I want to fill the sprite with white and make it transparent but it doesn't work. What's wrong with this code?
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
USING_NS_CC;
constexpr const GLchar* fragmentCode = R"(
#ifdef GL_ES
precision mediump float;
#endif
// v_texCoord is the texture coord position, u_texture is our original texture
varying vec2 v_texCoord;
uniform sampler2D u_texture;
uniform float u_opacity;
void main()
{
vec4 originalColor = texture2D(u_texture, v_texCoord);
if (originalColor.a == 0.0)
{
gl_FragColor = vec4(originalColor.r, originalColor.g, originalColor.b, 0);;
}
else
{
gl_FragColor = vec4(1, 1, 1, u_opacity);
}
}
)";
Scene* HelloWorld::createScene()
{
return HelloWorld::create();
}
// Print useful error message instead of segfaulting when files are not there.
static void problemLoading(const char* filename)
{
printf("Error while loading: %s\n", filename);
printf("Depending on how you compiled you might have to add 'Resources/' in front of filenames in HelloWorldScene.cpp\n");
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Scene::init() )
{
return false;
}
auto visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
if (closeItem == nullptr ||
closeItem->getContentSize().width <= 0 ||
closeItem->getContentSize().height <= 0)
{
problemLoading("'CloseNormal.png' and 'CloseSelected.png'");
}
else
{
float x = origin.x + visibleSize.width - closeItem->getContentSize().width/2;
float y = origin.y + closeItem->getContentSize().height/2;
closeItem->setPosition(Vec2(x,y));
}
// create menu, it's an autorelease object
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);
/////////////////////////////
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
if (label == nullptr)
{
problemLoading("'fonts/Marker Felt.ttf'");
}
else
{
// position the label on the center of the screen
label->setPosition(Vec2(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - label->getContentSize().height));
// add the label as a child to this layer
this->addChild(label, 1);
}
// add "HelloWorld" splash screen"
auto sprite = Sprite::create("HelloWorld.png");
if (sprite == nullptr)
{
problemLoading("'HelloWorld.png'");
}
else
{
// position the sprite on the center of the screen
sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer
this->addChild(sprite, 0);
}
auto bush = Sprite::create("bush01.png");
bush->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
this->addChild(bush, 1);
auto flashShader = GLProgram::createWithByteArrays(ccPositionTextureColor_noMVP_vert, fragmentCode);
flashShader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
flashShader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD);
flashShader->link();
CHECK_GL_ERROR_DEBUG();
flashShader->updateUniforms();
CHECK_GL_ERROR_DEBUG();
flashShader->retain();
bush->setBlendFunc(BlendFunc::ALPHA_PREMULTIPLIED);
// Here we set up which textures are associated with which shader variables
auto glProgramState = GLProgramState::getOrCreateWithGLProgram(flashShader);
bush->setGLProgramState(glProgramState);
glProgramState->setUniformFloat("u_opacity", 0.1f);
glProgramState->setUniformTexture("u_texture", bush->getTexture());
bush->setGLProgram(flashShader);
return true;
}
void HelloWorld::menuCloseCallback(Ref* pSender)
{
//Close the cocos2d-x game scene and quit the application
Director::getInstance()->end();
/*To navigate back to native iOS screen(if present) without quitting the application ,do not use Director::getInstance()->end() as given above,instead trigger a custom event created in RootViewController.mm as below*/
//EventCustom customEndEvent("game_scene_close_event");
//_eventDispatcher->dispatchEvent(&customEndEvent);
}
