cocos2d-x3.2中用shader使圖片背景透明
阿新 • • 發佈:2019-02-08
今天有人問我問題,說怎麼實現背景虛化,換句話說,就是把某張圖片的背景顏色(比如白色)給弄沒了,不然貼在螢幕上有白色背景。下面是解決方法。用shader處理了畫素,使黑色背景透明。
Shader.h
#ifndef __TestShader__ShaderSprite__ #define __TestShader__ShaderSprite__ #include "cocos2d.h" USING_NS_CC; class ShaderSprite : public CCSprite { public: static ShaderSprite* create(const char* pszFileName); virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect); virtual void draw(void); }; #endif /* defined(__TestShader__ShaderSprite__) */
Shader.cpp
#include "ShaderSprite.h" static CC_DLL const GLchar *transparentshader = #include "tansparentshader.h" ShaderSprite* ShaderSprite::create(const char *pszFileName) { ShaderSprite *pRet = new ShaderSprite(); if (pRet && pRet->initWithFile(pszFileName)) { pRet->autorelease(); return pRet; } else { delete pRet; pRet = NULL; return NULL; } } bool ShaderSprite::initWithTexture(CCTexture2D *pTexture, const CCRect& rect) { do{ // CCLog("override initWithTexture!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"); CC_BREAK_IF(!CCSprite::initWithTexture(pTexture, rect)); // 載入頂點著色器和片元著色器 m_pShaderProgram = new CCGLProgram(); m_pShaderProgram ->initWithVertexShaderByteArray(ccPositionTextureA8Color_vert, transparentshader); CHECK_GL_ERROR_DEBUG(); // 啟用頂點著色器的attribute變數,座標、紋理座標、顏色 m_pShaderProgram->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position); m_pShaderProgram->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color); m_pShaderProgram->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords); CHECK_GL_ERROR_DEBUG(); // 自定義著色器連結 m_pShaderProgram->link(); CHECK_GL_ERROR_DEBUG(); // 設定移動、縮放、旋轉矩陣 m_pShaderProgram->updateUniforms(); CHECK_GL_ERROR_DEBUG(); return true; }while(0); return false; } void ShaderSprite::draw(void) { // CCLog("override draw!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"); CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw"); CCAssert(!m_pobBatchNode, "If CCSprite is being rendered by CCSpriteBatchNode, CCSprite#draw SHOULD NOT be called"); CC_NODE_DRAW_SETUP(); // // 啟用attributes變數輸入,頂點座標,紋理座標,顏色 // ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex ); ccGLBlendFunc(m_sBlendFunc.src, m_sBlendFunc.dst); m_pShaderProgram->use(); m_pShaderProgram->setUniformsForBuiltins(); // 繫結紋理到紋理槽0 ccGLBindTexture2D(m_pobTexture->getName()); #define kQuadSize sizeof(m_sQuad.bl) long offset = (long)&m_sQuad; // vertex int diff = offsetof( ccV3F_C4B_T2F, vertices); glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff)); // texCoods diff = offsetof( ccV3F_C4B_T2F, texCoords); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff)); // color diff = offsetof( ccV3F_C4B_T2F, colors); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff)); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); CHECK_GL_ERROR_DEBUG(); CC_INCREMENT_GL_DRAWS(1); CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw"); }
片段著色器程式碼
tansparentshader.h
#ifdef GL_ES precision lowp float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform sampler2D u_texture; void main() { float ratio=0.0; vec4 texColor = texture2D(u_texture, v_texCoord); ratio = texColor[0] > texColor[1]?(texColor[0] > texColor[2] ? texColor[0] : texColor[2]) :(texColor[1] > texColor[2]? texColor[1] : texColor[2]); \n\ if (ratio != 0.0) { texColor[0] = texColor[0] / ratio; texColor[1] = texColor[1] / ratio; texColor[2] = texColor[2] / ratio; texColor[3] = ratio; } else { texColor[3] = 0.0; } gl_FragColor = v_fragmentColor*texColor; }";
注意shader程式設計沒有隱士資料型別轉換,所以都顯示為float了。
然後ratio是指在rgb中找最大的,如果ratio為0直接將alpha設為0,否則alpha設為ratio,然後各rgb除以ratio,這裡是為了做漸變,否則變化太生硬。
上圖看看吧
改變前:
改變後:
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