cocos2d-js Shader系列3:多重纹理 multiple textures multiple samplers

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cocos2d-js Shader系列3:多重纹理 multiple textures multiple samplers

上一篇,我们学习了怎么便捷的控制sprite的颜色,而这个都是默认一个texture的,如果要实现类似mask的效果,或者更个性化的多纹理效果,怎么实现呢?

这就是这一节需要介绍的内容。

Image(42)

例如上图的效果,下方2个球是原图,而上方的图就是由2个球通过某个公式合成的效果了。这里重点不是怎么合成,而是怎么把多个纹理推送到fragment shader中。

相信大家都会想到,首先需要在fragment shader中添加多一个Sample2D:

uniform sampler2D CC_Texture0uniform sampler2D CC_Texture1

但是通过简单的绑定纹理,只能绑定到第一个sampler上:

this.tex1 = cc.textureCache.addImage("res2/item_2.png");gl.bindTexture(gl.TEXTURE_2D, this.tex1)

那么关键点来了,我们需要利用gl的32个texture缓存。

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this.tex1Location = gl.getUniformLocation(p, "CC_Texture0");     this.tex2Location = gl.getUniformLocation(p, "CC_Texture1");gl.activeTexture(gl.TEXTURE0);          //webgl中一共32个,可以看cocos2d列的常量 gl.bindTexture(gl.TEXTURE_2D, this.tex1.getName()); gl.uniform1i(this.tex1Location, 0);     //把CC_Texture0指向gl.TEXTURE0 gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, this.tex2.getName()); gl.uniform1i(this.tex1Location, 1);
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核心是先激活某个纹理缓存,然后绑定sampler2D到对应的位置。最后,我们需要记得在draw之后清空,否则会影响下一个Node的绘制。

gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, null); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, null);         gl.bindBuffer(gl.ARRAY_BUFFER, null);

全部代码:

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var MultiTexturesLayer = cc.Layer.extend({     ctor:function() {         this._super();         if( 'opengl' in cc.sys.capabilities ) {             var node1 = new cc.Sprite("res2/item_2.png");             var node2 = new cc.Sprite("res2/item_3.png");             this.addChild(node1);             this.addChild(node2);             node1.x = 500;             node2.x = 200;             node1.y = node2.y = 400;             var glnode = new cc.Node();             this.addChild(glnode,10);             this.glnode = glnode;             var winSize = cc.director.getWinSize();             glnode.x = winSize.width/2;             glnode.y = winSize.height/2;             glnode.width = 128;             glnode.height = 128;             glnode.anchorX = 0.5;             glnode.anchorY = 0.5;             var MULTI_TEXTURES_FRAGMENT_SHADER =                 "precision lowp float;   \n"                 + "varying vec2 v_texCoord;  \n"                 + "uniform sampler2D CC_Texture0; \n"                 + "uniform sampler2D CC_Texture1; \n"                 + "void main() \n"                 + "{  \n"                     + "    vec4 color1 =  texture2D(CC_Texture0, v_texCoord);   \n"                     + "    vec4 color2 =  texture2D(CC_Texture1, v_texCoord);   \n"                     + "    gl_FragColor = vec4(color1.r*color2.r, color1.g*color2.g, color1.b*color2.b, color1.a*color2.a);   \n"                 + "}";             var 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"                 + "}";             this.shader = new cc.GLProgram();             this.shader.initWithVertexShaderByteArray(DEFAULT_VERTEX_SHADER, MULTI_TEXTURES_FRAGMENT_SHADER);             this.shader.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);             this.shader.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);             this.shader.link();             this.shader.updateUniforms();   //绑定位置,这个是cocos封装后必须做的事。详细可以看代码             this.initGL();             var p = this.shader.getProgram();             this.tex1Location = gl.getUniformLocation(p, "CC_Texture0");    //如果frag shader最终没有用某个uniform,该uniform会被优化删掉             this.tex2Location = gl.getUniformLocation(p, "CC_Texture1");             trace(this.tex1Location, this.tex2Location);             glnode.draw = function() {                 this.shader.use();                      //使用这个shader来绘制,封装了gl的use。跟指定glnode.shaderProgram类似                 this.shader.setUniformsForBuiltins();   //设置坐标系变换                 gl.activeTexture(gl.TEXTURE0);          //webgl中一共32个,可以看cocos2d列的常量                 gl.bindTexture(gl.TEXTURE_2D, this.tex1.getName());                 gl.uniform1i(this.tex1Location, 0);     //把CC_Texture0指向gl.TEXTURE0                 gl.activeTexture(gl.TEXTURE1);                 gl.bindTexture(gl.TEXTURE_2D, this.tex2.getName());                 gl.uniform1i(this.tex2Location, 1);                 cc.glEnableVertexAttribs( cc.VERTEX_ATTRIB_FLAG_TEX_COORDS | cc.VERTEX_ATTRIB_FLAG_POSITION);   //实际对gl的api做了封装,增加了这两个属性的位置映射。用于vertexAttribPointer                 // Draw fullscreen Square                 gl.bindBuffer(gl.ARRAY_BUFFER, this.squareVertexPositionBuffer);                 gl.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0);                 gl.bindBuffer(gl.ARRAY_BUFFER, this.squareVertexTextureBuffer);                 gl.vertexAttribPointer(cc.VERTEX_ATTRIB_TEX_COORDS, 2, gl.FLOAT, false, 0, 0);                 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);                 gl.activeTexture(gl.TEXTURE0);                 gl.bindTexture(gl.TEXTURE_2D, null);                 gl.activeTexture(gl.TEXTURE1);                 gl.bindTexture(gl.TEXTURE_2D, null);        //使用完必须置为空,否则影响其他node                 gl.bindBuffer(gl.ARRAY_BUFFER, null);             }.bind(this);         }     },     initGL:function() {         var tex1 = cc.textureCache.addImage("res2/item_2.png");         var tex2 = cc.textureCache.addImage("res2/item_3.png");         this.tex1 = tex1;         this.tex2 = tex2;         //         // Square         //         var squareVertexPositionBuffer = this.squareVertexPositionBuffer = gl.createBuffer();         gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);         var vertices = [             128,  128,             0,    128,             128,  0,             0,    0         ];         gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);         var squareVertexTextureBuffer = this.squareVertexTextureBuffer = gl.createBuffer();         gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexTextureBuffer);         var texcoords = [             0, 0,             1, 0,             0, 1,             1, 1         ];         gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords), gl.STATIC_DRAW);         gl.bindBuffer(gl.ARRAY_BUFFER, null);     } });
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2014.11.07 补充:
由于3.1版本关于坐标系的计算发生了改变,上述例子不会正常显示。
 
需要扩展cc.Node为cc.GLNode。
 
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cc.GLNode = cc.GLNode || cc.Node.extend({    ctor:function(){        this._super();        this.init();    },    _initRendererCmd:function(){        this._rendererCmd = new cc.CustomRenderCmdWebGL(this, function(){            cc.kmGLMatrixMode(cc.KM_GL_MODELVIEW);            cc.kmGLPushMatrix();            cc.kmGLLoadMatrix(this._stackMatrix);            this.draw();            cc.kmGLPopMatrix();        });    }});
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另外,在new cc.GLProgram后retain一下就可以兼容jsb了(cocos2d-js 3.1后)


kenkofox@qq.com https://github.com/kenkozheng
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