在cocos2dx 中添加自定义 shaders --- 改变 HSL 色调,饱和度, 亮度

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http://blog.csdn.net/hsluzilong/article/details/17447453




步骤1.

准备 shaders文件- ccShad_Hsl.h



" \n\
#ifdef GL_ES \n\
precision mediump float; \n\
#endif \n\
\n\
varying vec2 v_texCoord; \n\
uniform sampler2D CC_Texture0; \n\
\n\
uniform float AddHue; \n\
uniform float AddSat; \n\
uniform float AddLig; \n\
uniform float AddRed; \n\
uniform float AddGreen; \n\
uniform float AddBlue; \n\
uniform float AddAlpha; \n\
\n\
float Hue_2_RGB(float v1, float v2, float vH )  \n\
{ \n\
float ret;\n\
if ( vH < 0.0 )\n\
vH += 1.0;\n\
if ( vH > 1.0 )\n\
vH -= 1.0;\n\
if ( ( 6.0 * vH ) < 1.0 )\n\
ret = ( v1 + ( v2 - v1 ) * 6.0 * vH );\n\
else if ( ( 2.0 * vH ) < 1.0 )\n\
ret = ( v2 );\n\
else if ( ( 3.0 * vH ) < 2.0 )\n\
ret = ( v1 + ( v2 - v1 ) * ( ( 2.0 / 3.0 ) - vH ) * 6.0 );\n\
else\n\
ret = v1;\n\
return ret;\n\
}\n\
\n\
void main(void)\n\
{\n\
float Cmax, Cmin;\n\
\n\
float D;\n\
\n\
float H, S, L;\n\
float R, G, B;\n\
\n\
vec4 color = texture2D(CC_Texture0, v_texCoord);\n\
\n\
R = color.r;\n\
G = color.g;\n\
B = color.b;\n\
Cmax = max (R, max (G, B));\n\
Cmin = min (R, min (G, B));\n\
L = (Cmax + Cmin) / 2.0;\n\
\n\
if (Cmax == Cmin)\n\
{\n\
H = 0.0;\n\
S = 0.0;\n\
}\n\
else\n\
{\n\
D = Cmax - Cmin;\n\
if (L < 0.5)\n\
{\n\
S = D / (Cmax + Cmin);\n\
}\n\
else\n\
{\n\
S = D / (2.0 - (Cmax + Cmin));\n\
}\n\
\n\
if (R == Cmax)\n\
{\n\
H = (G - B) / D;\n\
} else {\n\
if (G == Cmax)\n\
{\n\
H = 2.0 + (B - R) /D;\n\
}\n\
else\n\
{\n\
H = 4.0 + (R - G) / D;\n\
}\n\
}\n\
H = H / 6.0;\n\
}\n\
\n\
// modify H/S/L values\n\
H += AddHue;\n\
S += AddSat;\n\
L += AddLig;\n\
\n\
if (H < 0.0)\n\
{\n\
H = H + 1.0;\n\
}\n\
\n\
H = clamp(H, 0.0, 1.0);\n\
S = clamp(S, 0.0, 1.0);\n\
L = clamp(L, 0.0, 1.0);\n\
\n\
// convert back to RGB\n\
float var_2, var_1;\n\
\n\
if (S == 0.0)\n\
{\n\
R = L;\n\
G = L;\n\
B = L;\n\
}\n\
else\n\
{\n\
if ( L < 0.5 )\n\
{\n\
var_2 = L * ( 1.0 + S );\n\
}\n\
else\n\
{\n\
var_2 = ( L + S ) - ( S * L );\n\
}\n\
\n\
var_1 = 2.0 * L - var_2;\n\
\n\
R = Hue_2_RGB( var_1, var_2, H + ( 1.0 / 3.0 ) );\n\
G = Hue_2_RGB( var_1, var_2, H );\n\
B = Hue_2_RGB( var_1, var_2, H - ( 1.0 / 3.0 ) );\n\
}\n\
\n\
R = R * AddRed;\n\
G = G * AddGreen;\n\
B = B * AddBlue;\n\
\n\
gl_FragColor = vec4(R,G,B, color.a * AddAlpha);\n\
\n\
}\n\
";


将它放入E:\HSluZiLong\cocos2d-x-2.2.1\cocos2d-x-2.2.1\cocos2dx\shaders 目录下

步骤2.

在 ccShaders.h 中加入代码

extern CC_DLL const GLchar * ccPositionColorHSL_frag;
extern CC_DLL const GLchar * ccPositionColorHSL_vert;

在 ccShaders.cpp 中加入代码

const GLchar * ccPositionColorHSL_frag =
#include "ccShad_Hsl.h"


在 CCGLProgram.h 中定义

#define KCCShader_Position_hsl "KCCShader_Position_hsl"

在 CCShaderCache.cpp 中 追加枚举 kCCShaderType_Position_hsl,

在 CCShaderCache.cpp 的 reloadDefaultShaders中加入代码

p = programForKey(KCCShader_Position_hsl);
    p->reset();
    loadDefaultShader(p, kCCShaderType_Position_hsl);

在 CCShaderCache.cpp 的 loadDefaultShader 中加入代码

case kCCShaderType_Position_hsl: 
            p->initWithVertexShaderByteArray(ccPositionTextureColor_vert, ccPositionColorHSL_frag);
p->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
p->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
p->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
            break;

在 CCShaderCache.cpp 的 loadDefaultShaders中加入代码

p = new CCGLProgram();
    loadDefaultShader(p, kCCShaderType_Position_hsl);
    
    m_pPrograms->setObject(p, KCCShader_Position_hsl);
    p->release();


if(this->m_use_hsl)
{
m_use_hsl = false;
initHSL();
}

步骤3.

在 CCSprite 类中 追加 HSL 接口

[cpp] view plaincopy
  1. bool m_use_hsl;  
  2. GLfloat m_color_h;  
  3. GLfloat m_color_s;  
  4. GLfloat m_color_l;  

GLfloat m_color_a;

GLuint hLocation;
GLuint sLocation;
GLuint lLocation;
GLuint rLocation;
GLuint gLocation;
GLuint bLocation;
GLuint aLocation;


[cpp] view plaincopy
  1. void initHSL();  
  2. void drawHSL();  
  3. void setHSL(float h, float s, float l);  
  4. void setH(float h);  
  5. void setS(float s);  
  6. void setL(float l);  
  7. float getH(void){ return m_color_h;}  
  8. float getS(void){ return m_color_s;}  
  9. float getL(void){ return m_color_l;}  

[cpp] view plaincopy
  1. void CCSprite::initHSL()  
  2. {  
  3.     if(m_use_hsl == false)  
  4.     {  
  5.         m_use_hsl = true;  
  6.           
  7.         setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(KCCShader_Position_hsl));   
  8.         hLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "AddHue");  
  9.         sLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "AddSat");  
  10.         lLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "AddLig");  
  11.         rLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "AddRed");  
  12.         gLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "AddGreen");  
  13.         bLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "AddBlue");  
  14.         aLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "AddAlpha");  
  15.     }  
  16. }  
[cpp] view plaincopy
  1. void CCSprite::drawHSL()  
  2. {  
  3.       
  4.     ccBlendFunc blend = getBlendFunc();  
  5.     ccGLBlendFunc(blend.src, blend.dst);  
  6.   
  7.     getShaderProgram()->use();  
  8.     getShaderProgram()->setUniformsForBuiltins();  
  9.     getShaderProgram()->setUniformLocationWith1f(hLocation, m_color_h);  
  10.     getShaderProgram()->setUniformLocationWith1f(sLocation, m_color_s);  
  11.     getShaderProgram()->setUniformLocationWith1f(lLocation, m_color_l);  
  12.     getShaderProgram()->setUniformLocationWith1f(rLocation, _displayedColor.r/255.f);  
  13.     getShaderProgram()->setUniformLocationWith1f(gLocation, _displayedColor.g/255.f);  
  14.     getShaderProgram()->setUniformLocationWith1f(bLocation, _displayedColor.b/255.f);  
  15.     m_color_a = this->getOpacity() / 255.f;  
  16.     getShaderProgram()->setUniformLocationWith1f(aLocation, m_color_a);  
  17.   
  18.     ccGLBindTexture2D( getTexture()->getName());  
  19.     ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex );  
  20.   
  21. #define kQuadSize sizeof(m_sQuad.bl)  
  22.     long offset = (long)&m_sQuad;  
  23.   
  24.     // vertex  
  25.     int diff = offsetof( ccV3F_C4B_T2F, vertices);  
  26.     glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));  
  27.   
  28.     // texCoods  
  29.     diff = offsetof( ccV3F_C4B_T2F, texCoords);  
  30.     glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));  
  31.   
  32.     // color  
  33.     diff = offsetof( ccV3F_C4B_T2F, colors);  
  34.     glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));  
  35.   
  36.   
  37.     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);  
  38.   
  39.     CC_INCREMENT_GL_DRAWS(1);     
  40. }  
  41. void CCSprite::setHSL(float h, float s, float l)  
  42. {  
  43.     initHSL();  
  44.     setH(h);  
  45.     setS(s);  
  46.     setL(l);  
  47. }  
  48. void CCSprite::setH(float h)  
  49. {  
  50.     initHSL();  
  51.     m_color_h = h;  
  52. }  
  53. void CCSprite::setS(float s)  
  54. {  
  55.     initHSL();  
  56.     m_color_s = s;  
  57. }  
  58. void CCSprite::setL(float l)  
  59. {  
  60.     initHSL();  
  61.     m_color_l = l;  
  62.     ccBlendFunc blend = getBlendFunc();  
  63.     if(m_color_l > 0)  
  64.         blend.src = GL_SRC_ALPHA;  
  65.     else  
  66.         blend.src = GL_ONE;  
  67.     blend.dst = GL_ONE_MINUS_SRC_ALPHA;  
  68.     setBlendFunc(blend);  
  69. }  


在 CCSprite.cpp 的 updateBlendFunc中追加代码

if(m_use_hsl)
{
ccBlendFunc blend = getBlendFunc();
if(m_color_l > 0)
blend.src = GL_SRC_ALPHA;
else
blend.src = GL_ONE;
blend.dst = GL_ONE_MINUS_SRC_ALPHA;
setBlendFunc(blend);
}

在 CCSprite.cpp 的 setTexture中追加代码

if(this->m_use_hsl)
{
m_use_hsl = false;
initHSL();
}


在 CCSprite.cpp 的 draw 开头插入代码

if(m_use_hsl)
{
drawHSL();
return;
}


步骤5.

调用接口

[cpp] view plaincopy
  1. {  
  2.     CCSprite* pSprite = CCSprite::create("Icon.png");  
  3.     // -1 ~ 1  0无变化  
  4.     pSprite->setS(-1);  
  5.     // position the sprite on the center of the screen  
  6.     pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));  
  7.   
  8.     // add the sprite as a child to this layer  
  9.     this->addChild(pSprite, 0);  
  10.     }  






















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