在GLProgram::setUniformsForBuiltins函数中有下面代码:
if(_flags.usesTime) {
// This doesn't give the most accurate global time value.
// Cocos2D doesn't store a high precision time value, so this will have to do.
// Getting Mach time per frame per shader using time could be extremely expensive.
float time = _director->getTotalFrames() * _director->getAnimationInterval();
setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_TIME], time/10.0, time, time*2, time*4);
setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_SIN_TIME], time/8.0, time/4.0, time/2.0, sinf(time));
setUniformLocationWith4f(_builtInUniforms[GLProgram::UNIFORM_COS_TIME], time/8.0, time/4.0, time/2.0, cosf(time));
}
即Cocos在刷新时,已经将时间传入进来了,可以在shader 中调用CC_Time,CC_SinTime和CC_CosTime这三个量来进行操作
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本文介绍了在Cocos2d-lua中如何利用GLProgram的内置函数setUniformsForBuiltins将时间传递到shader,通过CC_Time, CC_SinTime和CC_CosTime三个量进行周期性效果的实现,揭示了在shader中处理定时器的方法。"
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