
在Sprite中使用Shader做特殊的颜色处理比较简单,只需要把Shader程序绑定到Sprite上即可:
sprite.shaderProgram = alphaTestShader;
Cocos2d内置了一些Shader,详细可以看代码:
其中,CCShaderCache缓存了一些Shader实例,而GLProgram则对gl的api做了简单的封装让接口更友好。
需要注意的是,使用GLProgram编译shader程序时,cocos2d会自动加入了一些参数。
_compileShader: function (shader, type, source) {
if (!source || !shader)
return false;
//var preStr = (type == this._glContext.VERTEX_SHADER) ? "precision highp float;\n" : "precision mediump float;\n";
source = "precision highp float; \n"
+ "uniform mat4 CC_PMatrix; \n"
+ "uniform mat4 CC_MVMatrix; \n"
+ "uniform mat4 CC_MVPMatrix; \n"
+ "uniform vec4 CC_Time; \n"
+ "uniform vec4 CC_SinTime; \n"
+ "uniform vec4 CC_CosTime; \n"
+ "uniform vec4 CC_Random01; \n"
+ "//CC INCLUDES END \n" + source;
this._glContext.shaderSource(shader, source);
this._glContext.compileShader(shader);
var status = this._glContext.getShaderParameter(shader, this._glContext.COMPILE_STATUS);
if (!status) {
cc.log("cocos2d: ERROR: Failed to compile shader:\n" + this._glContext.getShaderSource(shader));
if (type == this._glContext.VERTEX_SHADER)
cc.log("cocos2d: \n" + this.vertexShaderLog());
else
cc.log("cocos2d: \n" + this.fragmentShaderLog());
}
return ( status == 1 );
}
另外,绑定到sprite之后,cocos2d会自动设置一些值,我们只需要事先做个绑定即可,而这个绑定操作,也是有友好封装的。具体可以顺藤摸瓜看代码。
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
在sprite上做效果,无非就是一些颜色变换或者说是滤镜而已。由于cocos没有原生的滤镜,不像flash那么方便,那么我们就要自己动手丰衣足食了。
下边实现两个灰度和造旧sepia的效果,类似Flash的ShaderFilter一样。
(绿色球就是原图,上下2个小球分别用不同的sepia参数得到的造旧效果)
var sugar4 = Sugar.create(0,0,2);
sugar4.x = size.width/4;
sugar4.y = size.height/1.5;
this.addChild(sugar4);
sugar4.scale = 3;
var sugar = Sugar.create(0,0,2);
sugar.x = size.width/2;
sugar.y = size.height/2;
this.addChild(sugar);
sugar.scale = 3;
var sugar2 = Sugar.create(0,0,2);
sugar2.x = size.width/3;
sugar2.y = size.height/3;
this.addChild(sugar2);
sugar2.scale = 2;
var sugar3 = Sugar.create(0,0,2);
sugar3.x = size.width/3*2;
sugar3.y = size.height/3*2;
this.addChild(sugar3);
sugar3.scale = 2;
Filter.grayScale(sugar);
Filter.sepia(sugar2, 0.5);
Filter.sepia(sugar3, 0.9);
Filter类的代码:
/**
* Created by kenkozheng on 2014/11/4.
*/
/**
* 只能用于控制Sprite的色调等,目标是实现类似Flash的内置基本滤镜
* 静态类
*/
var Filter = {
DEFAULT_VERTEX_SHADER:
"attribute vec4 a_position; \n"
+ "attribute vec2 a_texCoord; \n"
+ "varying mediump vec2 v_texCoord; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position; \n"
+ " v_texCoord = a_texCoord; \n"
+ "}",
GRAY_SCALE_FRAGMENT_SHADER:
"varying vec2 v_texCoord; \n"
+ "uniform sampler2D CC_Texture0; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 texColor = texture2D(CC_Texture0, v_texCoord); \n"
+ " float gray = texColor.r * 0.299 + texColor.g * 0.587 + texColor.b * 0.114; \n"
+ " gl_FragColor = vec4(gray, gray, gray, texColor.a); \n"
+ "}",
SEPIA_FRAGMENT_SHADER:
"varying vec2 v_texCoord; \n"
+ "uniform sampler2D CC_Texture0; \n"
+ "uniform float u_degree; \n"
+ "void main() \n"
+ "{ \n"
+ " vec4 texColor = texture2D(CC_Texture0, v_texCoord); \n"
+ " float r = texColor.r * 0.393 + texColor.g * 0.769 + texColor.b * 0.189; \n"
+ " float g = texColor.r * 0.349 + texColor.g * 0.686 + texColor.b * 0.168; \n"
+ " float b = texColor.r * 0.272 + texColor.g * 0.534 + texColor.b * 0.131; \n"
+ " gl_FragColor = mix(texColor, vec4(r, g, b, texColor.a), u_degree); \n"
+ "}",
programs:{},
/**
* 灰度
* @param sprite
*/
grayScale: function (sprite) {
var program = Filter.programs["grayScale"];
if(!program){
program = new cc.GLProgram();
program.initWithVertexShaderByteArray(Filter.DEFAULT_VERTEX_SHADER, Filter.GRAY_SCALE_FRAGMENT_SHADER);
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION); //cocos会做初始化的工作
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
program.link();
program.updateUniforms();
Filter.programs["grayScale"] = program;
}
gl.useProgram(program.getProgram());
sprite.shaderProgram = program;
},
/**
* 造旧
* @param sprite
* @param degree 旧的程度 0~1
*/
sepia: function (sprite, degree) {
var program = Filter.programs["sepia"+degree];
if(!program){
program = new cc.GLProgram();
program.initWithVertexShaderByteArray(Filter.DEFAULT_VERTEX_SHADER, Filter.SEPIA_FRAGMENT_SHADER);
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION); //cocos会做初始化的工作
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
program.link();
program.updateUniforms();
var degreeLocation = program.getUniformLocationForName("u_degree");
program.setUniformLocationF32(degreeLocation, degree);
Filter.programs["sepia"+degree] = program;
}
gl.useProgram(program.getProgram());
sprite.shaderProgram = program;
}
};