Merge branch 'feature/roundcornera_crop' into dev
This commit is contained in:
commit
68c2a6f5a6
144
assets/effects/sprite-round-corner-crop.effect
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144
assets/effects/sprite-round-corner-crop.effect
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// 圆角裁剪
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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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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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# 圆角半径
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roundCornerRadius: {
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value: 0.1,
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inspector: {
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tooltip: "圆角半径",
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range: [0.0, 0.5]
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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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#if ENABLE_ROUNDCORNER
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uniform RoundCorner {
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// 圆角半径
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float roundCornerRadius;
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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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#if ENABLE_ROUNDCORNER
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// 约束圆角半径范围在 [0.0, 0.5]
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float radius = clamp(0.0, 0.5, roundCornerRadius);
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// 将纹理uv往左下偏移,实现偏移后的纹理中心点在 OpenGL 坐标系的原点
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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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float rx = abs(uv.x) - (0.5 - radius);
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float ry = abs(uv.y) - (0.5 - radius);
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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 - radius, abs(uv.x));
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float my = step(0.5 - radius, abs(uv.y));
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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(radius, 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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// smoothstep(0., radius * 0.01, len - radius) 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 radius * 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 - radius ,此值会在 [0.0, radius * 0.01] 之间时会平滑过渡
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float a = 1.0 - mx * my * step(radius, len) * smoothstep(0., radius * 0.01, len - radius);
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o = vec4(o.rgb, o.a * a);
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#endif
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gl_FragColor = o;
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}
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}%
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17
assets/effects/sprite-round-corner-crop.effect.meta
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assets/effects/sprite-round-corner-crop.effect.meta
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{
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"ver": "1.0.23",
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"uuid": "a4afedba-5234-44d7-9031-cba83051d521",
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"compiledShaders": [
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{
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"glsl1": {
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"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",
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"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 ENABLE_ROUNDCORNER\nuniform float roundCornerRadius;\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 #if ENABLE_ROUNDCORNER\n\n float radius = clamp(0.0, 0.5, roundCornerRadius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - radius);\n float ry = abs(uv.y) - (0.5 - radius);\n\n float mx = step(0.5 - radius, abs(uv.x));\n float my = step(0.5 - radius, abs(uv.y));\n\n float len = length(vec2(rx, ry));\n\n float a = 1.0 - mx * my * step(radius, len) * smoothstep(0., radius * 0.01, len - radius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\n}\n"
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},
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"glsl3": {
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"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",
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"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 ENABLE_ROUNDCORNER\nuniform RoundCorner {\n\n float roundCornerRadius;\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 #if ENABLE_ROUNDCORNER\n\n float radius = clamp(0.0, 0.5, roundCornerRadius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - radius);\n float ry = abs(uv.y) - (0.5 - radius);\n\n float mx = step(0.5 - radius, abs(uv.x));\n float my = step(0.5 - radius, abs(uv.y));\n\n float len = length(vec2(rx, ry));\n\n float a = 1.0 - mx * my * step(radius, len) * smoothstep(0., radius * 0.01, len - radius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\n}\n"
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}
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}
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],
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"subMetas": {}
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}
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16
assets/materials/sprite-round-corner-crop.mtl
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16
assets/materials/sprite-round-corner-crop.mtl
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{
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"__type__": "cc.Material",
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"_name": "",
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"_objFlags": 0,
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"_native": "",
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"_effectAsset": {
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"__uuid__": "a4afedba-5234-44d7-9031-cba83051d521"
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},
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"_defines": {
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"USE_TEXTURE": true,
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"ENABLE_ROUNDCORNER": true
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},
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"_props": {
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"roundCornerRadius": 0.1
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}
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}
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6
assets/materials/sprite-round-corner-crop.mtl.meta
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assets/materials/sprite-round-corner-crop.mtl.meta
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{
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"ver": "1.0.2",
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"uuid": "642c2d0e-7eb6-4d65-96f2-d6e0d0305310",
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"dataAsSubAsset": null,
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"subMetas": {}
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}
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2159
assets/scenes/RoundCornerCropEffectScene.fire
Executable file
2159
assets/scenes/RoundCornerCropEffectScene.fire
Executable file
File diff suppressed because it is too large
Load Diff
7
assets/scenes/RoundCornerCropEffectScene.fire.meta
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7
assets/scenes/RoundCornerCropEffectScene.fire.meta
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{
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"ver": "1.2.5",
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"uuid": "6c351889-b6c8-409f-b36c-4263b06d0b23",
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"asyncLoadAssets": false,
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"autoReleaseAssets": false,
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"subMetas": {}
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}
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62
assets/scripts/RoundCornerCropEffectScene.ts
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assets/scripts/RoundCornerCropEffectScene.ts
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const { ccclass, property } = cc._decorator;
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@ccclass
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export default class RoundCornerCropEffectScene extends cc.Component {
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private _roundCornerRadiuSlider: cc.Slider = null;
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private _roundCornerRadiuLabel: cc.Label = null;
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private _examplesParentNode: cc.Node = null;
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onLoad() {
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// 关闭动态合图
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cc.dynamicAtlasManager.enabled = false;
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this._roundCornerRadiuSlider = cc.find("Canvas/Content/Sliders/RoundCornerRadiusSlider/Slider").getComponent(cc.Slider);
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this._roundCornerRadiuLabel = cc.find("Canvas/Content/Sliders/RoundCornerRadiusSlider/ValueLabel").getComponent(cc.Label);
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this._examplesParentNode = cc.find("Canvas/Content/Examples");
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}
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onEnable() {
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this._roundCornerRadiuSlider.node.on("slide", this._onSliderChanged, this);
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}
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onDisable() {
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this._roundCornerRadiuSlider.node.off("slide", this._onSliderChanged, this);
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}
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start() {
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this._onSliderChanged();
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}
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private _onSliderChanged() {
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this._roundCornerRadiuLabel.string = `${this._roundCornerRadiuSlider.progress.toFixed(2)}`;
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// 更新材质
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this._updateRenderComponentMaterial({
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roundCornerRadius: this._roundCornerRadiuSlider.progress
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});
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}
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/**
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* 更新渲染组件的材质
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*
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* 1. 获取材质
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* 2. 给材质的 unitform 变量赋值
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* 3. 重新将材质赋值回去
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*/
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private _updateRenderComponentMaterial(param: {
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/**
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* 圆角半径 [0.0, 0.5] ,0.5 表示圆形裁剪
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*/
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roundCornerRadius: number;
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}) {
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this._examplesParentNode.children.forEach(childNode => {
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childNode.getComponents(cc.RenderComponent).forEach(renderComponent => {
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let material: cc.Material = renderComponent.getMaterial(0);
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material.setProperty("roundCornerRadius", param.roundCornerRadius);
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renderComponent.setMaterial(0, material);
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});
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});
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}
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}
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9
assets/scripts/RoundCornerCropEffectScene.ts.meta
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assets/scripts/RoundCornerCropEffectScene.ts.meta
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{
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||||
"ver": "1.0.5",
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||||
"uuid": "d3d2bee7-2173-436c-a11c-94a31b2054c2",
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"isPlugin": false,
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"loadPluginInWeb": true,
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"loadPluginInNative": true,
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"loadPluginInEditor": false,
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"subMetas": {}
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}
|
BIN
assets/textures/freedom.jpg
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BIN
assets/textures/freedom.jpg
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Binary file not shown.
After Width: | Height: | Size: 160 KiB |
34
assets/textures/freedom.jpg.meta
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assets/textures/freedom.jpg.meta
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||||
{
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||||
"ver": "2.3.3",
|
||||
"uuid": "caf42253-1569-497e-83da-2d1696f5866b",
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||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
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||||
"premultiplyAlpha": false,
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"genMipmaps": false,
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||||
"packable": true,
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||||
"platformSettings": {},
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||||
"subMetas": {
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||||
"freedom": {
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||||
"ver": "1.0.4",
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||||
"uuid": "dbc8f785-d78b-4179-bfce-ffbf69396712",
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||||
"rawTextureUuid": "caf42253-1569-497e-83da-2d1696f5866b",
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"trimType": "auto",
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"trimThreshold": 1,
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||||
"rotated": false,
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||||
"offsetX": 0,
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"offsetY": 0,
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||||
"trimX": 0,
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||||
"trimY": 0,
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||||
"width": 755,
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"height": 755,
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||||
"rawWidth": 755,
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||||
"rawHeight": 755,
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"borderTop": 0,
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"borderBottom": 0,
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"borderLeft": 0,
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"borderRight": 0,
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"subMetas": {}
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||||
}
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||||
}
|
||||
}
|
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