cocos2d-x游戏开发(十四)用shader使图片背景透明

转自:http://blog.csdn.net/dawn_moon/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

 

 1 #ifndef __TestShader__ShaderSprite__

 2 #define __TestShader__ShaderSprite__

 3 

 4 #include "cocos2d.h"

 5 USING_NS_CC;

 6 

 7 class ShaderSprite : public CCSprite {

 8     

 9 public:

10     static ShaderSprite* create(const char* pszFileName);

11     virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect);

12     virtual void draw(void);

13 };

14 

15 #endif /* defined(__TestShader__ShaderSprite__) */

 

ShaderSprite.cpp

  1 #include "ShaderSprite.h"

  2 

  3 static CC_DLL const GLchar *transparentshader =

  4 #include "tansparentshader.h"

  5 

  6 ShaderSprite* ShaderSprite::create(const char *pszFileName)

  7 {

  8     ShaderSprite *pRet = new ShaderSprite();

  9     if (pRet && pRet->initWithFile(pszFileName)) {

 10         pRet->autorelease();

 11         return pRet;

 12     }

 13     else

 14     {

 15         delete pRet;

 16         pRet = NULL;

 17         return NULL;

 18     }

 19 }

 20 

 21 bool ShaderSprite::initWithTexture(CCTexture2D *pTexture, const CCRect& rect)

 22 {

 23     do{

 24 //        CCLog("override initWithTexture!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");

 25         CC_BREAK_IF(!CCSprite::initWithTexture(pTexture, rect));

 26         

 27         // 加载顶点着色器和片元着色器

 28         m_pShaderProgram = new  CCGLProgram();

 29         m_pShaderProgram ->initWithVertexShaderByteArray(ccPositionTextureA8Color_vert, transparentshader);

 30         

 31         CHECK_GL_ERROR_DEBUG();

 32         

 33         // 启用顶点着色器的attribute变量,坐标、纹理坐标、颜色

 34         m_pShaderProgram->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);

 35         m_pShaderProgram->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);

 36         m_pShaderProgram->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);

 37         

 38         CHECK_GL_ERROR_DEBUG();

 39         

 40         // 自定义着色器链接

 41         m_pShaderProgram->link();

 42         

 43         CHECK_GL_ERROR_DEBUG();

 44         

 45         // 设置移动、缩放、旋转矩阵

 46         m_pShaderProgram->updateUniforms();

 47         

 48         CHECK_GL_ERROR_DEBUG();

 49         

 50         return true;

 51         

 52     }while(0);

 53     return false;

 54 }

 55 

 56 void ShaderSprite::draw(void)

 57 {

 58 //    CCLog("override draw!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");

 59     CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");

 60     

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

 62     

 63     CC_NODE_DRAW_SETUP();

 64     

 65     //

 66     // 启用attributes变量输入,顶点坐标,纹理坐标,颜色

 67     //

 68     ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );

 69     ccGLBlendFunc(m_sBlendFunc.src, m_sBlendFunc.dst);

 70     

 71     m_pShaderProgram->use();

 72     m_pShaderProgram->setUniformsForBuiltins();

 73     

 74     // 绑定纹理到纹理槽0

 75     ccGLBindTexture2D(m_pobTexture->getName());

 76 

 77 

 78     

 79 #define kQuadSize sizeof(m_sQuad.bl)

 80     long offset = (long)&m_sQuad;

 81     

 82     // vertex

 83     int diff = offsetof( ccV3F_C4B_T2F, vertices);

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

 85     

 86     // texCoods

 87     diff = offsetof( ccV3F_C4B_T2F, texCoords);

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

 89     

 90     // color

 91     diff = offsetof( ccV3F_C4B_T2F, colors);

 92     glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));

 93     

 94     

 95     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

 96     

 97     CHECK_GL_ERROR_DEBUG();

 98 

 99     CC_INCREMENT_GL_DRAWS(1);

100     CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");

101 }

片段着色器代码

tansparentshader.h

 

 1 "                                                       \n\

 2 #ifdef GL_ES                                            \n\

 3 precision lowp float;                                   \n\

 4 #endif                                                  \n\

 5 varying vec4 v_fragmentColor;                           \n\

 6 varying vec2 v_texCoord;                                \n\

 7 uniform sampler2D u_texture;                            \n\

 8 void main()                                             \n\

 9 {                                                       \n\

10     float ratio=0.0;                                    \n\

11     vec4 texColor = texture2D(u_texture, v_texCoord);   \n\

12     ratio = texColor[0] > texColor[1]?(texColor[0] > texColor[2] ? texColor[0] : texColor[2]) :(texColor[1] > texColor[2]? texColor[1] : texColor[2]);                                      \n\

13 if (ratio != 0.0)                                          \n\

14 {                                                          \n\

15     texColor[0] = texColor[0] /  ratio;                    \n\

16     texColor[1] = texColor[1] /  ratio;                    \n\

17     texColor[2] = texColor[2] /  ratio;                    \n\

18     texColor[3] = ratio;                                   \n\

19 }                                                          \n\

20 else                                                       \n\

21 {                                                          \n\

22     texColor[3] = 0.0;                                     \n\

23 }                                                          \n\

24 gl_FragColor = v_fragmentColor*texColor;                   \n\

25 }";

 

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:

 

cocos2d-x游戏开发(十四)用shader使图片背景透明

cocos2d-x游戏开发(十四)用shader使图片背景透明

 

 

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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