diff --git a/assets/effects/glow-inner.effect b/assets/effects/glow-inner.effect index f3eccd8..276e0ec 100644 --- a/assets/effects/glow-inner.effect +++ b/assets/effects/glow-inner.effect @@ -88,7 +88,7 @@ CCProgram fs %{ // 角度转弧度,公式为:弧度 = 角度 * (pi / 180) float radian = angle * 0.01745329252; // 这个浮点数是 pi / 180 vec4 color = texture(texture, v_uv0 + vec2(distance * cos(radian), distance * sin(radian))); - return 1.0 - color.a; + return color.a; } /** @@ -119,6 +119,13 @@ CCProgram fs %{ * 获取发光的透明度 */ float getGlowAlpha() { + // 原来已经透明的点不处理 + vec4 srcColor = texture(texture, v_uv0); + if (srcColor.a < 0.0000000001) { + return srcColor.a; + } + + // 处理原来不透明的点,求周边平均透明度 float totalAlpha = 0.0; totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.1); totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.2); @@ -152,26 +159,34 @@ CCProgram fs %{ gl_FragColor = o; #if SHOW_INNER_GLOW - // 先画图案 + // 目标颜色(图像) vec4 color_dest = o; - // 然后在图案上叠加内发光 - vec4 color_src = glowColor * getGlowAlpha(); + // 源颜色(内发光) + float alpha = getGlowAlpha(); + // 此时我们得到的是内部透明度为1,靠近边缘的为接近0的透明度 + // 而内发光恰恰相反,是需要内部透明度为0,靠近边缘的接近1的透明度 + // 因此我们需要翻转一下透明度 + // 如果图像边缘有大量渐变,那么如果我们取 0.0 的话,那么可能边缘会出现锯齿 + // 因此我们取0.1作为翻转临界值,0.1也不是绝对的,可以自行修改这里的值 + if (alpha > 0.1) { + alpha = 1.0 - alpha; + } + vec4 color_src = glowColor * alpha; // 按照这个顺序,源颜色就是内发光颜色,目标颜色就是图案颜色色 // 所以命名就是 color_src, color_dest // 按照混合颜色规则 http://docs.cocos.com/creator/manual/zh/advanced-topics/ui-auto-batch.html#blend-%E6%A8%A1%E5%BC%8F // 要在图案上方,叠加一个内发光,将两者颜色混合起来,那么最终选择的混合模式如下: - // color_src: GL_SRC_ALPHA - // color_dest: GL_ONE_MINUS_SRC_ALPHA + // + // (内发光)color_src: GL_SRC_ALPHA + // (原图像)color_dest: GL_ONE + // // 即最终颜色如下: - // color_src * GL_SRC_ALPHA + color_dest * GL_ONE_MINUS_SRC_ALPHA - gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a); - // gl_FragColor = color_src + color_dest * (1.0 - color_src.a); - // gl_FragColor = color_src * (1.0 - color_src.a) + color_dest * color_src.a; - // gl_FragColor = color_src; - // gl_FragColor = color_dest * color_dest.a + color_src * (1.0 - color_dest.a); + // color_src * GL_SRC_ALPHA + color_dest * GL_ONE + + gl_FragColor = color_src * color_src.a + color_dest; #endif } }% diff --git a/assets/effects/glow-inner.effect.meta b/assets/effects/glow-inner.effect.meta index 8d480f4..2acf658 100644 --- a/assets/effects/glow-inner.effect.meta +++ b/assets/effects/glow-inner.effect.meta @@ -5,11 +5,11 @@ { "glsl1": { "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n", - "frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if SHOW_INNER_GLOW\n\nuniform vec4 glowColor;\nuniform float glowColorSize;\n\n/**\n * 获取指定角度方向,距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param distance 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float distance) {\n\n float radian = angle * 0.01745329252;\n\n vec4 color = texture2D(texture, v_uv0 + vec2(distance * cos(radian), distance * sin(radian))); \n return 1.0 - color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param distance 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getDistanceAverageAlpha(float distance) {\n float totalAlpha = 0.0;\n totalAlpha += getColorAlpha(0.0, distance);\n totalAlpha += getColorAlpha(30.0, distance);\n totalAlpha += getColorAlpha(60.0, distance);\n totalAlpha += getColorAlpha(90.0, distance);\n totalAlpha += getColorAlpha(120.0, distance);\n totalAlpha += getColorAlpha(150.0, distance);\n totalAlpha += getColorAlpha(180.0, distance);\n totalAlpha += getColorAlpha(210.0, distance);\n totalAlpha += getColorAlpha(240.0, distance);\n totalAlpha += getColorAlpha(270.0, distance);\n totalAlpha += getColorAlpha(300.0, distance);\n totalAlpha += getColorAlpha(330.0, distance);\n return totalAlpha * (1.0 / 12.0);\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n float totalAlpha = 0.0;\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 1.0);\n return 1.0 - totalAlpha * (1.0 / 10.0);\n\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n\n #if SHOW_INNER_GLOW\n\n vec4 color_dest = o;\n\n vec4 color_src = glowColor * getGlowAlpha();\n\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n\n #endif\n}\n" + "frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if SHOW_INNER_GLOW\n\nuniform vec4 glowColor;\nuniform float glowColorSize;\n\n/**\n * 获取指定角度方向,距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param distance 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float distance) {\n\n float radian = angle * 0.01745329252;\n\n vec4 color = texture2D(texture, v_uv0 + vec2(distance * cos(radian), distance * sin(radian))); \n return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param distance 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getDistanceAverageAlpha(float distance) {\n float totalAlpha = 0.0;\n totalAlpha += getColorAlpha(0.0, distance);\n totalAlpha += getColorAlpha(30.0, distance);\n totalAlpha += getColorAlpha(60.0, distance);\n totalAlpha += getColorAlpha(90.0, distance);\n totalAlpha += getColorAlpha(120.0, distance);\n totalAlpha += getColorAlpha(150.0, distance);\n totalAlpha += getColorAlpha(180.0, distance);\n totalAlpha += getColorAlpha(210.0, distance);\n totalAlpha += getColorAlpha(240.0, distance);\n totalAlpha += getColorAlpha(270.0, distance);\n totalAlpha += getColorAlpha(300.0, distance);\n totalAlpha += getColorAlpha(330.0, distance);\n return totalAlpha * (1.0 / 12.0);\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n vec4 srcColor = texture2D(texture, v_uv0);\n if (srcColor.a < 0.0000000001) {\n return srcColor.a;\n }\n\n float totalAlpha = 0.0;\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * (1.0 / 10.0);\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n\n #if SHOW_INNER_GLOW\n\n vec4 color_dest = o;\n\n float alpha = getGlowAlpha();\n\n if (alpha > 0.1) {\n alpha = 1.0 - alpha;\n }\n vec4 color_src = glowColor * alpha;\n\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}\n" }, "glsl3": { "vert": "\nprecision highp float;\nuniform CCGlobal {\n vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n", - "frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if SHOW_INNER_GLOW\n\nuniform glow {\n\n vec4 glowColor;\n\n float glowColorSize;\n\n};\n\n/**\n * 获取指定角度方向,距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param distance 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float distance) {\n\n float radian = angle * 0.01745329252;\n\n vec4 color = texture(texture, v_uv0 + vec2(distance * cos(radian), distance * sin(radian))); \n return 1.0 - color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param distance 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getDistanceAverageAlpha(float distance) {\n float totalAlpha = 0.0;\n totalAlpha += getColorAlpha(0.0, distance);\n totalAlpha += getColorAlpha(30.0, distance);\n totalAlpha += getColorAlpha(60.0, distance);\n totalAlpha += getColorAlpha(90.0, distance);\n totalAlpha += getColorAlpha(120.0, distance);\n totalAlpha += getColorAlpha(150.0, distance);\n totalAlpha += getColorAlpha(180.0, distance);\n totalAlpha += getColorAlpha(210.0, distance);\n totalAlpha += getColorAlpha(240.0, distance);\n totalAlpha += getColorAlpha(270.0, distance);\n totalAlpha += getColorAlpha(300.0, distance);\n totalAlpha += getColorAlpha(330.0, distance);\n return totalAlpha * (1.0 / 12.0);\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n float totalAlpha = 0.0;\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 1.0);\n return 1.0 - totalAlpha * (1.0 / 10.0);\n\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n\n #if SHOW_INNER_GLOW\n\n vec4 color_dest = o;\n\n vec4 color_src = glowColor * getGlowAlpha();\n\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n\n #endif\n}\n" + "frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if SHOW_INNER_GLOW\n\nuniform glow {\n\n vec4 glowColor;\n\n float glowColorSize;\n\n};\n\n/**\n * 获取指定角度方向,距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param distance 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float distance) {\n\n float radian = angle * 0.01745329252;\n\n vec4 color = texture(texture, v_uv0 + vec2(distance * cos(radian), distance * sin(radian))); \n return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param distance 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getDistanceAverageAlpha(float distance) {\n float totalAlpha = 0.0;\n totalAlpha += getColorAlpha(0.0, distance);\n totalAlpha += getColorAlpha(30.0, distance);\n totalAlpha += getColorAlpha(60.0, distance);\n totalAlpha += getColorAlpha(90.0, distance);\n totalAlpha += getColorAlpha(120.0, distance);\n totalAlpha += getColorAlpha(150.0, distance);\n totalAlpha += getColorAlpha(180.0, distance);\n totalAlpha += getColorAlpha(210.0, distance);\n totalAlpha += getColorAlpha(240.0, distance);\n totalAlpha += getColorAlpha(270.0, distance);\n totalAlpha += getColorAlpha(300.0, distance);\n totalAlpha += getColorAlpha(330.0, distance);\n return totalAlpha * (1.0 / 12.0);\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n vec4 srcColor = texture(texture, v_uv0);\n if (srcColor.a < 0.0000000001) {\n return srcColor.a;\n }\n\n float totalAlpha = 0.0;\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getDistanceAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * (1.0 / 10.0);\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n\n #if SHOW_INNER_GLOW\n\n vec4 color_dest = o;\n\n float alpha = getGlowAlpha();\n\n if (alpha > 0.1) {\n alpha = 1.0 - alpha;\n }\n vec4 color_src = glowColor * alpha;\n\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}\n" } } ], diff --git a/assets/materials/glow-inner.mtl b/assets/materials/glow-inner.mtl index e5e525d..54572d4 100644 --- a/assets/materials/glow-inner.mtl +++ b/assets/materials/glow-inner.mtl @@ -12,6 +12,14 @@ "SHOW_INNER_GLOW": true }, "_props": { - "texture": null + "texture": null, + "glowColor": { + "__type__": "cc.Vec4", + "x": 0, + "y": 0, + "z": 1, + "w": 1 + }, + "glowColorSize": 0.5 } } \ No newline at end of file diff --git a/assets/scenes/GlowInnerEffectScene.fire b/assets/scenes/GlowInnerEffectScene.fire index bacb883..4407eac 100755 --- a/assets/scenes/GlowInnerEffectScene.fire +++ b/assets/scenes/GlowInnerEffectScene.fire @@ -78,16 +78,16 @@ "__id__": 8 }, { - "__id__": 21 + "__id__": 71 } ], "_active": true, "_components": [ { - "__id__": 32 + "__id__": 86 }, { - "__id__": 33 + "__id__": 87 } ], "_prefab": null, @@ -362,7 +362,7 @@ }, { "__type__": "cc.Node", - "_name": "Layout", + "_name": "SliderLayouts", "_objFlags": 0, "_parent": { "__id__": 2 @@ -372,7 +372,88 @@ "__id__": 9 }, { - "__id__": 11 + "__id__": 21 + }, + { + "__id__": 33 + }, + { + "__id__": 45 + }, + { + "__id__": 57 + } + ], + "_active": true, + "_components": [ + { + "__id__": 69 + }, + { + "__id__": 70 + } + ], + "_prefab": null, + "_opacity": 255, + "_color": { + "__type__": "cc.Color", + "r": 255, + "g": 255, + "b": 255, + "a": 255 + }, + "_contentSize": { + "__type__": "cc.Size", + "width": 672, + "height": 444 + }, + "_anchorPoint": { + "__type__": "cc.Vec2", + "x": 0.5, + "y": 1 + }, + "_trs": { + "__type__": "TypedArray", + "ctor": "Float64Array", + "array": [ + -144, + 272, + 0, + 0, + 0, + 0, + 1, + 1, + 1, + 1 + ] + }, + "_eulerAngles": { + "__type__": "cc.Vec3", + "x": 0, + "y": 0, + "z": 0 + }, + "_skewX": 0, + "_skewY": 0, + "_is3DNode": false, + "_groupIndex": 0, + "groupIndex": 0, + "_id": "d0PWmVX95D3LEcvBQBPDr+" + }, + { + "__type__": "cc.Node", + "_name": "RedSlider", + "_objFlags": 0, + "_parent": { + "__id__": 8 + }, + "_children": [ + { + "__id__": 10 + }, + { + "__id__": 12 } ], "_active": true, @@ -395,20 +476,20 @@ }, "_contentSize": { "__type__": "cc.Size", - "width": 548, - "height": 150 + "width": 461.38, + "height": 60 }, "_anchorPoint": { "__type__": 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}, - "_eulerAngles": { - "__type__": "cc.Vec3", - "x": 0, - "y": 0, - "z": 0 - }, - "_skewX": 0, - "_skewY": 0, - "_is3DNode": false, - "_groupIndex": 0, - "groupIndex": 0, - "_id": "7e02DWsH9JIajxCtAZc1ug" - }, - { - "__type__": "cc.Sprite", + "__type__": "cc.Widget", "_name": "", "_objFlags": 0, "node": { - "__id__": 26 + "__id__": 81 }, "_enabled": true, - "_materials": [ - { - "__uuid__": "2c760728-404d-4553-a1d0-7ab18263845c" - } - ], - "_srcBlendFactor": 770, - "_dstBlendFactor": 771, - "_spriteFrame": { - "__uuid__": "d0b78623-4e79-4de1-b1d2-ea211bf4652c" - }, - "_type": 0, - "_sizeMode": 1, - "_fillType": 0, - "_fillCenter": { - "__type__": "cc.Vec2", - "x": 0, - "y": 0 - }, - "_fillStart": 0, - "_fillRange": 0, - "_isTrimmedMode": true, - "_atlas": null, - "_id": "24JG5wcHpMbKwEVWPmOT/7" + "alignMode": 1, + "_target": null, + "_alignFlags": 16, + "_left": 0, + "_right": 0, + "_top": 0, + "_bottom": 0, + "_verticalCenter": -195, + "_horizontalCenter": 0, + "_isAbsLeft": true, + "_isAbsRight": true, + "_isAbsTop": true, + "_isAbsBottom": true, + "_isAbsHorizontalCenter": true, + "_isAbsVerticalCenter": true, + "_originalWidth": 0, + "_originalHeight": 0, + "_id": "27r/pOzQhOrJIV7E87RRJH" }, { - "__type__": "cc.Node", - "_name": "prestige_04_big", - "_objFlags": 0, - "_parent": { - "__id__": 21 - }, - "_children": [], - "_active": true, - "_components": [ - { - "__id__": 29 - } - ], - "_prefab": null, - "_opacity": 255, - "_color": { - "__type__": "cc.Color", - "r": 255, - "g": 255, - "b": 255, - "a": 255 - }, - "_contentSize": { - "__type__": "cc.Size", - "width": 60, - "height": 60 - }, - "_anchorPoint": { - "__type__": "cc.Vec2", - "x": 0.5, - "y": 0.5 - }, - "_trs": { - "__type__": "TypedArray", - "ctor": "Float64Array", - "array": [ - 224.5, - 0, - 0, - 0, - 0, - 0, - 1, - 1, - 1, - 1 - ] - }, - "_eulerAngles": { - "__type__": "cc.Vec3", - "x": 0, - "y": 0, - "z": 0 - }, - "_skewX": 0, - "_skewY": 0, - "_is3DNode": false, - "_groupIndex": 0, - "groupIndex": 0, - "_id": "b1QYdYwQ1GIbxm/N2yRRUD" - }, - { - "__type__": "cc.Sprite", + "__type__": "cc.Widget", "_name": "", "_objFlags": 0, "node": { - "__id__": 28 + "__id__": 71 }, "_enabled": true, - "_materials": [ - { - "__uuid__": "2c760728-404d-4553-a1d0-7ab18263845c" - } - ], - "_srcBlendFactor": 770, - "_dstBlendFactor": 771, - "_spriteFrame": { - "__uuid__": "969fa66a-ae10-4157-b16e-4c1a4665920c" - }, - "_type": 0, - "_sizeMode": 1, - "_fillType": 0, - "_fillCenter": { - "__type__": "cc.Vec2", - "x": 0, - "y": 0 - }, - "_fillStart": 0, - "_fillRange": 0, - "_isTrimmedMode": true, - "_atlas": null, - "_id": "75+LzaMdNGFbA4yyUIIz9s" + "alignMode": 1, + "_target": null, + "_alignFlags": 41, + "_left": 0.6, + "_right": 0, + "_top": 48, + "_bottom": 48, + "_verticalCenter": 0, + "_horizontalCenter": 0, + "_isAbsLeft": false, + "_isAbsRight": true, + "_isAbsTop": true, + "_isAbsBottom": true, + "_isAbsHorizontalCenter": true, + "_isAbsVerticalCenter": true, + "_originalWidth": 509, + "_originalHeight": 0, + "_id": "80mVZhmc1LHYCtsbpy1Jnu" }, { "__type__": "cc.Layout", "_name": "", "_objFlags": 0, "node": { - "__id__": 21 + "__id__": 71 }, "_enabled": true, "_layoutSize": { "__type__": "cc.Size", - "width": 509, - "height": 0 + "width": 384, + "height": 584 }, "_resize": 1, - "_N$layoutType": 1, + "_N$layoutType": 2, "_N$padding": 0, "_N$cellSize": { "__type__": "cc.Size", @@ -1437,39 +4039,12 @@ "_N$paddingTop": 0, "_N$paddingBottom": 0, "_N$spacingX": 48, - "_N$spacingY": 0, + "_N$spacingY": 48, "_N$verticalDirection": 1, "_N$horizontalDirection": 0, "_N$affectedByScale": false, "_id": "ff9z0nF9BGm5zFMuGhj1jt" }, - { - "__type__": "cc.Widget", - "_name": "", - "_objFlags": 0, - "node": { - "__id__": 21 - }, - "_enabled": true, - "alignMode": 1, - "_target": null, - "_alignFlags": 8, - "_left": 0.18975520833333331, - "_right": 0, - "_top": 0, - "_bottom": 0, - "_verticalCenter": 0, - "_horizontalCenter": 0, - "_isAbsLeft": false, - "_isAbsRight": true, - "_isAbsTop": true, - "_isAbsBottom": true, - "_isAbsHorizontalCenter": true, - "_isAbsVerticalCenter": true, - "_originalWidth": 0, - "_originalHeight": 0, - "_id": "a4H/CsfipEB73tJmLtFf9/" - }, { "__type__": "cc.Canvas", "_name": "", @@ -1483,7 +4058,7 @@ "width": 960, "height": 640 }, - "_fitWidth": false, + "_fitWidth": true, "_fitHeight": true, "_id": "4bz2+ak99DBYVlSVIMFGN0" }, @@ -1495,9 +4070,6 @@ "__id__": 2 }, "_enabled": true, - "examplesParentNode": { - "__id__": 21 - }, "_id": "1a7ypfDW1DQqGMHUC5Sf0L" } ] \ No newline at end of file diff --git a/assets/scripts/GlowInnerEffectScene.ts b/assets/scripts/GlowInnerEffectScene.ts index a67bff4..4913f86 100644 --- a/assets/scripts/GlowInnerEffectScene.ts +++ b/assets/scripts/GlowInnerEffectScene.ts @@ -2,15 +2,47 @@ const { ccclass, property } = cc._decorator; @ccclass export default class GlowInnerEffectScene extends cc.Component { - @property(cc.Node) - examplesParentNode: cc.Node = null; + private _redSlider: cc.Slider = null; + private _greenSlider: cc.Slider = null; + private _blueSlider: cc.Slider = null; + private _alphaSlider: cc.Slider = null; + private _widthSlider: cc.Slider = null; + private _examplesParentNode: cc.Node = null; - start() { - this._updateRenderComponentOutterGlowMaterial(0); + onLoad() { + this._redSlider = cc.find("Canvas/SliderLayouts/RedSlider/Slider").getComponent(cc.Slider); + this._greenSlider = cc.find("Canvas/SliderLayouts/GreenSlider/Slider").getComponent(cc.Slider); + this._blueSlider = cc.find("Canvas/SliderLayouts/BlueSlider/Slider").getComponent(cc.Slider); + this._alphaSlider = cc.find("Canvas/SliderLayouts/AlphaSlider/Slider").getComponent(cc.Slider); + this._widthSlider = cc.find("Canvas/SliderLayouts/WidthSlider/Slider").getComponent(cc.Slider); + this._examplesParentNode = cc.find("Canvas/Examples"); } - onSideCallBack(slider: cc.Slider, customEventData: string) { - this._updateRenderComponentOutterGlowMaterial(slider.progress / 100); + onEnable() { + this._redSlider.node.on("slide", this._onSliderChanged, this); + this._greenSlider.node.on("slide", this._onSliderChanged, this); + this._blueSlider.node.on("slide", this._onSliderChanged, this); + this._alphaSlider.node.on("slide", this._onSliderChanged, this); + this._widthSlider.node.on("slide", this._onSliderChanged, this); + } + + onDisable() { + this._redSlider.node.off("slide", this._onSliderChanged, this); + this._greenSlider.node.off("slide", this._onSliderChanged, this); + this._blueSlider.node.off("slide", this._onSliderChanged, this); + this._alphaSlider.node.off("slide", this._onSliderChanged, this); + this._widthSlider.node.off("slide", this._onSliderChanged, this); + } + + start() { + this._onSliderChanged(); + } + + private _onSliderChanged() { + this._updateRenderComponentOutterGlowMaterial({ + glowColor: cc.v4(this._redSlider.progress, this._greenSlider.progress, this._blueSlider.progress, this._alphaSlider.progress), + glowColorSize: this._widthSlider.progress / 100 + }); } /** @@ -19,14 +51,23 @@ export default class GlowInnerEffectScene extends cc.Component { * 1. 获取材质 * 2. 给材质的自定义 unitform 变量赋值 * 3. 重新将材质赋值回去 - * - * @param size 描边长度比例[0,1] 比如0.5,那么就是宽*0.5 高*0.5 */ - private _updateRenderComponentOutterGlowMaterial(size: number) { - this.examplesParentNode.children.forEach(childNode => { + private _updateRenderComponentOutterGlowMaterial(param: { + /** + * 发光宽度 [0.0, 1.0] + */ + glowColorSize: number; + + /** + * 发光颜色 [0.0, 1.0] + */ + glowColor: cc.Vec4; + }) { + this._examplesParentNode.children.forEach(childNode => { childNode.getComponents(cc.RenderComponent).forEach(renderComponent => { let material: cc.Material = renderComponent.getMaterial(0); - material.setProperty("glowColorSize", size); + material.setProperty("glowColorSize", param.glowColorSize); + material.setProperty("glowColor", param.glowColor); renderComponent.setMaterial(0, material); }); }); diff --git a/assets/textures/ball_00.png b/assets/textures/ball_0.png similarity index 100% rename from assets/textures/ball_00.png rename to assets/textures/ball_0.png diff --git a/assets/textures/ball_00.png.meta b/assets/textures/ball_0.png.meta similarity index 97% rename from assets/textures/ball_00.png.meta rename to assets/textures/ball_0.png.meta index 7e70c4e..0cead14 100644 --- a/assets/textures/ball_00.png.meta +++ b/assets/textures/ball_0.png.meta @@ -9,7 +9,7 @@ "packable": true, "platformSettings": {}, "subMetas": { - "ball_00": { + "ball_0": { "ver": "1.0.4", "uuid": "d0b78623-4e79-4de1-b1d2-ea211bf4652c", "rawTextureUuid": "c996c862-3d09-4bc6-915d-e8a8e7226933", diff --git a/assets/textures/prestige_04_big.png b/assets/textures/ball_1.png similarity index 100% rename from assets/textures/prestige_04_big.png rename to assets/textures/ball_1.png diff --git a/assets/textures/prestige_04_big.png.meta b/assets/textures/ball_1.png.meta similarity index 96% rename from assets/textures/prestige_04_big.png.meta rename to assets/textures/ball_1.png.meta index f64c4d3..b9cef08 100644 --- a/assets/textures/prestige_04_big.png.meta +++ b/assets/textures/ball_1.png.meta @@ -9,7 +9,7 @@ "packable": true, "platformSettings": {}, "subMetas": { - "prestige_04_big": { + "ball_1": { "ver": "1.0.4", "uuid": "969fa66a-ae10-4157-b16e-4c1a4665920c", "rawTextureUuid": "bdfd3151-8c13-406b-8f94-1f101c972e7e", diff --git a/assets/textures/start_0.png b/assets/textures/video_btn.png similarity index 100% rename from assets/textures/start_0.png rename to assets/textures/video_btn.png diff --git a/assets/textures/start_0.png.meta b/assets/textures/video_btn.png.meta similarity index 97% rename from assets/textures/start_0.png.meta rename to assets/textures/video_btn.png.meta index 10d5898..e89ca29 100644 --- a/assets/textures/start_0.png.meta +++ b/assets/textures/video_btn.png.meta @@ -9,7 +9,7 @@ "packable": true, "platformSettings": {}, "subMetas": { - "start_0": { + "video_btn": { "ver": "1.0.4", "uuid": "54142b08-a163-426e-a75e-4c7b21046413", "rawTextureUuid": "2453b01d-4364-4d87-ab53-391d1a42d07d", diff --git a/creator.d.ts b/creator.d.ts index c4b806a..88cbd5e 100644 --- a/creator.d.ts +++ b/creator.d.ts @@ -1633,7 +1633,7 @@ declare namespace cc { var v4 = cc.v4({x: 100, y: 100, z: 0}); ``` */ - export function v4(x?: number|any, y?: number, z?: number): Vec4; + export function v4(x?: number|any, y?: number, z?: number, w?: number): Vec4; export var dynamicAtlasManager: DynamicAtlasManager; /** !#en cc.NodePool is the cache pool designed for node type.