优化demo
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@ -1,9 +1,9 @@
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// 老照片特效
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// 点光/点扩散
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// 原理:
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// 原理:
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// r = 0.393 * r + 0.769 * g + 0.189 * b;
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// 1. 画圆
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// g = 0.349 * r + 0.686 * g + 0.168 * b;
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// 2. 圆心高亮(透明度=1.0),圆边缘不亮(透明度=0.0)
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// b = 0.272 * r + 0.534 * g + 0.131 * b;
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// 3. 在原图像上方叠加圆
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CCEffect %{
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CCEffect %{
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techniques:
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techniques:
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@ -21,7 +21,7 @@ CCEffect %{
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# 扩散颜色
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# 扩散颜色
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centerColor: {
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centerColor: {
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value: [1.0, 1.0, 0.0, 1.0],
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value: [1.0, 0.0, 0.0, 1.0],
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inspector: {
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inspector: {
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type: color,
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type: color,
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tooltip: "发光颜色"
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tooltip: "发光颜色"
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@ -98,6 +98,10 @@ CCProgram fs %{
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// 扩散颜色
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// 扩散颜色
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vec4 centerColor;
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vec4 centerColor;
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// // 因为现在cc不支持 vec2 数组,所以只能用 vec4 数组
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// // 而一个 vec4 就包含两个 vec2 ,共计 4 个属性,所以如果数组是4,就表示有8个点了
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// vec4 points[4];
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// 扩散起点坐标
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// 扩散起点坐标
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vec2 centerPoint;
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vec2 centerPoint;
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@ -153,10 +157,6 @@ CCProgram fs %{
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#if ENABLE_DIFFUSION
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#if ENABLE_DIFFUSION
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gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);
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gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);
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// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.7, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
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// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.8, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
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// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.9, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
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// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.2, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
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#endif
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#endif
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}
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}
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}%
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}%
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@ -5,11 +5,11 @@
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{
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{
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"glsl1": {
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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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"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_DIFFUSION\nuniform vec4 centerColor;\nuniform vec2 centerPoint;\nuniform float radius;\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = step(dis, radius);\n\n a *= 1.0 - (dis / radius);\n\n vec4 diffusionColor = centerColor * a;\n\n return textureColor * textureColor.a + diffusionColor;\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 ENABLE_DIFFUSION\n gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);\n\n #endif\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_DIFFUSION\nuniform vec4 centerColor;\nuniform vec2 centerPoint;\nuniform float radius;\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = step(dis, radius);\n\n a *= 1.0 - (dis / radius);\n\n vec4 diffusionColor = centerColor * a;\n\n return textureColor * textureColor.a + diffusionColor;\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 ENABLE_DIFFUSION\n gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);\n #endif\n}\n"
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},
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},
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"glsl3": {
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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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"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_DIFFUSION\nuniform Diffusion {\n\n vec4 centerColor;\n\n vec2 centerPoint;\n\n float radius;\n}\n\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = step(dis, radius);\n\n a *= 1.0 - (dis / radius);\n\n vec4 diffusionColor = centerColor * a;\n\n return textureColor * textureColor.a + diffusionColor;\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 ENABLE_DIFFUSION\n gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);\n\n #endif\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_DIFFUSION\nuniform Diffusion {\n\n vec4 centerColor;\n\n vec2 centerPoint;\n\n float radius;\n}\n\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = step(dis, radius);\n\n a *= 1.0 - (dis / radius);\n\n vec4 diffusionColor = centerColor * a;\n\n return textureColor * textureColor.a + diffusionColor;\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 ENABLE_DIFFUSION\n gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);\n #endif\n}\n"
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}
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}
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}
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}
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],
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],
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File diff suppressed because it is too large
Load Diff
@ -2,20 +2,20 @@ const { ccclass, property } = cc._decorator;
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@ccclass
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@ccclass
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export default class LocalDiffusionCtrl extends cc.Component {
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export default class LocalDiffusionCtrl extends cc.Component {
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private color: cc.Color = cc.Color.RED;
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private _centerPointPos: cc.Vec2 = cc.v2(0.5, 0.5);
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private _centerColor: cc.Color = cc.Color.RED;
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private _radius: number = 0.2;
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onEnable() {
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onEnable() {
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this.node.on(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
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this.node.on(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
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this.node.on(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
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this.node.on(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
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this.node.on(cc.Node.EventType.TOUCH_END, this._onTouchEnd, this);
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this.node.on("on_property_change", this._onPropertyChange, this);
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this.node.on(cc.Node.EventType.TOUCH_CANCEL, this._onTouchCancel, this);
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}
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}
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onDisable() {
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onDisable() {
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this.node.off(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
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this.node.off(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
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this.node.off(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
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this.node.off(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
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this.node.off(cc.Node.EventType.TOUCH_END, this._onTouchEnd, this);
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this.node.off("on_property_change", this._onPropertyChange, this);
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this.node.off(cc.Node.EventType.TOUCH_CANCEL, this._onTouchCancel, this);
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}
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}
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private _onTouchStart(event: cc.Event.EventTouch) {
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private _onTouchStart(event: cc.Event.EventTouch) {
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@ -27,24 +27,29 @@ export default class LocalDiffusionCtrl extends cc.Component {
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let touchPointInNodeSpace = this.node.convertToNodeSpaceAR(touchPointInWorldSpace);
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let touchPointInNodeSpace = this.node.convertToNodeSpaceAR(touchPointInWorldSpace);
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// 将触摸点转换为OPENGL坐标系并归一化
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// 将触摸点转换为OPENGL坐标系并归一化
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let normalizePos = cc.v2(
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// OpenGl 坐标系原点在左上角
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this._centerPointPos = cc.v2(
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this.node.anchorX + touchPointInNodeSpace.x / this.node.width,
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this.node.anchorX + touchPointInNodeSpace.x / this.node.width,
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1 - (this.node.anchorY + touchPointInNodeSpace.y / this.node.height)
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1 - (this.node.anchorY + touchPointInNodeSpace.y / this.node.height)
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);
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);
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this._updateMaterial({
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this._updateMaterial({
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centerColor: this.color,
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centerColor: this._centerColor,
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certerPoint: normalizePos,
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certerPoint: this._centerPointPos,
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radius: 0.6
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radius: this._radius
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});
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});
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}
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}
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private _onTouchEnd(event: cc.Event.EventTouch) {
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private _onPropertyChange(color: cc.Color, radius: number) {
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this._onTouchCancel(event);
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this._centerColor = color;
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this._radius = radius;
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this._updateMaterial({
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centerColor: this._centerColor,
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certerPoint: this._centerPointPos,
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radius: this._radius
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});
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}
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}
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private _onTouchCancel(event: cc.Event.EventTouch) {}
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private _updateMaterial(param: {
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private _updateMaterial(param: {
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/**
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/**
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* 中心点颜色
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* 中心点颜色
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}) {
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}) {
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this.getComponents(cc.RenderComponent).forEach(renderComponent => {
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this.getComponents(cc.RenderComponent).forEach(renderComponent => {
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let material: cc.Material = renderComponent.getMaterial(0);
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let material: cc.Material = renderComponent.getMaterial(0);
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material.setProperty("centerColor", cc.v4(1.0, 1.0, 0.0, 1.0));
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material.setProperty("centerColor", param.centerColor);
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material.setProperty(
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"centerColor",
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cc.v4(param.centerColor.getR() / 255, param.centerColor.getG() / 255, param.centerColor.getB() / 255, param.centerColor.getA() / 255)
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);
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material.setProperty("centerPoint", param.certerPoint);
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material.setProperty("centerPoint", param.certerPoint);
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material.setProperty("radius", param.radius);
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material.setProperty("radius", param.radius);
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renderComponent.setMaterial(0, material);
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renderComponent.setMaterial(0, material);
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import LocalDiffusionCtrl from "./LocalDiffusionCtrl";
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const { ccclass, property } = cc._decorator;
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const { ccclass, property } = cc._decorator;
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@ccclass
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@ccclass
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export default class LocalDiffusionEffectScene extends cc.Component {
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export default class LocalDiffusionEffectScene extends cc.Component {
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private _oldLevelSlider: cc.Slider = null;
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private _redSlider: cc.Slider = null;
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private _oldLevelSliderLabel: cc.Label = null;
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private _redSliderLabel: cc.Label = null;
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private _greenSlider: cc.Slider = null;
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private _greenSliderLabel: cc.Label = null;
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private _blueSlider: cc.Slider = null;
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private _blueSliderLabel: cc.Label = null;
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private _alphaSlider: cc.Slider = null;
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private _alphaSliderLabel: cc.Label = null;
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private _radiuSlider: cc.Slider = null;
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private _radiuSliderLabel: cc.Label = null;
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private _examplesParentNode: cc.Node = null;
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private _examplesParentNode: cc.Node = null;
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onLoad() {
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onLoad() {
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cc.dynamicAtlasManager.enabled = false;
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cc.dynamicAtlasManager.enabled = false;
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this._oldLevelSlider = cc.find("Canvas/Content/Sliders/OldLevelSlider/Slider").getComponent(cc.Slider);
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this._oldLevelSliderLabel = cc.find("Canvas/Content/Sliders/OldLevelSlider/ValueLabel").getComponent(cc.Label);
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this._redSlider = cc.find("Canvas/Content/Sliders/ColorRedSlider/Slider").getComponent(cc.Slider);
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this._redSliderLabel = cc.find("Canvas/Content/Sliders/ColorRedSlider/ValueLabel").getComponent(cc.Label);
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this._greenSlider = cc.find("Canvas/Content/Sliders/ColorGreenSlider/Slider").getComponent(cc.Slider);
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this._greenSliderLabel = cc.find("Canvas/Content/Sliders/ColorGreenSlider/ValueLabel").getComponent(cc.Label);
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this._blueSlider = cc.find("Canvas/Content/Sliders/ColorBlueSlider/Slider").getComponent(cc.Slider);
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this._blueSliderLabel = cc.find("Canvas/Content/Sliders/ColorBlueSlider/ValueLabel").getComponent(cc.Label);
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this._alphaSlider = cc.find("Canvas/Content/Sliders/ColorAlphaSlider/Slider").getComponent(cc.Slider);
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this._alphaSliderLabel = cc.find("Canvas/Content/Sliders/ColorAlphaSlider/ValueLabel").getComponent(cc.Label);
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this._radiuSlider = cc.find("Canvas/Content/Sliders/RadiuSlider/Slider").getComponent(cc.Slider);
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this._radiuSliderLabel = cc.find("Canvas/Content/Sliders/RadiuSlider/ValueLabel").getComponent(cc.Label);
|
||||||
|
|
||||||
|
// 代码添加控制脚本
|
||||||
this._examplesParentNode = cc.find("Canvas/Content/Examples");
|
this._examplesParentNode = cc.find("Canvas/Content/Examples");
|
||||||
|
this._examplesParentNode.children.forEach(childNode => {
|
||||||
|
childNode.addComponent(LocalDiffusionCtrl);
|
||||||
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
onEnable() {
|
onEnable() {
|
||||||
this._oldLevelSlider.node.on("slide", this._onSliderChanged, this);
|
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._radiuSlider.node.on("slide", this._onSliderChanged, this);
|
||||||
}
|
}
|
||||||
|
|
||||||
onDisable() {
|
onDisable() {
|
||||||
this._oldLevelSlider.node.off("slide", this._onSliderChanged, this);
|
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._radiuSlider.node.off("slide", this._onSliderChanged, this);
|
||||||
}
|
}
|
||||||
|
|
||||||
start() {
|
start() {
|
||||||
@ -29,54 +67,25 @@ export default class LocalDiffusionEffectScene extends cc.Component {
|
|||||||
}
|
}
|
||||||
|
|
||||||
private _onSliderChanged() {
|
private _onSliderChanged() {
|
||||||
this._oldLevelSliderLabel.string = `${this._oldLevelSlider.progress.toFixed(2)}`;
|
// 更新进度条值 Label 文本
|
||||||
|
this._redSliderLabel.string = `${this._redSlider.progress.toFixed(2)} | ${Math.round(255 * this._redSlider.progress)}`;
|
||||||
|
this._greenSliderLabel.string = `${this._greenSlider.progress.toFixed(2)} | ${Math.round(255 * this._greenSlider.progress)}`;
|
||||||
|
this._blueSliderLabel.string = `${this._blueSlider.progress.toFixed(2)} | ${Math.round(255 * this._blueSlider.progress)}`;
|
||||||
|
this._alphaSliderLabel.string = `${this._alphaSlider.progress.toFixed(2)} | ${Math.round(255 * this._alphaSlider.progress)}`;
|
||||||
|
this._radiuSliderLabel.string = `${this._radiuSlider.progress.toFixed(2)}`;
|
||||||
|
|
||||||
// // 更新材质
|
// 通知子节点更新材质
|
||||||
// this._updateRenderComponentMaterial({
|
|
||||||
// oldLevel: this._oldLevelSlider.progress
|
|
||||||
// });
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 更新渲染组件的材质
|
|
||||||
*
|
|
||||||
* 1. 获取材质
|
|
||||||
* 2. 给材质的 unitform 变量赋值
|
|
||||||
* 3. 重新将材质赋值回去
|
|
||||||
*/
|
|
||||||
private _updateRenderComponentMaterial(param: {
|
|
||||||
/**
|
|
||||||
* 中心点颜色
|
|
||||||
*/
|
|
||||||
centerColor: cc.Color;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 中心点坐标 ([0.0, 1.0], [0.0, 1.0])
|
|
||||||
*/
|
|
||||||
certerPoint: cc.Vec2;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 扩散半径 [0.0, 1.0]
|
|
||||||
*/
|
|
||||||
radius: number;
|
|
||||||
}) {
|
|
||||||
this._examplesParentNode.children.forEach(childNode => {
|
this._examplesParentNode.children.forEach(childNode => {
|
||||||
childNode.getComponents(cc.RenderComponent).forEach(renderComponent => {
|
childNode.emit(
|
||||||
let material: cc.Material = renderComponent.getMaterial(0);
|
"on_property_change",
|
||||||
// material.setProperty("centerColor", cc.v4(1.0, 1.0, 0.0, 1.0));
|
cc.color(
|
||||||
material.setProperty(
|
Math.round(255 * this._redSlider.progress),
|
||||||
"centerColor",
|
Math.round(255 * this._greenSlider.progress),
|
||||||
cc.v4(
|
Math.round(255 * this._blueSlider.progress),
|
||||||
param.centerColor.getR() / 255,
|
Math.round(255 * this._alphaSlider.progress)
|
||||||
param.centerColor.getG() / 255,
|
),
|
||||||
param.centerColor.getB() / 255,
|
this._radiuSlider.progress
|
||||||
param.centerColor.getA() / 255
|
);
|
||||||
)
|
|
||||||
);
|
|
||||||
material.setProperty("centerPoint", param.certerPoint);
|
|
||||||
material.setProperty("radius", param.radius);
|
|
||||||
renderComponent.setMaterial(0, material);
|
|
||||||
});
|
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user