feat: 增加转场

This commit is contained in:
ifengzp
2024-05-15 22:37:35 +08:00
parent 4c4c16e1cf
commit 68cd9bed83
31 changed files with 1557 additions and 31 deletions

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
smoothness: { value: 0.4 }
time: {value: 0}
squares: {value: [10, 10]}
direction: {value: [1.0, -0.5]}
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
in vec3 a_position;
in vec4 a_color;
out vec4 v_color;
#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
#endif
void main () {
vec4 pos = vec4(a_position, 1);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
v_color = a_color;
gl_Position = pos;
}
}%
CCProgram fs %{
precision highp float;
uniform sampler2D texture;
uniform sampler2D texture2;
uniform Common {
vec2 squares;
vec2 direction;
float smoothness;
float time;
};
float progress = time;
in mediump vec2 v_uv0;
in vec4 v_color;
vec4 getFromColor(vec2 uv) {
return texture(texture, uv);
}
vec4 getToColor(vec2 uv) {
return texture(texture2, uv);
}
vec4 transition(vec2 p) {
const vec2 center = vec2(0.5, 0.5);
// 根据进度计算当前方向
vec2 v = normalize(direction);
v /= abs(v.x) + abs(v.y);
float d = v.x * center.x + v.y * center.y;
float offset = smoothness;
// 计算当前进度
float pr = smoothstep(-offset, 0.0, v.x * p.x + v.y * p.y - (d - 0.5 + progress * (1.0 + offset)));
// 按照 squares 划分成小方块的坐标squares 表示每行/列的方块数
vec2 squarep = fract(p * squares);
vec2 squaremin = vec2(pr / 2.0);
vec2 squaremax = vec2(1.0 - pr / 2.0);
// 通过 step 函数计算当前像素位置是否在当前方块内,并返回一个混合系数 a
float a = (1.0 - step(progress, 0.0)) * step(squaremin.x, squarep.x) * step(squaremin.y, squarep.y) * step(squarep.x, squaremax.x) * step(squarep.y, squaremax.y);
return mix(getFromColor(p), getToColor(p), a);
}
void main () {
gl_FragColor = v_color * transition(v_uv0);
}
}%

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{
"ver": "1.0.25",
"uuid": "7b2efda6-cd4d-436b-b504-691ff4a12f8c",
"compiledShaders": [
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
"frag": "\nprecision highp float;\nuniform sampler2D texture;\nuniform sampler2D texture2;\nuniform vec2 squares;\nuniform vec2 direction;\nuniform float smoothness;\nuniform float time;\nfloat progress = time;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\nvec4 getFromColor(vec2 uv) {\n return texture2D(texture, uv);\n}\nvec4 getToColor(vec2 uv) {\n return texture2D(texture2, uv);\n}\nvec4 transition(vec2 p) {\n const vec2 center = vec2(0.5, 0.5);\n vec2 v = normalize(direction);\n v /= abs(v.x) + abs(v.y);\n float d = v.x * center.x + v.y * center.y;\n float offset = smoothness;\n float pr = smoothstep(-offset, 0.0, v.x * p.x + v.y * p.y - (d - 0.5 + progress * (1.0 + offset)));\n vec2 squarep = fract(p * squares);\n vec2 squaremin = vec2(pr / 2.0);\n vec2 squaremax = vec2(1.0 - pr / 2.0);\n float a = (1.0 - step(progress, 0.0)) * step(squaremin.x, squarep.x) * step(squaremin.y, squarep.y) * step(squarep.x, squaremax.x) * step(squarep.y, squaremax.y);\n return mix(getFromColor(p), getToColor(p), a);\n}\nvoid main () {\n gl_FragColor = v_color * transition(v_uv0);\n}"
},
"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
"frag": "\nprecision highp float;\nuniform sampler2D texture;\nuniform sampler2D texture2;\nuniform Common {\n vec2 squares;\n vec2 direction;\n float smoothness;\n float time;\n};\nfloat progress = time;\nin mediump vec2 v_uv0;\nin vec4 v_color;\nvec4 getFromColor(vec2 uv) {\n return texture(texture, uv);\n}\nvec4 getToColor(vec2 uv) {\n return texture(texture2, uv);\n}\nvec4 transition(vec2 p) {\n const vec2 center = vec2(0.5, 0.5);\n vec2 v = normalize(direction);\n v /= abs(v.x) + abs(v.y);\n float d = v.x * center.x + v.y * center.y;\n float offset = smoothness;\n float pr = smoothstep(-offset, 0.0, v.x * p.x + v.y * p.y - (d - 0.5 + progress * (1.0 + offset)));\n vec2 squarep = fract(p * squares);\n vec2 squaremin = vec2(pr / 2.0);\n vec2 squaremax = vec2(1.0 - pr / 2.0);\n float a = (1.0 - step(progress, 0.0)) * step(squaremin.x, squarep.x) * step(squaremin.y, squarep.y) * step(squarep.x, squaremax.x) * step(squarep.y, squaremax.y);\n return mix(getFromColor(p), getToColor(p), a);\n}\nvoid main () {\n gl_FragColor = v_color * transition(v_uv0);\n}"
}
}
],
"subMetas": {}
}

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{
"__type__": "cc.Material",
"_name": "SquaresWire",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "7b2efda6-cd4d-436b-b504-691ff4a12f8c"
},
"_techniqueIndex": 0,
"_techniqueData": {
"0": {
"defines": {
"USE_TEXTURE": true
},
"props": {
"smoothness": 0.4,
"time": 0,
"squares": {
"__type__": "cc.Vec2",
"x": 30,
"y": 20
},
"direction": {
"__type__": "cc.Vec2",
"x": 1,
"y": -0.5
}
}
}
}
}

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{
"ver": "1.0.3",
"uuid": "a869ac13-ffed-4334-b5df-1251273f2b07",
"dataAsSubAsset": null,
"subMetas": {}
}