cocos2d-x 强大的shader系列: 游戏开发(十四)用shader使图片背景透明

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好吧,终于抽时间写这篇文章了。

手头上有很多人物行走图,技能特效图等,但这些图都有个纯黑色背景,怎么样将内容显示出来,让背景透明呢?前段时间搞了一下,感谢群里的童鞋们,提供了思路和方法。

 

这里用shader处理了像素,使黑色背景透明,直接上代码

ShaderSprite.h

#ifndef __TestShader__ShaderSprite__#define __TestShader__ShaderSprite__#include "cocos2d.h"USING_NS_CC;class ShaderSprite : public CCSprite {    public:    static ShaderSprite* create(const char* pszFileName);    virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect);    virtual void draw(void);};#endif /* defined(__TestShader__ShaderSprite__) */


ShaderSprite.cpp

#include "ShaderSprite.h"static CC_DLL const GLchar *transparentshader =#include "tansparentshader.h"ShaderSprite* ShaderSprite::create(const char *pszFileName){    ShaderSprite *pRet = new ShaderSprite();    if (pRet && pRet->initWithFile(pszFileName)) {        pRet->autorelease();        return pRet;    }    else    {        delete pRet;        pRet = NULL;        return NULL;    }}bool ShaderSprite::initWithTexture(CCTexture2D *pTexture, const CCRect& rect){    do{//        CCLog("override initWithTexture!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");        CC_BREAK_IF(!CCSprite::initWithTexture(pTexture, rect));                // 加载顶点着色器和片元着色器        m_pShaderProgram = new  CCGLProgram();        m_pShaderProgram ->initWithVertexShaderByteArray(ccPositionTextureA8Color_vert, transparentshader);                CHECK_GL_ERROR_DEBUG();                // 启用顶点着色器的attribute变量,坐标、纹理坐标、颜色        m_pShaderProgram->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);        m_pShaderProgram->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);        m_pShaderProgram->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);                CHECK_GL_ERROR_DEBUG();                // 自定义着色器链接        m_pShaderProgram->link();                CHECK_GL_ERROR_DEBUG();                // 设置移动、缩放、旋转矩阵        m_pShaderProgram->updateUniforms();                CHECK_GL_ERROR_DEBUG();                return true;            }while(0);    return false;}void ShaderSprite::draw(void){//    CCLog("override draw!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");    CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");        CCAssert(!m_pobBatchNode, "If CCSprite is being rendered by CCSpriteBatchNode, CCSprite#draw SHOULD NOT be called");        CC_NODE_DRAW_SETUP();        //// 启用attributes变量输入,顶点坐标,纹理坐标,颜色//ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );    ccGLBlendFunc(m_sBlendFunc.src, m_sBlendFunc.dst);        m_pShaderProgram->use();    m_pShaderProgram->setUniformsForBuiltins();        // 绑定纹理到纹理槽0    ccGLBindTexture2D(m_pobTexture->getName());    #define kQuadSize sizeof(m_sQuad.bl)long offset = (long)&m_sQuad;    // vertexint diff = offsetof( ccV3F_C4B_T2F, vertices);glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));    // texCoodsdiff = offsetof( ccV3F_C4B_T2F, texCoords);glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));    // colordiff = offsetof( ccV3F_C4B_T2F, colors);glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);    CHECK_GL_ERROR_DEBUG();    CC_INCREMENT_GL_DRAWS(1);    CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");}


片段着色器代码

tansparentshader.h 

"                                                       \n\#ifdef GL_ES                                            \n\precision lowp float;                                   \n\#endif                                                  \n\varying vec4 v_fragmentColor;                           \n\varying vec2 v_texCoord;                                \n\uniform sampler2D u_texture;                            \n\void main()                                             \n\{                                                       \n\    float ratio=0.0;                                    \n\    vec4 texColor = texture2D(u_texture, v_texCoord);   \n\    ratio = texColor[0] > texColor[1]?(texColor[0] > texColor[2] ? texColor[0] : texColor[2]) :(texColor[1] > texColor[2]? texColor[1] : texColor[2]);                                      \n\if (ratio != 0.0)                                          \n\{                                                          \n\    texColor[0] = texColor[0] /  ratio;                    \n\    texColor[1] = texColor[1] /  ratio;                    \n\    texColor[2] = texColor[2] /  ratio;                    \n\    texColor[3] = ratio;                                   \n\}                                                          \n\else                                                       \n\{                                                          \n\    texColor[3] = 0.0;                                     \n\}                                                          \n\gl_FragColor = v_fragmentColor*texColor;                   \n\}";


注意shader编程没有隐士数据类型转换,所以都显示为float了。

然后ratio是指在rgb中找最大的,如果ratio为0直接将alpha设为0,否则alpha设为ratio,然后各rgb除以ratio,这里是为了做渐变,否则变化太生硬。

上图:

好了,上面两张图是一样的。只是屏幕背景一个是白色,一个是黑色。图片背景透明了。

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