1. 程式人生 > >【複習筆記】 cocos2d-x 2.x 渲染特效實現 七 輝光效果

【複習筆記】 cocos2d-x 2.x 渲染特效實現 七 輝光效果

輝光效果經常用來做一些物體的自發光,這種發光效果不需要光照計算,只是在貼圖上進行發光的模擬效果,所以有著很好的效率。輝光效果意味著貼圖會變亮。為了對發光的部分做計算,需要一張glowmap貼圖,當我們使用src和dst都為GL_ONE的方式,混合glowmap和原圖時,原圖就會對按照glowmap的樣子變亮了~但是作為輝光的效果,僅僅只有變亮是不夠的,由於光線在穿過空氣時亮度會衰減,所以周圍會有一圈逐漸消失的光暈。所以我們利用原圖的模糊貼圖的做glowmap,這樣輝光就會有很好的光暈效果了~因為簡單模糊效果不夠細膩,光暈效果會不是很好,所以我們用高斯模糊來實現~

這次,我們需要對一個節點樹的做高斯模糊處理,原因是這樣之後,可以實現節點樹的輝光效果,另外,單張貼圖圖片邊緣不能模糊延伸的問題也可以得到解決~由於之前高斯模糊是需要做一次RTT才能實現的,而在這之前,要得到節點樹的整屏貼圖也要做一次RTT,所以,這次渲染過程中包含有兩次RTT,按照先後順序,具體作用分別是:生成節點樹的貼圖,做橫向的高斯模糊。

void CCEffectSprite::visitGlow()
{
	float blursDis[2] = {_pixelSpan/_screenBufferSize.width, _pixelSpan/_screenBufferSize.height};
	GLint size = sizeof(ccV3F_C4B_T2F);
    long data = (long)&m_sQuad;

	/**/
    // gen a empty texture
    glGenTextures(1, &_texture);
    glBindTexture(GL_TEXTURE_2D, _texture);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _screenBufferSize.width, _screenBufferSize.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
    // gen a off-screen framebuffer
    GLint oldFBO;
    glGetIntegerv(GL_RENDERBUFFER_BINDING, &oldFBO);
    glGenFramebuffers(1, &_framebuffer);
    glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
	if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
		CCLOG("glCheckFramebufferStatus ERROR! 0x%04x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
	}
	
    
    // ************ first draw ******************
	CCNode::visit();
    // ******************************************
    
    
	
	// gen a empty texture
	GLuint _texture2;
    glGenTextures(1, &_texture2);
    glBindTexture(GL_TEXTURE_2D, _texture2);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _screenBufferSize.width, _screenBufferSize.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    
    // gen a off-screen framebuffer
    GLuint _framebuffer2;
    glGenFramebuffers(1, &_framebuffer2);
    glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer2);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture2, 0);
	if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
		CCLOG("glCheckFramebufferStatus ERROR! 0x%04x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
	}

    
    // ************** second draw *****************
	// reset stack
	kmGLMatrixMode(KM_GL_MODELVIEW);
	kmGLPushMatrix();
	kmGLLoadIdentity();
	kmGLMatrixMode(KM_GL_PROJECTION);
	kmGLPushMatrix();
	kmGLLoadIdentity();
	glViewport(0, 0, _screenBufferSize.width, _screenBufferSize.height);
	
	CC_NODE_DRAW_SETUP();
	ccGLBlendFunc(m_sBlendFunc.src, m_sBlendFunc.dst);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, _texture);
    ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);

	// uniforms
	glUniform2f(_uniforms[kUniformBlurDis], blursDis[0], 0.0f);
	
    // attributes
	ccV3F_C4B_T2F_Quad tempQuad;
	memset(&tempQuad, 0, sizeof(tempQuad));
	tempQuad.tl.vertices = vertex3(-1, 1, -1);
	tempQuad.bl.vertices = vertex3(-1, -1, -1);
	tempQuad.tr.vertices = vertex3(1, 1, -1);
	tempQuad.br.vertices = vertex3(1, -1, -1);
	tempQuad.tl.colors = ccc4(255, 255, 255, 255);
	tempQuad.bl.colors = ccc4(255, 255, 255, 255);
	tempQuad.tr.colors = ccc4(255, 255, 255, 255);
	tempQuad.br.colors = ccc4(255, 255, 255, 255);
	tempQuad.tl.texCoords = tex2(0, 1);
	tempQuad.bl.texCoords = tex2(0, 0);
	tempQuad.tr.texCoords = tex2(1, 1);
	tempQuad.br.texCoords = tex2(1, 0);
	data = (long)&tempQuad;
    glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, size, (GLvoid *)data);
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, size, (GLvoid *)(data + sizeof(ccVertex3F)));
    glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, size, (GLvoid *)(data + sizeof(ccVertex3F) + sizeof(ccColor4B)));
    
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    // **************************************
	


	// ************** third draw *****************
	glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);

	CC_NODE_DRAW_SETUP();
	ccGLBlendFunc(m_sBlendFunc.src, m_sBlendFunc.dst);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, _texture2);
    ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);

	// uniforms
	glUniform2f(_uniforms[kUniformBlurDis], 0.0f, blursDis[1]);

	// attributes
	glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, size, (GLvoid *)data);
    glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, size, (GLvoid *)(data + sizeof(ccVertex3F)));
    glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, size, (GLvoid *)(data + sizeof(ccVertex3F) + sizeof(ccColor4B)));
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	// **************************************
    
	// restore stack
	kmGLMatrixMode(KM_GL_PROJECTION);
	kmGLPopMatrix();
	kmGLMatrixMode(KM_GL_MODELVIEW);
	kmGLPopMatrix();
	CCDirector::sharedDirector()->setViewport();

	/**/
    glDeleteTextures(1, &_texture);
    glDeleteFramebuffers(1, &_framebuffer);
	glDeleteTextures(1, &_texture2);
    glDeleteFramebuffers(1, &_framebuffer2);
}
由於在shader中重用了高斯模糊,橫向和縱向兩次的渲染程式碼,所以利用u_BlurDis[1]變數還區分是當前是橫向處理還是縱向處理,並且在第二次縱向處理最終可以生成高斯模糊之後,順便使模糊貼圖透明,發亮,並用一般混合方式(ONE,ONE減SCR ALPHA)在發亮貼圖下混合源貼圖。fragment shader程式碼如下:
uniform sampler2D CC_Texture0;
uniform sampler2D u_Texture1;
uniform sampler2D u_Texture2;
uniform vec2 u_BlurDis;

varying vec4 v_Color;
varying vec2 v_TexCoord;

void main()
{
	/**/
    vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);
    
    finalColor += texture2D(CC_Texture0, v_TexCoord - u_BlurDis * 4.0) * 0.05;
    finalColor += texture2D(CC_Texture0, v_TexCoord - u_BlurDis * 3.0) * 0.09;
    finalColor += texture2D(CC_Texture0, v_TexCoord - u_BlurDis * 2.0) * 0.12;
    finalColor += texture2D(CC_Texture0, v_TexCoord - u_BlurDis * 1.0) * 0.15;
    finalColor += texture2D(CC_Texture0, v_TexCoord) * 0.18;
    finalColor += texture2D(CC_Texture0, v_TexCoord + u_BlurDis * 1.0) * 0.15;
    finalColor += texture2D(CC_Texture0, v_TexCoord + u_BlurDis * 2.0) * 0.12;
    finalColor += texture2D(CC_Texture0, v_TexCoord + u_BlurDis * 3.0) * 0.09;
    finalColor += texture2D(CC_Texture0, v_TexCoord + u_BlurDis * 4.0) * 0.05;

    if (u_BlurDis[1] == 0.0) {
		gl_FragColor = v_Color * finalColor;
	} else {
		vec4 originColor = texture2D(CC_Texture0, v_TexCoord);
		vec4 blurColor = v_Color * finalColor;
		vec4 glowColor = blurColor * 0.5;
		glowColor.a = glowColor.a * 0.1;
		gl_FragColor = glowColor + (1.0 - glowColor.a) * originColor;
	}
}
程式碼中,利用高斯模糊貼影象素乘以0.5,並把其透明變為原來的0.1倍後才作為glowmap使用~這樣會有好一點的發亮效果~最終效果如下: