2020-01-09 01:26:04 +00:00
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2020-01-16 15:05:32 +00:00
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//
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// 圆角裁剪(仅支持正方形纹理)
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//
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2020-01-09 02:01:28 +00:00
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// 原理:https://www.cnblogs.com/jqm304775992/p/4987793.html
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// 代码:复制 yanjifa/shaderDemor 的 https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect
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2020-01-09 01:26:04 +00:00
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CCEffect %{
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techniques:
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- passes:
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- vert: vs
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frag: fs
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blendState:
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targets:
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- blend: true
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rasterizerState:
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cullMode: none
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properties:
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texture: { value: white }
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alphaThreshold: { value: 0.5 }
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2020-01-09 02:01:28 +00:00
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# 圆角半径
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2020-01-16 15:05:32 +00:00
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radius: {
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2020-01-16 15:27:09 +00:00
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value: 0.4,
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2020-01-09 01:26:04 +00:00
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inspector: {
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2020-01-09 02:01:28 +00:00
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tooltip: "圆角半径",
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range: [0.0, 0.5]
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2020-01-09 01:26:04 +00:00
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}
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}
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}%
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CCProgram vs %{
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precision highp float;
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#include <cc-global>
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#include <cc-local>
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in vec3 a_position;
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in vec4 a_color;
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out vec4 v_color;
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#if USE_TEXTURE
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in vec2 a_uv0;
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out vec2 v_uv0;
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#endif
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void main () {
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vec4 pos = vec4(a_position, 1);
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#if CC_USE_MODEL
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pos = cc_matViewProj * cc_matWorld * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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#if USE_TEXTURE
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v_uv0 = a_uv0;
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#endif
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v_color = a_color;
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gl_Position = pos;
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}
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}%
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CCProgram fs %{
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precision highp float;
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#include <alpha-test>
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in vec4 v_color;
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#if USE_TEXTURE
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in vec2 v_uv0;
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uniform sampler2D texture;
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#endif
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2020-01-09 02:01:28 +00:00
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#if ENABLE_ROUNDCORNER
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uniform RoundCorner {
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// 圆角半径
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2020-01-16 15:05:32 +00:00
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float radius;
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2020-01-09 01:26:04 +00:00
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}
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#endif
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void main () {
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vec4 o = vec4(1, 1, 1, 1);
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#if USE_TEXTURE
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o *= texture(texture, v_uv0);
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#if CC_USE_ALPHA_ATLAS_TEXTURE
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o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
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#endif
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#endif
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o *= v_color;
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ALPHA_TEST(o);
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2020-01-09 02:01:28 +00:00
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#if ENABLE_ROUNDCORNER
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2020-01-09 02:47:18 +00:00
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// 约束圆角半径范围在 [0.0, 0.5]
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2020-01-16 15:05:32 +00:00
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float circleRadius = clamp(0.0, 0.5, radius);
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2020-01-09 02:47:18 +00:00
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2020-01-14 13:53:04 +00:00
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// 将纹理uv往左上偏移,实现偏移后的坐标系原点在纹理中心
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vec2 uv = v_uv0.xy - vec2(0.5, 0.5);
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// uv.x , uv.y : 为偏移后的的uv
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// abs(uv.x) , abs(uv.y) : 将第二、三、四象限的点都投影到第一象限上,这样子只需要处理第一象限的情况就可以,简化判断
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// 0.5 - radius : 计算出第一象限的圆角所在圆的圆心坐标
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// (rx, ry) : 偏移映射后的 新的uv 坐标,相对于 第一象限圆角坐在圆心坐标 的相对坐标
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2020-01-16 15:05:32 +00:00
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float rx = abs(uv.x) - (0.5 - circleRadius);
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float ry = abs(uv.y) - (0.5 - circleRadius);
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2020-01-09 02:47:18 +00:00
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// 区分 以第一象限圆角所在圆心坐标为原点的坐标的四个象限
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//
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// 第一象限 mx = 1, my = 1
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// 第二象限 mx = 0, my = 1
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// 第三象限 mx = 0, my = 0
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// 第四象限 mx = 1, my = 0
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//
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// 当 mx * my 时,只要等于1,那就是标识第一象限(实际对应圆角区域所在矩形),否则就是第二、三、四象限
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float mx = step(0.5 - circleRadius, abs(uv.x));
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float my = step(0.5 - circleRadius, abs(uv.y));
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2020-01-09 02:47:18 +00:00
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// 计算相对uv坐标到圆心的距离
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float len = length(vec2(rx, ry));
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// mx * my = 0 时,代表非圆角区域,a 值为1,代表完全采用原始纹理的透明度
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// mx * my = 1 时,代表园所所在矩形区域
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// step(circleRadius, len) 可以区分出圆角所在矩形区域的 圆角区域 和 非圆角区域
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// 其中圆角区域值为0,非圆角区域值为1
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// 当为圆角区域时,a 值为1,代表完全采用原始纹理透明度
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// 当为非圆角区域时,a 值为0,代表完全透明
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// 至此已经实现圆角裁剪
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//
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2020-01-16 15:05:32 +00:00
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// smoothstep(0., circleRadius * 0.01, len - circleRadius) 是用于抗锯齿优化
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// 原理:针对点在非圆角区域的情况,针对点在大于「圆半径一点点」地方的区域,进行平滑过渡,以实现抗锯齿
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// 其中,
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// 「圆半径一点点」用 circleRadius * 0.01 表示(0.01 可自行改变)
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// 点在大于圆半径的区域用 len - circleRadius ,此值会在 [0.0, circleRadius * 0.01] 之间时会平滑过渡
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float a = 1.0 - mx * my * step(circleRadius, len) * smoothstep(0., circleRadius * 0.01, len - circleRadius);
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2020-01-09 02:01:28 +00:00
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o = vec4(o.rgb, o.a * a);
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2020-01-09 01:26:04 +00:00
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#endif
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gl_FragColor = o;
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}
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}%
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