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用cocos2d-x 实现UV动画--实现篇

2015-01-10 18:19 323 查看

用cocos2d-x 实现UV动画--实现篇

UVSprite

uv动画是指通过在程序运行时动态改变纹理坐标,实现动态效果的纹理动画,使用uv动画可以实现水流动,火焰燃烧等效果。

下图是UVSprite实现的一个动画效果






本文由liangneo原创,转载请保留原文地址 :http://blog.csdn.net/liangneo/article/details/42583533

1.分析

我们需要的是一个具uv动画的sprite,最简单合理的方式是让你UVSprite直接继承于CCSprite,另外我们还需要两个变量来控制U或V方面是否需要动画,另外两个变量来控制U和V方向的动画速度,因此UVSprite类的声明如下:

class UVSprite : public cocos2d::CCSprite
{
    //U方向是否需要动画
    bool _AutoScrollU = true;
    //U方面动画速度(0~~1)
    float _AutoScrollSpeedU =0;
    //V方向是否需要动画
    bool _AutoScrollV = false;
    //V方向的动画速度(0~~1)
    float _AutoScrollSpeedV=0;

    //保存当前已经移动的uv值
    float _AutoScrollCountU=0;
    float _AutoScrollCountV=0;
};
另外我们还需要两个接口来创建UVSprite和CCSprite保持一致:

//从plist中的frame创建
static UVSprite* createWithSpriteFrameName(const char *pszSpriteFrameName);
//从贴图文件直接创建
static UVSprite* create(const char *pszFileName);


另外我们还需要一个update来更新uv的偏移值:

void UVSprite::update(float dt)
{
CCSprite::update(dt);

//更新u
if(_AutoScrollU)
{
_AutoScrollCountU += dt * _AutoScrollSpeedU;
}

//更新v
if (_AutoScrollV) {
_AutoScrollCountV += dt * _AutoScrollSpeedV;
}

//如果超出范围从0开始
if (_AutoScrollCountU > 1 || _AutoScrollCountU < -1) {
_AutoScrollCountU = 0;
}

if (_AutoScrollCountV > 1 || _AutoScrollCountV < -1) {
_AutoScrollCountV = 0;
}
}

上一篇文章中我们提到,uv的值在(0~~1)范围内,因此在更新时确保偏移在(-1,1)范围内

2.shader

a.有了更新uv的更新我们来写shader,顶点shader我们使用cocos2d提供的 ccPositionTextureColor_vert,代码如下

attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;

#ifdef GL_ES
varying lowp vec4 v_fragmentColor;
varying mediump vec2 v_texCoord;
#else
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
#endif

void main()
{
gl_Position = CC_MVPMatrix * a_position;
v_fragmentColor = a_color;
v_texCoord = a_texCoord;
}


b.片元shader,在片元shader中我们需要更新uv坐标,设置一个变量texOffset来表示uv的偏移,代码如下:

#ifdef GL_ES
precision lowp float;
#endif

varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec2 texOffset;
uniform sampler2D CC_Texture0;

void main()
{
vec2 texcoord = mod(texOffset+v_texCoord,1.0);
gl_FragColor = v_fragmentColor * texture2D(CC_Texture0, texcoord);
}


在片元Shader中,我们将默认的v_texCoord加上传进来的texOffset,并对结果与1求模,确保纹理坐标出界后回到合理的位置

3.shader加载,为UVSprite添加一个成员函数,和一个shader中texOffset的uniform引用,代码如下:

void UVSprite::loadShaderVertex(const char *vert, const char *frag)
{
CCGLProgram *shader = new CCGLProgram();
shader->initWithVertexShaderByteArray(vert, frag);

shader->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
shader->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
shader->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);

shader->link();

shader->updateUniforms();

_uniformOffset = glGetUniformLocation(shader->getProgram(), "texOffset");

this->setShaderProgram(shader);

shader->release();
}
在该函数中,首先加载sahder,添加cocos2dx提供三个默认属性,分别是点坐标,点颜色,点的uv坐标,然后获取texOffset在shahder中的uniform引用

4.渲染,重写CCSprite的draw函数,除了实现CCSprite的draw的渲染功能,还额外的绑定texOffset,代码如下:

void UVSprite::draw()
{
CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");

CCAssert(!m_pobBatchNode, "If CCSprite is being rendered by CCSpriteBatchNode, CCSprite#draw SHOULD NOT be called");

getShaderProgram()->use();
getShaderProgram()->setUniformsForBuiltins();

ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst );
//绑定texOffset
getShaderProgram()->setUniformLocationWith2f(_uniformOffset, _AutoScrollCountU, _AutoScrollCountV);

//绑定纹理贴图
ccGLBindTexture2D( m_pobTexture->getName() );
ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );

#define kQuadSize sizeof(m_sQuad.bl)
#ifdef EMSCRIPTEN
long offset = 0;
setGLBufferData(&m_sQuad, 4 * kQuadSize, 0);
#else
long offset = (long)&m_sQuad;
#endif // EMSCRIPTEN

// 设置渲染坐标(x,y)
int diff = offsetof( ccV3F_C4B_T2F, vertices);
glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));

// 设置纹理坐标(u,v)
diff = offsetof( ccV3F_C4B_T2F, texCoords);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));

// 设置顶点颜色
diff = offsetof( ccV3F_C4B_T2F, colors);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));

//渲染矩形
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

CHECK_GL_ERROR_DEBUG();

#if CC_SPRITE_DEBUG_DRAW == 1
// draw bounding box
CCPoint vertices[4]={
ccp(m_sQuad.tl.vertices.x,m_sQuad.tl.vertices.y),
ccp(m_sQuad.bl.vertices.x,m_sQuad.bl.vertices.y),
ccp(m_sQuad.br.vertices.x,m_sQuad.br.vertices.y),
ccp(m_sQuad.tr.vertices.x,m_sQuad.tr.vertices.y),
};
ccDrawPoly(vertices, 4, true);
#elif CC_SPRITE_DEBUG_DRAW == 2
// draw texture box
CCSize s = this->getTextureRect().size;
CCPoint offsetPix = this->getOffsetPosition();
CCPoint vertices[4] = {
ccp(offsetPix.x,offsetPix.y), ccp(offsetPix.x+s.width,offsetPix.y),
ccp(offsetPix.x+s.width,offsetPix.y+s.height), ccp(offsetPix.x,offsetPix.y+s.height)
};
ccDrawPoly(vertices, 4, true);
#endif // CC_SPRITE_DEBUG_DRAW

CC_INCREMENT_GL_DRAWS(1);

CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");

}


代码的功能和CCSprite的draw基本一致,唯一的差别如下:

//绑定texOffset
getShaderProgram()->setUniformLocationWith2f(_uniformOffset, _AutoScrollCountU, _AutoScrollCountV);


该行代码将shader中的texOffset与update中的实时更新的uv关联起来。

本文源代码下载地址: http://download.csdn.net/detail/liangneo/8348147
使用说明:放到cocos2d-x的samples/Cpp/目录下替换原来的文件即可

bugFix,由于cocos2d-x的spriteFrame可能只使用贴图中的一部分,因此使用UVSprite::createWithSpriteFrameName创建出来的对象的uv只是0 --- 1范围中的一部分,使用上述shader可以会出错。作以下更正:

1.frag Shader

#ifdef GL_ES
precision lowp float;
#endif

varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec2 texOffset;
uniform sampler2D CC_Texture0;
uniform vec2 uRange;
uniform vec2 vRange;
void main()
{
vec2 texcoord = texOffset+v_texCoord;
texcoord.x = mod(texcoord.x - uRange.x,uRange.y-uRange.x) + uRange.x;
texcoord.y = mod(texcoord.y - vRange.x,vRange.y-vRange.x) + vRange.x;
gl_FragColor = v_fragmentColor * texture2D(CC_Texture0, texcoord);
}


增加了两个变量,uRange和vRange分别用来记录,uv的范围,确保精灵在的贴图在这个范围内

2.shader Load

void UVSprite::loadShaderVertex(const char *vert, const char *frag)
{
CCGLProgram *shader = new CCGLProgram();
shader->initWithVertexShaderByteArray(vert, frag);

shader->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
shader->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
shader->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);

shader->link();

shader->updateUniforms();

_uniformOffset = glGetUniformLocation(shader->getProgram(), "texOffset");
_uniformURange = glGetUniformLocation(shader->getProgram(), "uRange");
_uniformVRange = glGetUniformLocation(shader->getProgram(), "vRange");
this->setShaderProgram(shader);

shader->release();
}


在load时,绑定shader中的uRange和vRange

3.渲染

void UVSprite::draw()
{
CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");

CCAssert(!m_pobBatchNode, "If CCSprite is being rendered by CCSpriteBatchNode, CCSprite#draw SHOULD NOT be called");

getShaderProgram()->use();
getShaderProgram()->setUniformsForBuiltins();

ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst );

//bug fix with sprite frame

getShaderProgram()->setUniformLocationWith2f(_uniformURange, m_sQuad.bl.texCoords.u, m_sQuad.br.texCoords.u);
getShaderProgram()->setUniformLocationWith2f(_uniformVRange, m_sQuad.bl.texCoords.v, m_sQuad.tl.texCoords.v);
float offsetU = (m_sQuad.br.texCoords.u - m_sQuad.bl.texCoords.u) * _AutoScrollCountU;
float offsetV = (m_sQuad.tl.texCoords.v - m_sQuad.bl.texCoords.v) * _AutoScrollCountV;

getShaderProgram()->setUniformLocationWith2f(_uniformOffset, offsetU, offsetV);

//绑定纹理贴图
ccGLBindTexture2D( m_pobTexture->getName() );
ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );

#define kQuadSize sizeof(m_sQuad.bl)
#ifdef EMSCRIPTEN
long offset = 0;
setGLBufferData(&m_sQuad, 4 * kQuadSize, 0);
#else
long offset = (long)&m_sQuad;
#endif // EMSCRIPTEN

// 设置渲染坐标(x,y)
int diff = offsetof( ccV3F_C4B_T2F, vertices);
glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));

// 设置纹理坐标(u,v)
diff = offsetof( ccV3F_C4B_T2F, texCoords);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));

// 设置顶点颜色
diff = offsetof( ccV3F_C4B_T2F, colors);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));

//渲染矩形
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

CHECK_GL_ERROR_DEBUG();

#if CC_SPRITE_DEBUG_DRAW == 1
// draw bounding box
CCPoint vertices[4]={
ccp(m_sQuad.tl.vertices.x,m_sQuad.tl.vertices.y),
ccp(m_sQuad.bl.vertices.x,m_sQuad.bl.vertices.y),
ccp(m_sQuad.br.vertices.x,m_sQuad.br.vertices.y),
ccp(m_sQuad.tr.vertices.x,m_sQuad.tr.vertices.y),
};
ccDrawPoly(vertices, 4, true);
#elif CC_SPRITE_DEBUG_DRAW == 2
// draw texture box
CCSize s = this->getTextureRect().size;
CCPoint offsetPix = this->getOffsetPosition();
CCPoint vertices[4] = {
ccp(offsetPix.x,offsetPix.y), ccp(offsetPix.x+s.width,offsetPix.y),
ccp(offsetPix.x+s.width,offsetPix.y+s.height), ccp(offsetPix.x,offsetPix.y+s.height)
};
ccDrawPoly(vertices, 4, true);
#endif // CC_SPRITE_DEBUG_DRAW

CC_INCREMENT_GL_DRAWS(1);

CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");

}
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