前言:游戏中有很多按钮控件,它们一般会有选中和未选中2种状态。我们如果要区分这两种状态的表现,很多时候是直接叫美术给两种状态下的资源,或直接setColor设置颜色。这样无疑增加了资源的大小或不美观(看需求)。本节将介绍怎么通过opengl es程序来实现图片置灰操作。
注:这个置灰操作是基于Cocos-Lua的,具体原理分析这里不打算介绍,主要讲如何实现。
1,置灰Lua代码(ShaderEffect.lua)
local ShaderEffect = {
vertDefaultSource = "\n"..
"attribute vec4 a_position; \n" ..
"attribute vec2 a_texCoord; \n" ..
"attribute vec4 a_color; \n"..
"#ifdef GL_ES \n"..
"varying lowp vec4 v_fragmentColor;\n"..
"varying mediump vec2 v_texCoord;\n"..
"#else \n" ..
"varying vec4 v_fragmentColor; \n" ..
"varying vec2 v_texCoord; \n"..
"#endif \n"..
"void main() \n"..
"{\n" ..
"gl_Position = CC_PMatrix * a_position; \n"..
"v_fragmentColor = a_color;\n"..
"v_texCoord = a_texCoord;\n"..
"}",
pszFragSource2 = "#ifdef GL_ES \n" ..
"precision mediump float; \n" ..
"#endif \n" ..
"uniform sampler2D u_texture; \n" ..
"varying vec2 v_texCoord; \n" ..
"varying vec4 v_fragmentColor;\n"..
"uniform vec2 pix_size;\n"..
"void main(void) \n" ..
"{ \n" ..
"vec4 sum = vec4(0, 0, 0, 0); \n" ..
"sum += texture2D(u_texture, v_texCoord - 4.0 * pix_size) * 0.05;\n"..
"sum += texture2D(u_texture, v_texCoord - 3.0 * pix_size) * 0.09;\n"..
"sum += texture2D(u_texture, v_texCoord - 2.0 * pix_size) * 0.12;\n"..
"sum += texture2D(u_texture, v_texCoord - 1.0 * pix_size) * 0.15;\n"..
"sum += texture2D(u_texture, v_texCoord ) * 0.16;\n"..
"sum += texture2D(u_texture, v_texCoord + 1.0 * pix_size) * 0.15;\n"..
"sum += texture2D(u_texture, v_texCoord + 2.0 * pix_size) * 0.12;\n"..
"sum += texture2D(u_texture, v_texCoord + 3.0 * pix_size) * 0.09;\n"..
"sum += texture2D(u_texture, v_texCoord + 4.0 * pix_size) * 0.05;\n"..
"gl_FragColor = sum;\n"..
"}",
--变灰
psGrayShader = "#ifdef GL_ES \n" ..
"precision mediump float; \n" ..
"#endif \n" ..
"varying vec4 v_fragmentColor; \n" ..
"varying vec2 v_texCoord; \n" ..
"void main(void) \n" ..
"{ \n" ..
"vec4 c = texture2D(CC_Texture0, v_texCoord); \n" ..
"gl_FragColor.xyz = vec3(0.3*c.r + 0.15*c.g +0.11*c.b); \n"..
"gl_FragColor.w = c.w; \n"..
"}" ,
--移除变灰
psRemoveGrayShader = "#ifdef GL_ES \n" ..
"precision mediump float; \n" ..
"#endif \n" ..
"varying vec4 v_fragmentColor; \n" ..
"varying vec2 v_texCoord; \n" ..
"void main(void) \n" ..
"{ \n" ..
"gl_FragColor = texture2D(CC_Texture0, v_texCoord); \n" ..
"}" ,
pszFragSource1 = "#ifdef GL_ES \n" ..
"precision mediump float; \n" ..
"#endif \n" ..
"varying vec4 v_fragmentColor; \n" ..
"varying vec2 v_texCoord; \n" ..
"void main(void) \n" ..
"{ \n" ..
"vec4 c = texture2D(CC_Texture0, v_texCoord); \n" ..
"gl_FragColor.xyz = vec3(0.3*c.r + 0.15*c.g +0.11*c.b); \n"..
"gl_FragColor.w = c.w; \n"..
"}" ,
}
function ShaderEffect:init()
local pGrayProgram = cc.GLProgram:createWithByteArrays(self.vertDefaultSource,self.psGrayShader)
pGrayProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION)
pGrayProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR)
pGrayProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS)
pGrayProgram:link()
pGrayProgram:use()
pGrayProgram:updateUniforms()
cc.GLProgramCache:getInstance():addGLProgram(pGrayProgram,"pGrayProgram")
local pRemoveGrayProgram = cc.GLProgram:createWithByteArrays(self.vertDefaultSource,self.psRemoveGrayShader)
pRemoveGrayProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION)
pRemoveGrayProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR)
pRemoveGrayProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS)
pRemoveGrayProgram:link()
pRemoveGrayProgram:use()
pRemoveGrayProgram:updateUniforms()
cc.GLProgramCache:getInstance():addGLProgram(pRemoveGrayProgram,"pRemoveGrayProgram")
end
function ShaderEffect:addGrayNode(node)
--变灰的
local pProgram = cc.GLProgram:createWithByteArrays(self.vertDefaultSource,self.psGrayShader)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS)
pProgram:link()
pProgram:use()
pProgram:updateUniforms()
node:setGLProgram(pProgram)
end
function ShaderEffect:removeGrayNode(node)
local pProgram = cc.GLProgram:createWithByteArrays(self.vertDefaultSource,self.psRemoveGrayShader)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS)
pProgram:link()
pProgram:use()
pProgram:updateUniforms()
node:setGLProgram(pProgram)
end
function ShaderEffect:AddBlur(node)
local fileUtiles = cc.FileUtils:getInstance()
local vertSource = self.vertDefaultSource
local fragSource = fileUtiles:getStringFromFile("shaders/example_Blur.fsh")
local pProgram = cc.GLProgram:createWithByteArrays(vertSource, fragSource)
node:setGLProgram(pProgram)
--local glprogramstate = cc.GLProgramState:getOrCreateWithGLProgram(pProgram)
local size = node:getTexture():getContentSizeInPixels()
node:getGLProgramState():setUniformVec2("pix_size", size)
node:getGLProgramState():setUniformFloat("blurRadius", 20.0);
node:getGLProgramState():setUniformFloat("sampleNum", 0.1);
--
-- pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION)
-- pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR)
-- pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS)
pProgram:link()
pProgram:use()
pProgram:updateUniforms()
end
-- 按钮置灰
function ShaderEffect:addGrayButton(button)
if button == nil then
cclog("param can‘t be nil")
return
end
-- 遍历按钮的子节点
--[[local children = button:getChildren()
if children and #children>0 then
for _, aSprite in ipairs(children) do
if aSprite.getVirtualRenderer then
self:addGrayNode(aSprite:getVirtualRenderer():getSprite())
elseif aSprite.setGLProgram then
self:addGrayNode(aSprite)
end
end
end
]]
-- 按钮本身
local sprite9 = button:getVirtualRenderer()
local sprite = sprite9:getSprite()
self:addGrayNode(sprite)
end
-- 按钮返回正常
function ShaderEffect:removeGrayButton(button)
if button == nil then
cclog("param can‘t be nil")
return
end
-- 按钮本身
local sprite9 = button:getVirtualRenderer()
local sprite = sprite9:getSprite()
self:removeGrayNode(sprite)
end
--遍历变灰
function ShaderEffect:setGrayAndChild(node,isNotRecursive)
if node == nil then
return
end
local array = node:getSpriteChildren()
for key, var in pairs(array) do
var:setGLProgram(cc.GLProgramCache:getInstance():getGLProgram("pGrayProgram"))
end
if isNotRecursive ~= true then
--children
local array = node:getChildren()
for key, var in pairs(array) do
self:setGrayAndChild(var)
end
end
end
--遍历取消变灰
function ShaderEffect:setRemoveGrayAndChild(node,isNotRecursive)
if node == nil then
return
end
local array = node:getSpriteChildren()
for key, var in pairs(array) do
var:setGLProgram(cc.GLProgramCache:getInstance():getGLProgram("pRemoveGrayProgram"))
end
if isNotRecursive ~= true then
--children
local array = node:getChildren()
for key, var in pairs(array) do
self:setRemoveGrayAndChild(var)
end
end
end
ShaderEffect:init()
return ShaderEffect
2,使用
local ShaderEffect = require("ShaderEffect") --加载
ShaderEffect:setGrayAndChild(Button) --置灰
ShaderEffect:setRemoveGrayAndChild(Button) --取消置灰
Lua端代码需要调用C++端扩展的getSpriteChildren()接口(得到控件的精灵对象),下面就来看看C++端怎么来扩展这个接口(这里以Button置灰为例,其它控件思路一样):
1,首先在基类CCNode.h中添加这个接口,保证其它控件(没有实现的)至少不会运行出错。
virtual Vector<Node*> getSpriteChildren() { Vector<Node*> vec; return vec; } //@cxx
2,既然以按钮控件为例,就先找到UIButton.h中表示按钮精灵信息的成员,发现是这4个变量表示:
Scale9Sprite* _buttonNormalRenderer; //初始状态图片
Scale9Sprite* _buttonClickedRenderer; //点击状态图片
Scale9Sprite* _buttonDisableRenderer;//抬起后图片
Label* _titleRenderer; //按钮里文字
从这里可以看出,要得到按钮的所有精灵,还得去Scal9Sprite类和Label类中修改,先上UIButton类中getSpriteChildren()的实现:
Vector<Node*> Button::getSpriteChildren()
{
Vector<Node*> vec;
if (_buttonNormalRenderer) {
vec.pushBack(_buttonNormalRenderer->getSpriteChildren());
}
if (_buttonClickedRenderer) {
vec.pushBack(_buttonClickedRenderer->getSpriteChildren());
}
if (_buttonDisableRenderer) {
vec.pushBack(_buttonDisableRenderer->getSpriteChildren());
}
if (_titleRenderer) {
vec.pushBack(_titleRenderer->getSpriteChildren());
}
return vec;
}
3,上面按钮图片资源数据既然是返回的Scale9Sprite对象的指针,那我们就得去这个类中得到精灵信息,具体getSpriteChildren()的实现如下:
Vector<Node*> Scale9Sprite::getSpriteChildren()
{
Vector<Node*> vec;
if (_scale9Image) {
vec.pushBack(_scale9Image);
}
if (_topLeftSprite) {
vec.pushBack(_topLeftSprite);
}
if (_topSprite) {
vec.pushBack(_topSprite);
}
if (_topRightSprite) {
vec.pushBack(_topRightSprite);
}
if (_leftSprite) {
vec.pushBack(_leftSprite);
}
if (_centerSprite) {
vec.pushBack(_centerSprite);
}
if (_rightSprite) {
vec.pushBack(_rightSprite);
}
if (_bottomLeftSprite) {
vec.pushBack(_bottomLeftSprite);
}
if (_bottomSprite) {
vec.pushBack(_bottomSprite);
}
if (_bottomRightSprite) {
vec.pushBack(_bottomRightSprite);
}
return vec;
}
4,按钮的文字数据返回的是Label对象指针,同样,我们得去Label类中实现getSpriteChildren()得到文字的精灵,代码如下:
Vector<Node*> Label::getSpriteChildren()
{
Vector<Node*> vec;
if (_textSprite) {
vec.pushBack(_textSprite);
}
return vec;
}
5,好,这样按钮的4个相关精灵数据都能得到了,接下来就是tolua绑定到Lua端调用,如何绑定,前面章节有介绍。(Lua Shader那边反正是要最终得到 Sprite* 精灵对象来进行处理,遇到间接的纹理对象就一层一层的剥吧…)
版权声明:本文为博主原创文章,未经博主允许不得转载。
原文地址:http://blog.csdn.net/u010223072/article/details/49640147