I have been started to learn all the Shader related stuffs in cocos2d-js again ( may be the Xth time ) and this time I decided to make something that really cool and interesting yet I can learn a lot from.
I have spent the whole day today and had a big progress on componentized the base of ShaderFX and I made a prototype of shaderforge (I have never used it though but I think this is a great target to aim at) like editor for ShaderFX.
BTW. The whole editor is created using cocos2d-js as well so it can run at any platform as well.
. more refactor, now all the schema and fxs are just json files
. export schema in editor (json)
. import schema in editor (json)
. export fx in editor (json)
. import fx in real game (json)
. canvas zoom in / zoom out
. test run layer for testing the exported fx
. output filename dialog layer
. more fx component experiment (math, sin, cos, time)
. some bugs fix
. preview for all RGBA output
. collapse / expand uniforms area panel
. fx component info layer
. Slot input / output name configurable
. bigger preview
. messagebox
. toast
. input textfield for all number
. live shader code preview
. refactor for instance id managerment
. BaaS + account system
. BaaS + schema upload / download
. localstorage save / load working schema
. shader + shadershop
. core fx component
. script for json compress + encrpt / decrpt
. html5 distribution
. electron distribution (mac / win)
. bug fix
A lot up progresses this week
Added a lots of core components and tried to make some fx with these components…
Some videos for this week :
Live preview code:
Plasma ( My PC is 13 inch so the all panels seems to be huddle together):
Beam:
And you might noticed that when I import a schema and restore the scene, some elements in the scene get offset (for example the menu on the top left conner).
I have raised a thread on this issue :
If you know the reason, please help me to fix this issue
Very few free time this week, so no progress no the Editor, but I did some experimental trial on :
SSRShaderNode (experimental)
A better ShaderNode based on cc.GLNode, supports:
. custom content size
. all transformation property
. v_texCoord, v_fragmentColor (shader)
FBOSprite (experimental)
Base on cc.Grabber used for screen effect (customize rect supported) (no optimized yet but a solid 60fps without screen recording app running)
I exported an ARPG game demo I made 4 years ago (cocos2d-html5) to cocos2d-js v3.16
And from now on I will use this game demo as a experimental project to see how I can apply all the effects that I created with SSRShaderEditor to a real game (Blend effect, Shader Effect, Shader Node, FBO)
here is a link that might be useful when you start experimenting with cocos creator. Would be awesome if you can extend the editor and make this project as a plugin to editor for shaders.
Looking forward for more updates on this, good luck