今天有人问我问题,说怎么实现背景虚化,换句话说,就是把某张图片的背景颜色(比如白色)给弄没了,不然贴在屏幕上有白色背景。下面是解决方法。用shader处理了像素,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)); // 加载顶点着色器和片元着色器 m_pShaderProgram = new CCGLProgram(); m_pShaderProgram ->initWithVertexShaderByteArray(ccpositionTextureA8color_vert,transparentshader); CHECK_GL_ERROR_DEBUG(); // 启用顶点着色器的attribute变量,坐标、纹理坐标、颜色 m_pShaderProgram->addAttribute(kCCAttributenameposition,kCCVertexAttrib_position); m_pShaderProgram->addAttribute(kCCAttributenamecolor,kCCVertexAttrib_color); m_pShaderProgram->addAttribute(kCCAttributenameTexCoord,kCCVertexAttrib_TexCoords); CHECK_GL_ERROR_DEBUG(); // 自定义着色器链接 m_pShaderProgram->link(); CHECK_GL_ERROR_DEBUG(); // 设置移动、缩放、旋转矩阵 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(); // // 启用attributes变量输入,顶点坐标,纹理坐标,颜色 // ccGLEnabLevertexAttribs( kCCVertexAttribFlag_PoscolorTex ); ccGLBlendFunc(m_sBlendFunc.src,m_sBlendFunc.dst); m_pShaderProgram->use(); m_pShaderProgram->setUniformsForBuiltins(); // 绑定纹理到纹理槽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,(voID*)(offset + diff)); // color diff = offsetof( ccV3F_C4B_T2F,colors); glVertexAttribPointer(kCCVertexAttrib_color,4,GL_UNSIGNED_BYTE,GL_TRUE,(voID*)(offset + diff)); glDrawArrays(GL_TRIANGLE_STRIP,4); CHECK_GL_ERROR_DEBUG(); CC_INCREMENT_GL_DRAWS(1); CC_PROfileR_Stop_category(kCCProfilercategorySprite,"CCSprite - draw");}
片段着色器代码
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编程没有隐士数据类型转换,所以都显示为float了。
然后ratio是指在rgb中找最大的,如果ratio为0直接将Alpha设为0,否则Alpha设为ratio,然后各rgb除以ratio,这里是为了做渐变,否则变化太生硬。
上图看看吧
改变前:
改变后:
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