• [原]quick2.25让描边闪起来


    本文教大家如何使用shader让描边动起来。实质就是间隔一定时间改变描边的颜色。难点:如何通过程序把颜色传给shader。想在quick2.25里面尝试的朋友,参考quick2.25精灵变灰 配置一下环境。

    一、shader代码。都是cocos官方自带的

    //outLiner.vsh
    #ifdef GL_ES 
        varying lowp vec4 v_fragmentColor;
        varying mediump vec2 v_texCoord;
    #else
        varying vec4 v_fragmentColor;
        varying vec2 v_texCoord;
    #endif
        attribute vec4 a_position;
        attribute vec2 a_texCoord;
        attribute vec4 a_color; 
    
        void main()
        {
            gl_Position = CC_MVPMatrix * a_position;
            v_fragmentColor = a_color;
            v_texCoord = a_texCoord;
        }
    
    //outLiner.fsh
    
    #ifdef GL_ES
        precision mediump float;
    #endif
        varying vec2 v_texCoord;
        varying vec4 v_fragmentColor;
        uniform vec3 u_outlineColor;
        uniform float u_threshold;
        uniform float u_radius;
        uniform sampler2D CC_Texture0;
    
        void main()
        {
            float radius = u_radius;
            vec4 accum = vec4(0.0);
            vec4 normal = vec4(0.0);
            normal = texture2D(CC_Texture0, vec2(v_texCoord.x, v_texCoord.y));
    //获取上下左右四个像素的纹理
            accum += texture2D(CC_Texture0, vec2(v_texCoord.x - radius, v_texCoord.y - radius));
            accum += texture2D(CC_Texture0, vec2(v_texCoord.x + radius, v_texCoord.y - radius));
            accum += texture2D(CC_Texture0, vec2(v_texCoord.x + radius, v_texCoord.y + radius));
            accum += texture2D(CC_Texture0, vec2(v_texCoord.x - radius, v_texCoord.y + radius));
    
            accum *= u_threshold;
            accum.rgb =  u_outlineColor * accum.a;
            accum.a = 0.0;
    
            normal = ( accum * (1.0 - normal.a)) + (normal * normal.a);
    
            gl_FragColor = v_fragmentColor * normal;
        }
    View Code

    二、shader调用

    local color = {{255,0,0},{0,255,0},{0,0,255}}
    local index =1
    
    self.sp = display.newSprite("img_248.png"):addTo(self)
    self:outLiner(self.sp)
    
    local scheduler =  require("framework.scheduler")
    scheduler.scheduleGlobal(handler(self,self.changeColor),0.1) --每间隔0.1秒改变一下颜色
    
    function MainScene:changeColor()
        if index>3 then
            index = 1
        end
        local color = color[index]
        local p = self.sp:getShaderProgram()
        local outlineColor = p:getUniformLocationForName("u_outlineColor"); --对应ps里面的u_outlineColor变量
        p:use() --注意必须加这个 否则不管用
        p:setUniformLocationWith3fv(outlineColor,color,1) -- 给u_outlineColor赋值
        index = index +1
    end
    --实质上getUniformLocationForName里面调用opengl的glGetUniformLocation(m_uProgram, name);
    --setUniformLocationWith3fv调用opengl 的glUniform3iv();
    --作用就是给shader里面的uniform变量赋值 function MainScene:outLiner(node) local pProgram
    = CCGLProgram:createWithFilenames("res/shader/outLiner.vsh","res/shader/outLiner.fsh") pProgram:addAttribute("a_position", 0) pProgram:addAttribute("a_color", 1) pProgram:addAttribute("a_texCoord", 2) pProgram:link() pProgram:updateUniforms() local threshold = pProgram:getUniformLocationForName("u_threshold"); pProgram:setUniformLocationWith1f(threshold,1.75) local radius = pProgram:getUniformLocationForName("u_radius"); pProgram:setUniformLocationWith1f(radius,0.001) node:setShaderProgram(pProgram) end

    特别注意:导出的setUniformLocationWith3fv函数,传的第二个参数有问题,需要做如下修改:(大家以后从lua中传数组给C++ 也可以参考此方法)

    附上最终效果图:

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  • 原文地址:https://www.cnblogs.com/U-tansuo/p/quick2-25_outliner.html
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