
// Draw a line going from start and going to end in the texture, the line will act as a mask over the
// existing texture
DrawNode *line = DrawNode::create();
line->retain();
line->drawSegment(nodeStart, nodeEnd, 20, Color4F::RED);
line->visit();
} rt->end();
}
}
Finally, here's the custom shader I wrote.
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform sampler2D u_texture;
uniform sampler2D u_alphaMaskTexture;
void main() {
float maskAlpha = texture2D(u_alphaMaskTexture, v_texCoord).a;
float texAlpha = texture2D(u_texture, v_texCoord).a;
float blendAlpha = (1.0 - maskAlpha) * texAlpha; // Show only where mask is invisible
vec3 texColor = texture2D(u_texture, v_texCoord).rgb;
gl_FragColor = vec4(texColor, blendAlpha);
return;
}
I got a problem with the y coordinates. Indeed, it seems that once it has passed through my custom shader, the sprite's texture is not at the right place:
Without custom shader (the sprite is the brown thing):
With custom shader:
What's going on here? Thanks :)
EDIT
It looks like after passing through the shader when I set the position of the sprite I set it in points, with (0,0) being in the top-right. Indeed, when I do sprite->setPosition(320, 480)
, the sprite is perfectly placed at the top of the screen.
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