完善demo

This commit is contained in:
caizhitao 2020-01-20 23:14:39 +08:00
parent 1c5012ab65
commit 75d4d024bf
6 changed files with 191 additions and 43 deletions

View File

@ -14,14 +14,18 @@ CCEffect %{
properties: properties:
texture: { value: white } texture: { value: white }
alphaThreshold: { value: 0.5 } alphaThreshold: { value: 0.5 }
# # 灰化程度 # # 标准方差值
# grayLevel: { # stDev: {
# value: 1.0, # value: 0.84089642,
# inspector: { # inspector: {
# tooltip: "灰化程度", # tooltip: "标准方差值"
# range: [0.0, 1.0]
# } # }
# } # }
# # 纹理尺寸
# textureSize: {
# value: []
# }
}% }%
@ -78,16 +82,20 @@ CCProgram fs %{
#define e 2.718281828459045 #define e 2.718281828459045
// 定义标准方差值 // 定义标准方差值
#define stdDev 0.84089642 #define stDev 0.84089642
// #define stdDev 1.5 // #define stDev 10.0
// 定义π // 定义π
#define pi 3.141592653589793 #define pi 3.141592653589793
// // 接收外部变量 // 接收外部变量
// uniform GaussianBlur { uniform GaussianBlur {
// } // // 纹理尺寸(宽 x 高px
// vec2 size;
// // 标准方差值
// float stDev;
}
/** /**
* 获取权重(对应二维高斯函数公式) * 获取权重(对应二维高斯函数公式)
@ -96,7 +104,7 @@ CCProgram fs %{
* @param y * @param y
*/ */
float getWeight(float x, float y) { float getWeight(float x, float y) {
return (1.0 / (2.0 * pi * pow(stdDev, 2.0))) * pow(1.0 / e, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(stdDev, 2.0))); return (1.0 / (2.0 * pi * pow(stDev, 2.0))) * pow(1.0 / e, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(stDev, 2.0)));
} }
/** /**
@ -124,19 +132,26 @@ CCProgram fs %{
gl_FragColor = o; gl_FragColor = o;
#if ENABLE_GAUSSIAN_BLUR #if ENABLE_GAUSSIAN_BLUR
const float size = ceil(stdDev * 6.0);
float divider = 0.01; // 先计算所有权重的和
const float size = ceil(stDev * 6.0);
const float halfSize = floor(size / 2.0);
float totalWeight = 0.0; float totalWeight = 0.0;
for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) { for(float x = -halfSize; x<= halfSize; x++) {
for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) { for (float y = -halfSize; y<= halfSize; y++) {
totalWeight += getWeight(x, y); totalWeight += getWeight(x, y);
} }
} }
// 加权平均值
vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0); vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);
for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) { float divider = 0.01;
for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) { for(float x = -halfSize; x<= halfSize; x++) {
for (float y = -halfSize; y<= halfSize; y++) {
// 求出对应坐标的真正权重(对应权重矩阵)
float weight = getAverageWeight(x, y, totalWeight); float weight = getAverageWeight(x, y, totalWeight);
// 求出对应坐标像素颜色值的加权值
finalColor += texture(texture, v_uv0 + vec2(divider * x, divider * y)) * weight; finalColor += texture(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;
} }
} }

View File

@ -5,11 +5,11 @@
{ {
"glsl1": { "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", "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 ENABLE_GAUSSIAN_BLUR\n\n/**\n * 获取权重(对应二维高斯函数公式)\n * \n * @param x \n * @param y\n */\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(0.84089642, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(0.84089642, 2.0)));\n}\n\n/**\n * 获取权重的加权平均值\n */\nfloat getAverageWeight(float x, float y, float totalWeight) {\n return getWeight(x, y) / totalWeight;\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 #if ENABLE_GAUSSIAN_BLUR\n const float size = ceil(0.84089642 * 6.0);\n float divider = 0.01; \n float totalWeight = 0.0; \n for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {\n for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {\n totalWeight += getWeight(x, y);\n }\n }\n\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {\n for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {\n float weight = getAverageWeight(x, y, totalWeight);\n finalColor += texture2D(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\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 ENABLE_GAUSSIAN_BLUR\n\n/**\n * 获取权重(对应二维高斯函数公式)\n * \n * @param x \n * @param y\n */\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(0.84089642, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(0.84089642, 2.0)));\n}\n\n/**\n * 获取权重的加权平均值\n */\nfloat getAverageWeight(float x, float y, float totalWeight) {\n return getWeight(x, y) / totalWeight;\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 #if ENABLE_GAUSSIAN_BLUR\n\n const float size = ceil(0.84089642 * 6.0);\n const float halfSize = floor(size / 2.0);\n float totalWeight = 0.0; \n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n totalWeight += getWeight(x, y);\n }\n }\n\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n float divider = 0.01; \n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n\n float weight = getAverageWeight(x, y, totalWeight);\n\n finalColor += texture2D(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}\n"
}, },
"glsl3": { "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", "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 ENABLE_GAUSSIAN_BLUR\n\n/**\n * 获取权重(对应二维高斯函数公式)\n * \n * @param x \n * @param y\n */\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(0.84089642, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(0.84089642, 2.0)));\n}\n\n/**\n * 获取权重的加权平均值\n */\nfloat getAverageWeight(float x, float y, float totalWeight) {\n return getWeight(x, y) / totalWeight;\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 #if ENABLE_GAUSSIAN_BLUR\n const float size = ceil(0.84089642 * 6.0);\n float divider = 0.01; \n float totalWeight = 0.0; \n for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {\n for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {\n totalWeight += getWeight(x, y);\n }\n }\n\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {\n for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {\n float weight = getAverageWeight(x, y, totalWeight);\n finalColor += texture(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\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 ENABLE_GAUSSIAN_BLUR\n\nuniform GaussianBlur {\n\n}\n\n/**\n * 获取权重(对应二维高斯函数公式)\n * \n * @param x \n * @param y\n */\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(0.84089642, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(0.84089642, 2.0)));\n}\n\n/**\n * 获取权重的加权平均值\n */\nfloat getAverageWeight(float x, float y, float totalWeight) {\n return getWeight(x, y) / totalWeight;\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 #if ENABLE_GAUSSIAN_BLUR\n\n const float size = ceil(0.84089642 * 6.0);\n const float halfSize = floor(size / 2.0);\n float totalWeight = 0.0; \n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n totalWeight += getWeight(x, y);\n }\n }\n\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n float divider = 0.01; \n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n\n float weight = getAverageWeight(x, y, totalWeight);\n\n finalColor += texture(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}\n"
} }
} }
], ],

View File

@ -78,10 +78,10 @@
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@ -1496,7 +1499,7 @@
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@ -1517,6 +1520,100 @@
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"__id__": 40 "__id__": 42
}, },
"_enabled": true, "_enabled": true,
"_materials": [ "_materials": [
@ -2000,7 +2097,7 @@
"_layoutSize": { "_layoutSize": {
"__type__": "cc.Size", "__type__": "cc.Size",
"width": 384, "width": 384,
"height": 583.73 "height": 805.73
}, },
"_resize": 1, "_resize": 1,
"_N$layoutType": 2, "_N$layoutType": 2,

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@ -8,6 +8,8 @@ export default class GaussianBlurEffectScene extends cc.Component {
private _examplesParentNode: cc.Node = null; private _examplesParentNode: cc.Node = null;
onLoad() { onLoad() {
cc.dynamicAtlasManager.enabled = false;
this._grayLevelSlider = cc.find("Canvas/Content/Controller/GrayLevelSlider/Slider").getComponent(cc.Slider); this._grayLevelSlider = cc.find("Canvas/Content/Controller/GrayLevelSlider/Slider").getComponent(cc.Slider);
this._grayLevelSliderLabel = cc.find("Canvas/Content/Controller/GrayLevelSlider/ValueLabel").getComponent(cc.Label); this._grayLevelSliderLabel = cc.find("Canvas/Content/Controller/GrayLevelSlider/ValueLabel").getComponent(cc.Label);

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@ -0,0 +1,34 @@
{
"ver": "2.3.3",
"uuid": "c879710d-0419-46be-bf96-92ee1ca52324",
"type": "sprite",
"wrapMode": "clamp",
"filterMode": "bilinear",
"premultiplyAlpha": false,
"genMipmaps": false,
"packable": true,
"platformSettings": {},
"subMetas": {
"gaussian_blur": {
"ver": "1.0.4",
"uuid": "91f28953-0d5f-4379-9ae6-f3f6afb3241c",
"rawTextureUuid": "c879710d-0419-46be-bf96-92ee1ca52324",
"trimType": "auto",
"trimThreshold": 1,
"rotated": false,
"offsetX": 0,
"offsetY": 0,
"trimX": 0,
"trimY": 0,
"width": 317,
"height": 178,
"rawWidth": 317,
"rawHeight": 178,
"borderTop": 0,
"borderBottom": 0,
"borderLeft": 0,
"borderRight": 0,
"subMetas": {}
}
}
}