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cocos2d-x游戏开发(十四)用shader使图片背景透明

2015-07-16 15:52 639 查看
欢迎转载,地址:http://blog.csdn.net/fylz1125/article/details/8631783

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

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#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

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#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;



// vertex

int diff = offsetof( ccV3F_C4B_T2F, vertices);

glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));



// texCoods

diff = offsetof( ccV3F_C4B_T2F, texCoords);

glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));



// color

diff = 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

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" \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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