Coco2d 2.1 和 Xcode 7 iOS 9 崩溃 ccShader [英] Coco2d 2.1 and Xcode 7 iOS 9 crash ccShader

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本文介绍了Coco2d 2.1 和 Xcode 7 iOS 9 崩溃 ccShader的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我使用 Xcode 7 测试了我的 cocos2d 2.1 游戏在模拟器或设备上崩溃:

I tested Xcode 7 with but my cocos2d 2.1 games crash on simulator or on devices:

ccShader_PositionColorLenghtTexture_frag.h

ccShader_PositionColorLenghtTexture_frag.h

2015-06-15 22:36:13.319 NanoWar[18789:456971] cocos2d: ERROR: 0:12: '' : syntax error: #extension must always be before any non-preprocessor tokens

cocos2d: ERROR: 0:26: Invalid call of undeclared identifier 'fwidth'

这个类使游戏崩溃

#extension GL_OES_standard_derivatives : enable                                                                             

#ifdef GL_ES                                                                                                                
varying mediump vec4 v_color;                                                                                               
varying mediump vec2 v_texcoord;                                                                                            
#else                                                                                                                       
varying vec4 v_color;                                                                                                       
varying vec2 v_texcoord;                                                                                                    
#endif                                                                                                                      

void main()                                                                                                                 
{                                                                                                                           
#ifdef GL_OES_standard_derivatives                                                                                          
#if defined GL_OES_standard_derivatives                                                                                     
    gl_FragColor = v_color*smoothstep(0.0, length(fwidth(v_texcoord)), 1.0 - length(v_texcoord));                           
#else                                                                                                                       
    gl_FragColor = v_color*step(0.0, 1.0 - length(v_texcoord));                                                             
#endif                                                                                                                      
#endif                                                                                                                      
}

推荐答案

我是 forum.cocos2d-objc.org 我也不妨把我的答案放在这里,因为条条大路通向 StackOverflow.:-)

I'm "rae" on forum.cocos2d-objc.org and I might as well put my answer here as well, since all roads lead to StackOverflow. :-)

如果您使用的是旧版本的 Cocos 2D,这可能会有所帮助.我编辑了 CCGLProgram.m 以更改 -(BOOL)compileShader: 方法的开头:

If you are using an older release of Cocos 2D, this may help. I edited CCGLProgram.m to change the beginning of the -(BOOL)compileShader: method thusly:

#define EXTENSION_STRING "#extension GL_OES_standard_derivatives : enable"
static NSString * g_extensionStr = @EXTENSION_STRING;

- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type byteArray:(const GLchar *)source
{
    GLint status;

    if (!source)
        return NO;

    // BEGIN workaround for Xcode 7 bug
    BOOL hasExtension = NO;
    NSString *sourceStr = [NSString stringWithUTF8String:source];
    if([sourceStr rangeOfString:g_extensionStr].location != NSNotFound) {
        hasExtension = YES;
        NSArray *strs = [sourceStr componentsSeparatedByString:g_extensionStr];
        assert(strs.count == 2);
        sourceStr = [strs componentsJoinedByString:@"
"];
        source = (GLchar *)[sourceStr UTF8String];
    }

    const GLchar *sources[] = {
        (hasExtension ? EXTENSION_STRING "
" : ""),
    #ifdef __CC_PLATFORM_IOS
        (type == GL_VERTEX_SHADER ? "precision highp float;
" : "precision mediump float;
"),
    #endif
        "uniform mat4 CC_PMatrix;
"
        "uniform mat4 CC_MVMatrix;
"
        "uniform mat4 CC_MVPMatrix;
"
        "uniform vec4 CC_Time;
"
        "uniform vec4 CC_SinTime;
"
        "uniform vec4 CC_CosTime;
"
        "uniform vec4 CC_Random01;
"
        "//CC INCLUDES END

",
        source,
    };
    // END workaround for Xcode 7 bug

这是一个 hack,但它适用于 Xcode 7 beta 2.希望这对搜索此内容的人有所帮助.

It's a hack, but it works for up to Xcode 7 beta 2. Hope this is helpful to someone googling for this.

里德

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