Merge branch 'feature/opt_round_corner_crop' into dev

This commit is contained in:
caizhitao 2020-01-17 00:11:35 +08:00
commit 95a7a51357
19 changed files with 2248 additions and 534 deletions

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@ -1,5 +1,7 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. // Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 圆角裁剪 //
// 圆角裁剪(仅支持正方形纹理)
//
// 原理https://www.cnblogs.com/jqm304775992/p/4987793.html // 原理https://www.cnblogs.com/jqm304775992/p/4987793.html
// 代码:复制 yanjifa/shaderDemor 的 https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect // 代码:复制 yanjifa/shaderDemor 的 https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect
@ -17,8 +19,8 @@ CCEffect %{
texture: { value: white } texture: { value: white }
alphaThreshold: { value: 0.5 } alphaThreshold: { value: 0.5 }
# 圆角半径 # 圆角半径
roundCornerRadius: { radius: {
value: 0.1, value: 0.4,
inspector: { inspector: {
tooltip: "圆角半径", tooltip: "圆角半径",
range: [0.0, 0.5] range: [0.0, 0.5]
@ -77,7 +79,7 @@ CCProgram fs %{
#if ENABLE_ROUNDCORNER #if ENABLE_ROUNDCORNER
uniform RoundCorner { uniform RoundCorner {
// 圆角半径 // 圆角半径
float roundCornerRadius; float radius;
} }
#endif #endif
@ -97,7 +99,7 @@ CCProgram fs %{
#if ENABLE_ROUNDCORNER #if ENABLE_ROUNDCORNER
// 约束圆角半径范围在 [0.0, 0.5] // 约束圆角半径范围在 [0.0, 0.5]
float radius = clamp(0.0, 0.5, roundCornerRadius); float circleRadius = clamp(0.0, 0.5, radius);
// 将纹理uv往左上偏移实现偏移后的坐标系原点在纹理中心 // 将纹理uv往左上偏移实现偏移后的坐标系原点在纹理中心
vec2 uv = v_uv0.xy - vec2(0.5, 0.5); vec2 uv = v_uv0.xy - vec2(0.5, 0.5);
@ -106,8 +108,8 @@ CCProgram fs %{
// 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 // 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
// 0.5 - radius : 计算出第一象限的圆角所在圆的圆心坐标 // 0.5 - radius : 计算出第一象限的圆角所在圆的圆心坐标
// (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 // (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
float rx = abs(uv.x) - (0.5 - radius); float rx = abs(uv.x) - (0.5 - circleRadius);
float ry = abs(uv.y) - (0.5 - radius); float ry = abs(uv.y) - (0.5 - circleRadius);
// 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 // 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
// //
@ -117,26 +119,26 @@ CCProgram fs %{
// 第四象限 mx = 1, my = 0 // 第四象限 mx = 1, my = 0
// //
// 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 // 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
float mx = step(0.5 - radius, abs(uv.x)); float mx = step(0.5 - circleRadius, abs(uv.x));
float my = step(0.5 - radius, abs(uv.y)); float my = step(0.5 - circleRadius, abs(uv.y));
// 计算相对uv坐标到圆心的距离 // 计算相对uv坐标到圆心的距离
float len = length(vec2(rx, ry)); float len = length(vec2(rx, ry));
// 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 // 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
// mx * my = 1 时,代表园所所在矩形区域 // mx * my = 1 时,代表园所所在矩形区域
// 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 // step(circleRadius, len) 可以区分出圆角所在矩形区域的 圆角区域 和 非圆角区域
// 其中圆角区域值为0非圆角区域值为1 // 其中圆角区域值为0非圆角区域值为1
// 当为圆角区域时a 值为1代表完全采用原始纹理透明度 // 当为圆角区域时a 值为1代表完全采用原始纹理透明度
// 当为非圆角区域时a 值为0代表完全透明 // 当为非圆角区域时a 值为0代表完全透明
// 至此已经实现圆角裁剪 // 至此已经实现圆角裁剪
// //
// smoothstep(0., radius * 0.01, len - radius) 是用于抗锯齿优化 // smoothstep(0., circleRadius * 0.01, len - circleRadius) 是用于抗锯齿优化
// 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 // 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
// 其中, // 其中,
// 「圆半径一点点」用 radius * 0.01 表示0.01 可自行改变) // 「圆半径一点点」用 circleRadius * 0.01 表示0.01 可自行改变)
// 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 // 点在大于圆半径的区域用 len - circleRadius ,此值会在 [0.0, circleRadius * 0.01] 之间时会平滑过渡
float a = 1.0 - mx * my * step(radius, len) * smoothstep(0., radius * 0.01, len - radius); float a = 1.0 - mx * my * step(circleRadius, len) * smoothstep(0., circleRadius * 0.01, len - circleRadius);
o = vec4(o.rgb, o.a * a); o = vec4(o.rgb, o.a * a);
#endif #endif
gl_FragColor = o; gl_FragColor = o;

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@ -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_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" "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 radius;\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 circleRadius = clamp(0.0, 0.5, radius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - circleRadius);\n float ry = abs(uv.y) - (0.5 - circleRadius);\n\n float mx = step(0.5 - circleRadius, abs(uv.x));\n float my = step(0.5 - circleRadius, abs(uv.y));\n\n float len = length(vec2(rx, ry));\n\n float a = 1.0 - mx * my * step(circleRadius, len) * smoothstep(0., circleRadius * 0.01, len - circleRadius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\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_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" "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 radius;\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 circleRadius = clamp(0.0, 0.5, radius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - circleRadius);\n float ry = abs(uv.y) - (0.5 - circleRadius);\n\n float mx = step(0.5 - circleRadius, abs(uv.x));\n float my = step(0.5 - circleRadius, abs(uv.y));\n\n float len = length(vec2(rx, ry));\n\n float a = 1.0 - mx * my * step(circleRadius, len) * smoothstep(0., circleRadius * 0.01, len - circleRadius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\n}\n"
} }
} }
], ],

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@ -0,0 +1,194 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
//
// 圆角裁剪(支持任意宽高纹理)
//
// 原理:
// 1. 正方形纹理的圆角原理参考 https://www.cnblogs.com/jqm304775992/p/4987793.html
// 2. 正方形纹理的圆角代码参考 yanjifa/shaderDemor 的 https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect
// 3. 上述皆为只针对正方形纹理做的操作,如果是长方形的纹理,那么圆角就会有拉伸后的效果,最后变成看起来就不是圆角了,本特效支持任意长方形做圆角
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# 圆角x轴半径长度相对于纹理宽度
xRadius: {
value: 0.4,
inspector: {
tooltip: "圆角x轴半径长度相对于纹理宽度",
range: [0.0, 0.5]
}
}
# 圆角y轴半径长度相对于纹理高度
yRadius: {
value: 0.4,
inspector: {
tooltip: "圆角y轴半径长度相对于纹理高度",
range: [0.0, 0.5]
}
}
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
in vec3 a_position;
in vec4 a_color;
out vec4 v_color;
#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
#endif
void main () {
vec4 pos = vec4(a_position, 1);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
v_color = a_color;
gl_Position = pos;
}
}%
CCProgram fs %{
precision highp float;
#include <alpha-test>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
#if ENABLE_ROUNDCORNER
uniform RoundCorner {
// 圆角x轴半径长度相对于纹理宽度
float xRadius;
// 圆角y轴半径长度相对于纹理高度
float yRadius;
}
#endif
void main () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= texture(texture, v_uv0);
#if CC_USE_ALPHA_ATLAS_TEXTURE
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
#endif
#endif
o *= v_color;
ALPHA_TEST(o);
#if ENABLE_ROUNDCORNER
// 约束圆角半径范围在 [0.0, 0.5]
//
// 请注意这里我是用椭圆前缀去命名的半径
//
// 为什么是椭圆?
//
// 因为圆角,相对于长方形的纹理的宽高来说,归一化后值并不一样,不是圆,而是一个椭圆
//
// 比如:
//
// 纹理是 200 x 100 的像素圆角半径是20像素那么归一化后
// X轴上的半径就是 20 / 200 = 0.1
// Y轴上的半径就是 20 / 100 = 0.2
//
// 这就会变成是椭圆,而不是圆
float ellipseXRadius = clamp(0.0, 0.5, xRadius);
float ellipseYRadius = clamp(0.0, 0.5, yRadius);
// 将纹理uv往左上偏移实现偏移后的坐标系原点在纹理中心
vec2 uv = v_uv0.xy - vec2(0.5, 0.5);
// uv.x , uv.y : 为偏移后的的uv
// 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
// 0.5 - radius : 计算出第一象限的圆角所在圆的圆心坐标
// (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
float rx = abs(uv.x) - (0.5 - ellipseXRadius);
float ry = abs(uv.y) - (0.5 - ellipseYRadius);
// 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
//
// 第一象限 mx = 1, my = 1
// 第二象限 mx = 0, my = 1
// 第三象限 mx = 0, my = 0
// 第四象限 mx = 1, my = 0
//
// 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
float mx = step(0.5 - ellipseXRadius, abs(uv.x));
float my = step(0.5 - ellipseYRadius, abs(uv.y));
// 判断点(rx, ry)是否在椭圆外部(应用椭圆公式)
float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));
///////////////////////////////////////////////////////////////////////////////////////////
// 抗锯齿
// 1. 先计算当前点到椭圆中心的角度
float angleInRadian = atan(ry / rx);
// 2. 计算这个角度下,对于对应圆角(椭圆)上的点
vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));
// 3. 计算这个角度下,比当前圆角大一点椭圆上的点
vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));
// 4. 计算最远点到当前椭圆的距离
float maxDis = distance(pointInBigEllipse, pointInEllipse);
// 5. 计算当前点到当前椭圆的距离
float curDis = distance(vec2(rx, ry), pointInEllipse);
// 6. 生成插值
float smo = smoothstep(0.0, maxDis, curDis);
///////////////////////////////////////////////////////////////////////////////////////////
// mx * my = 0 时代表非椭圆角区域alpha 值为1代表完全采用原始纹理的透明度
// mx * my = 1 时,代表椭圆角所在矩形区域
// isOutOfEllipse:
// 当点在椭圆外部时此值为1导致 alpha 最终值为0.0,即表示不显示椭圆外部的像素
// 当点在椭圆内部时此值为0导致 alpha 最终值为1.0,即表示显示椭圆内部的像素
// smo : 抗锯齿实现
// float alpha = 1.0 - mx * my * isOutOfEllipse;
float alpha = 1.0 - mx * my * isOutOfEllipse * smo;
o = vec4(o.rgb, o.a * alpha);
#endif
gl_FragColor = o;
}
}%

View File

@ -0,0 +1,17 @@
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"uuid": "7c24b57e-e819-4fc9-a8d2-b06cf61b782d",
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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 xRadius;\nuniform float yRadius;\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 ellipseXRadius = clamp(0.0, 0.5, xRadius);\n float ellipseYRadius = clamp(0.0, 0.5, yRadius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - ellipseXRadius);\n float ry = abs(uv.y) - (0.5 - ellipseYRadius);\n\n float mx = step(0.5 - ellipseXRadius, abs(uv.x));\n float my = step(0.5 - ellipseYRadius, abs(uv.y));\n\n float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));\n\n float angleInRadian = atan(ry / rx);\n\n vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));\n\n vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));\n\n float maxDis = distance(pointInBigEllipse, pointInEllipse);\n\n float curDis = distance(vec2(rx, ry), pointInEllipse);\n\n float smo = smoothstep(0.0, maxDis, curDis);\n\n float alpha = 1.0 - mx * my * isOutOfEllipse * smo;\n\n o = vec4(o.rgb, o.a * alpha);\n\n #endif\n gl_FragColor = o;\n}\n"
},
"glsl3": {
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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 xRadius;\n\n float yRadius;\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 ellipseXRadius = clamp(0.0, 0.5, xRadius);\n float ellipseYRadius = clamp(0.0, 0.5, yRadius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - ellipseXRadius);\n float ry = abs(uv.y) - (0.5 - ellipseYRadius);\n\n float mx = step(0.5 - ellipseXRadius, abs(uv.x));\n float my = step(0.5 - ellipseYRadius, abs(uv.y));\n\n float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));\n\n float angleInRadian = atan(ry / rx);\n\n vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));\n\n vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));\n\n float maxDis = distance(pointInBigEllipse, pointInEllipse);\n\n float curDis = distance(vec2(rx, ry), pointInEllipse);\n\n float smo = smoothstep(0.0, maxDis, curDis);\n\n float alpha = 1.0 - mx * my * isOutOfEllipse * smo;\n\n o = vec4(o.rgb, o.a * alpha);\n\n #endif\n gl_FragColor = o;\n}\n"
}
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],
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}

View File

@ -10,7 +10,5 @@
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}, },
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} }

View File

@ -0,0 +1,14 @@
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}

View File

@ -0,0 +1,6 @@
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View File

@ -78,10 +78,10 @@
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"_N$overflow": 0,
"_N$cacheMode": 0,
"_id": "d1whc7H8RHdrROcYj+2Qh1"
},
{
"__type__": "cc.Node",
"_name": "BmFont",
"_objFlags": 0,
"_parent": {
"__id__": 29
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 43
}
],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 167.5,
"height": 33.33
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
-613.065,
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": "e4XmdmRoVPxKoDxfbOgm42"
},
{
"__type__": "cc.Label",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 42
},
"_enabled": true,
"_materials": [
{
"__uuid__": "642c2d0e-7eb6-4d65-96f2-d6e0d0305310"
}
],
"_useOriginalSize": false,
"_string": "BM Font",
"_N$string": "BM Font",
"_fontSize": 40,
"_lineHeight": 40,
"_enableWrapText": true,
"_N$file": {
"__uuid__": "4c95de7e-8cca-47bf-a446-47b7594e0992"
},
"_isSystemFontUsed": false,
"_spacingX": 0,
"_batchAsBitmap": false,
"_N$horizontalAlign": 1,
"_N$verticalAlign": 1,
"_N$fontFamily": "Arial",
"_N$overflow": 0,
"_N$cacheMode": 0,
"_id": "7cXLgoUJhDP7BPjr4yx+Ep"
}, },
{ {
"__type__": "cc.Widget", "__type__": "cc.Widget",
@ -2097,7 +1711,7 @@
"_layoutSize": { "_layoutSize": {
"__type__": "cc.Size", "__type__": "cc.Size",
"width": 384, "width": 384,
"height": 629.73 "height": 564
}, },
"_resize": 1, "_resize": 1,
"_N$layoutType": 2, "_N$layoutType": 2,
@ -2147,13 +1761,13 @@
"_id": "4bz2+ak99DBYVlSVIMFGN0" "_id": "4bz2+ak99DBYVlSVIMFGN0"
}, },
{ {
"__type__": "d3d2b7nIXNDbKEclKMbIFTC", "__type__": "d2765jFqWZOUKFiCcevAVee",
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 2 "__id__": 2
}, },
"_enabled": true, "_enabled": true,
"_id": "9ayfD37bZP1IEjPxGKO6+/" "_id": "ffrfD4b9VHdpBJCBGtbsue"
} }
] ]

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@ -0,0 +1,7 @@
{
"ver": "1.2.5",
"uuid": "c2dec4ed-8129-40a2-9a1e-2440da772015",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

View File

@ -1,9 +1,9 @@
const { ccclass, property } = cc._decorator; const { ccclass, property } = cc._decorator;
@ccclass @ccclass
export default class RoundCornerCropEffectScene extends cc.Component { export default class RoundCornerCropV1EffectScene extends cc.Component {
private _roundCornerRadiuSlider: cc.Slider = null; private _radiuSlider: cc.Slider = null;
private _roundCornerRadiuLabel: cc.Label = null; private _radiuLabel: cc.Label = null;
private _examplesParentNode: cc.Node = null; private _examplesParentNode: cc.Node = null;
@ -11,18 +11,18 @@ export default class RoundCornerCropEffectScene extends cc.Component {
// 关闭动态合图 // 关闭动态合图
cc.dynamicAtlasManager.enabled = false; cc.dynamicAtlasManager.enabled = false;
this._roundCornerRadiuSlider = cc.find("Canvas/Content/Sliders/RoundCornerRadiusSlider/Slider").getComponent(cc.Slider); this._radiuSlider = cc.find("Canvas/Content/Controller/RadiusSlider/Slider").getComponent(cc.Slider);
this._roundCornerRadiuLabel = cc.find("Canvas/Content/Sliders/RoundCornerRadiusSlider/ValueLabel").getComponent(cc.Label); this._radiuLabel = cc.find("Canvas/Content/Controller/RadiusSlider/ValueLabel").getComponent(cc.Label);
this._examplesParentNode = cc.find("Canvas/Content/Examples"); this._examplesParentNode = cc.find("Canvas/Content/Examples");
} }
onEnable() { onEnable() {
this._roundCornerRadiuSlider.node.on("slide", this._onSliderChanged, this); this._radiuSlider.node.on("slide", this._onSliderChanged, this);
} }
onDisable() { onDisable() {
this._roundCornerRadiuSlider.node.off("slide", this._onSliderChanged, this); this._radiuSlider.node.off("slide", this._onSliderChanged, this);
} }
start() { start() {
@ -30,11 +30,11 @@ export default class RoundCornerCropEffectScene extends cc.Component {
} }
private _onSliderChanged() { private _onSliderChanged() {
this._roundCornerRadiuLabel.string = `${this._roundCornerRadiuSlider.progress.toFixed(2)}`; this._radiuLabel.string = `${this._radiuSlider.progress.toFixed(2)}`;
// 更新材质 // 更新材质
this._updateRenderComponentMaterial({ this._updateRenderComponentMaterial({
roundCornerRadius: this._roundCornerRadiuSlider.progress radius: this._radiuSlider.progress
}); });
} }
@ -49,12 +49,12 @@ export default class RoundCornerCropEffectScene extends cc.Component {
/** /**
* [0.0, 0.5] 0.5 * [0.0, 0.5] 0.5
*/ */
roundCornerRadius: number; radius: number;
}) { }) {
this._examplesParentNode.children.forEach(childNode => { this._examplesParentNode.children.forEach(childNode => {
childNode.getComponents(cc.RenderComponent).forEach(renderComponent => { childNode.getComponents(cc.RenderComponent).forEach(renderComponent => {
let material: cc.Material = renderComponent.getMaterial(0); let material: cc.Material = renderComponent.getMaterial(0);
material.setProperty("roundCornerRadius", param.roundCornerRadius); material.setProperty("radius", param.radius);
renderComponent.setMaterial(0, material); renderComponent.setMaterial(0, material);
}); });
}); });

View File

@ -1,6 +1,6 @@
{ {
"ver": "1.0.5", "ver": "1.0.5",
"uuid": "d3d2bee7-2173-436c-a11c-94a31b2054c2", "uuid": "d27658c5-a966-4e50-a162-09c7af01579e",
"isPlugin": false, "isPlugin": false,
"loadPluginInWeb": true, "loadPluginInWeb": true,
"loadPluginInNative": true, "loadPluginInNative": true,

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@ -0,0 +1,80 @@
const { ccclass, property } = cc._decorator;
@ccclass
export default class RoundCornerCropV2EffectScene extends cc.Component {
private _radiuSlider: cc.Slider = null;
private _radiuLabel: cc.Label = null;
private _examplesParentNode: cc.Node = null;
onLoad() {
// 关闭动态合图
cc.dynamicAtlasManager.enabled = false;
this._radiuSlider = cc.find("Canvas/Content/Controller/RadiusSlider/Slider").getComponent(cc.Slider);
this._radiuLabel = cc.find("Canvas/Content/Controller/RadiusSlider/ValueLabel").getComponent(cc.Label);
this._examplesParentNode = cc.find("Canvas/Content/Examples");
}
onEnable() {
this._radiuSlider.node.on("slide", this._onSliderChanged, this);
}
onDisable() {
this._radiuSlider.node.off("slide", this._onSliderChanged, this);
}
start() {
this._onSliderChanged();
}
private _onSliderChanged() {
// 计算半径px
let radiusInPx = Math.floor(100 * this._radiuSlider.progress);
this._radiuLabel.string = radiusInPx + "";
// 更新材质
this._updateRenderComponentMaterial({
radiusInPx: radiusInPx
});
}
/**
*
*
* 1.
* 2. unitform
* 3.
*/
private _updateRenderComponentMaterial(param: {
/**
* px
*/
radiusInPx: number;
}) {
this._examplesParentNode.children.forEach(childNode => {
childNode.getComponents(cc.RenderComponent).forEach(renderComponent => {
// 计算半径px分别相对于纹理宽高的比例也叫归一化
let xRadiux = param.radiusInPx / childNode.width;
// 约束范围在区间 [0.0, 0.5]
xRadiux = xRadiux >= 0.5 ? 0.5 : xRadiux;
let yRadius = param.radiusInPx / childNode.height;
yRadius = yRadius >= 0.5 ? 0.5 : yRadius;
if (childNode.name === "Rectangle1") cc.log(`${childNode.name} : (${xRadiux}, ${yRadius})`);
// 更新材质
let material: cc.Material = renderComponent.getMaterial(0);
// 圆角x轴半径长度相对于纹理宽度[0.0, 0.5]
material.setProperty("xRadius", xRadiux);
// 圆角y轴半径长度相对于纹理高度[0.0, 0.5]
material.setProperty("yRadius", yRadius);
renderComponent.setMaterial(0, material);
});
});
}
}

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@ -0,0 +1,9 @@
{
"ver": "1.0.5",
"uuid": "24bbe7ba-5d1e-42d9-b2dd-f219fef90367",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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