Merge branch 'release/0.6.0'

This commit is contained in:
caizhitao 2020-01-17 09:38:47 +08:00
commit 9865eedc34
21 changed files with 2277 additions and 544 deletions

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@ -1,5 +1,9 @@
# ChangeLog # ChangeLog
## 0.6.0 (2020-01-17)
- 加入新的圆角裁剪特效 v2 ,支持任意宽高纹理圆角裁剪
## 0.5.0 (2020-01-13) ## 0.5.0 (2020-01-13)
- 加入扫光特效 - 加入扫光特效

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@ -1,6 +1,6 @@
# Cocos Creator Shader Effect Demo # Cocos Creator Shader Effect Demo
[![](https://img.shields.io/badge/Release-0.5.0-green.svg)](CHANGELOG.md) [![](https://img.shields.io/badge/Release-0.6.0-green.svg)](CHANGELOG.md)
[![](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE) [![](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.1-orange.svg)](http://www.cocos.com/creator) [![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.1-orange.svg)](http://www.cocos.com/creator)
@ -28,13 +28,7 @@
## 三、特效预览 ## 三、特效预览
### 扫光(实现原理同点光一样,可参考[点光实现原理文章](https://www.jianshu.com/p/711a54ff2fa0)(2020.01.13更新)
![](static/effects/2d-sprite-flash-light.gif)
### 点光([实现原理](https://www.jianshu.com/p/8ff03b34b0bd)(2020.01.12更新)
![](static/effects/2d-sprite-point-light.gif)
### 内发光([实现原理](https://www.jianshu.com/p/326b73f86ecc) ### 内发光([实现原理](https://www.jianshu.com/p/326b73f86ecc)
@ -52,14 +46,35 @@
![](static/effects/2d-sprite-gray.gif) ![](static/effects/2d-sprite-gray.gif)
### 圆角裁剪 ### 点光([实现原理](https://www.jianshu.com/p/8ff03b34b0bd)(2020.01.12更新)
![](static/effects/2d-sprite-point-light.gif)
### 扫光(实现原理同点光一样,可参考[点光实现原理文章](https://www.jianshu.com/p/711a54ff2fa0)(2020.01.13更新)
![](static/effects/2d-sprite-flash-light.gif)
### 圆角裁剪-v12020.01.17更新)
> * 声明:此特效为搬运过来的特效,非原创。 > * 声明:此特效为搬运过来的特效,非原创。
> * 修改的地方:搬运后,在原来的主要代码上加入了自己的理解注释 > * 修改的地方:搬运后,在原来的主要代码上加入了自己的理解注释
> * 实现原理:参考文章 [《圆角计算 Shader》](https://www.cnblogs.com/jqm304775992/p/4987793.html) > * 实现原理:参考文章 [《圆角计算 Shader》](https://www.cnblogs.com/jqm304775992/p/4987793.html)
> * 参考代码Cocos 论坛帖子[《分享更高效的 creator 裁圆角头像 shader》](https://forum.cocos.org/t/creator-shader-2019-10-22-2-2-0/82548) 和对应的 [实现代码](https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect) > * 参考代码Cocos 论坛帖子[《分享更高效的 creator 裁圆角头像 shader》](https://forum.cocos.org/t/creator-shader-2019-10-22-2-2-0/82548) 和对应的 [实现代码](https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect)
![](static/effects/2d-sprite-round-corner-crop.gif) **此版本存在局限性:只有在正方形纹理上,才能裁剪出圆角,在非正方形上,无法裁剪出圆角,具体变现为有拉伸效果**
下面GIF中第3到5秒演示所示黄色和红色的非正方形纹理的圆角明显被拉伸
![](static/effects/2d-sprite-round-corner-crop-v1.gif)
### 圆角裁剪-v22020.01.17更新)
**圆角裁剪-v1** 的原理基础上,新增支持任意纹理的圆角裁剪
下面Gif中第3到5秒演示所示黄色和红色的非正方形纹理也能裁剪出圆角效果
![](static/effects/2d-sprite-round-corner-crop-v2.gif)
### 外发光(完善中... ### 外发光(完善中...

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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
@ -97,17 +99,17 @@ 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往左下偏移,实现偏移后的纹理中心点在 OpenGL 坐标系的原点 // 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);
// uv.x , uv.y : 为偏移后的的uv // 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 // 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 @@
{
"ver": "1.0.23",
"uuid": "7c24b57e-e819-4fc9-a8d2-b06cf61b782d",
"compiledShaders": [
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if 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": {
"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 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"
}
}
],
"subMetas": {}
}

View File

@ -10,7 +10,5 @@
"USE_TEXTURE": true, "USE_TEXTURE": true,
"ENABLE_ROUNDCORNER": true "ENABLE_ROUNDCORNER": true
}, },
"_props": { "_props": {}
"roundCornerRadius": 0.1
}
} }

View File

@ -0,0 +1,14 @@
{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "7c24b57e-e819-4fc9-a8d2-b06cf61b782d"
},
"_defines": {
"USE_TEXTURE": true,
"ENABLE_ROUNDCORNER": true
},
"_props": {}
}

View File

@ -0,0 +1,6 @@
{
"ver": "1.0.2",
"uuid": "a86e8864-5390-443f-b41b-b38e9d584c43",
"dataAsSubAsset": null,
"subMetas": {}
}

View File

@ -78,10 +78,10 @@
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 47 "__id__": 39
}, },
{ {
"__id__": 48 "__id__": 40
} }
], ],
"_prefab": null, "_prefab": null,
@ -171,7 +171,7 @@
"array": [ "array": [
0, 0,
0, 0,
418.2902700278839, 351.60631393648214,
0, 0,
0, 0,
0, 0,
@ -251,7 +251,7 @@
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 46 "__id__": 38
} }
], ],
"_prefab": null, "_prefab": null,
@ -428,7 +428,7 @@
}, },
{ {
"__type__": "cc.Node", "__type__": "cc.Node",
"_name": "Sliders", "_name": "Controller",
"_objFlags": 0, "_objFlags": 0,
"_parent": { "_parent": {
"__id__": 5 "__id__": 5
@ -497,7 +497,7 @@
}, },
{ {
"__type__": "cc.Node", "__type__": "cc.Node",
"_name": "RoundCornerRadiusSlider", "_name": "RadiusSlider",
"_objFlags": 0, "_objFlags": 0,
"_parent": { "_parent": {
"__id__": 9 "__id__": 9
@ -1332,27 +1332,15 @@
}, },
{ {
"__id__": 34 "__id__": 34
},
{
"__id__": 36
},
{
"__id__": 38
},
{
"__id__": 40
},
{
"__id__": 42
} }
], ],
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 44 "__id__": 36
}, },
{ {
"__id__": 45 "__id__": 37
} }
], ],
"_prefab": null, "_prefab": null,
@ -1367,7 +1355,7 @@
"_contentSize": { "_contentSize": {
"__type__": "cc.Size", "__type__": "cc.Size",
"width": 384, "width": 384,
"height": 629.73 "height": 564
}, },
"_anchorPoint": { "_anchorPoint": {
"__type__": "cc.Vec2", "__type__": "cc.Vec2",
@ -1403,100 +1391,6 @@
"groupIndex": 0, "groupIndex": 0,
"_id": "feymBChPxA1pr6+/rlPqey" "_id": "feymBChPxA1pr6+/rlPqey"
}, },
{
"__type__": "cc.Node",
"_name": "ball_0",
"_objFlags": 0,
"_parent": {
"__id__": 29
},
"_children": [],
"_active": false,
"_components": [
{
"__id__": 31
}
],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 60,
"height": 60
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
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"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
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"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "49czqIEPBHr6kLJbb+kN8/"
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
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},
"_enabled": true,
"_materials": [
{
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}
],
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"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "d0b78623-4e79-4de1-b1d2-ea211bf4652c"
},
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"_sizeMode": 1,
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"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
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"_fillRange": 0,
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"_atlas": null,
"_id": "94vIBMHVlAN4EGbkr2wRvX"
},
{ {
"__type__": "cc.Node", "__type__": "cc.Node",
"_name": "freedom", "_name": "freedom",
@ -1508,7 +1402,7 @@
"_active": true, "_active": true,
"_components": [ "_components": [
{ {
"__id__": 33 "__id__": 31
} }
], ],
"_prefab": null, "_prefab": null,
@ -1564,7 +1458,7 @@
"_name": "", "_name": "",
"_objFlags": 0, "_objFlags": 0,
"node": { "node": {
"__id__": 32 "__id__": 30
}, },
"_enabled": true, "_enabled": true,
"_materials": [ "_materials": [
@ -1593,7 +1487,101 @@
}, },
{ {
"__type__": "cc.Node", "__type__": "cc.Node",
"_name": "cocos_logo", "_name": "Rectangle1",
"_objFlags": 0,
"_parent": {
"__id__": 29
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 33
}
],
"_prefab": null,
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 0,
"b": 0,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 200,
"height": 100
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
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-302,
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]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "2eSZfgubZMxpkxf6Wv6VoZ"
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 32
},
"_enabled": true,
"_materials": [
{
"__uuid__": "642c2d0e-7eb6-4d65-96f2-d6e0d0305310"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "a23235d1-15db-4b95-8439-a2e005bfff91"
},
"_type": 0,
"_sizeMode": 0,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": null,
"_id": "2enlbFjsJLJqVy8iYfWwca"
},
{
"__type__": "cc.Node",
"_name": "Rectangle2",
"_objFlags": 0, "_objFlags": 0,
"_parent": { "_parent": {
"__id__": 29 "__id__": 29
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"r": 255, "r": 255,
"g": 255, "g": 255,
"b": 255, "b": 0,
"a": 255 "a": 255
}, },
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"__type__": "cc.Size", "__type__": "cc.Size",
"width": 195, "width": 100,
"height": 270 "height": 200
}, },
"_anchorPoint": { "_anchorPoint": {
"__type__": "cc.Vec2", "__type__": "cc.Vec2",
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0, 0,
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0, 0,
0, 0,
0, 0,
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"groupIndex": 0, "groupIndex": 0,
"_id": "25JHa6EcNEBZ1hoesQM1Q4" "_id": "eeRQw29nZJXYOderYE6uKz"
}, },
{ {
"__type__": "cc.Sprite", "__type__": "cc.Sprite",
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"_dstBlendFactor": 771, "_dstBlendFactor": 771,
"_spriteFrame": { "_spriteFrame": {
"__uuid__": "31bc895a-c003-4566-a9f3-2e54ae1c17dc" "__uuid__": "a23235d1-15db-4b95-8439-a2e005bfff91"
}, },
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"_sizeMode": 1, "_sizeMode": 0,
"_fillType": 0, "_fillType": 0,
"_fillCenter": { "_fillCenter": {
"__type__": "cc.Vec2", "__type__": "cc.Vec2",
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"_isTrimmedMode": true, "_isTrimmedMode": true,
"_atlas": null, "_atlas": null,
"_id": "74+WCqN01NIbcSpr5gcxmE" "_id": "0c/FhoiupJMaG6rjicnytU"
},
{
"__type__": "cc.Node",
"_name": "ball_1",
"_objFlags": 0,
"_parent": {
"__id__": 29
},
"_children": [],
"_active": false,
"_components": [
{
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}
],
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"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 60,
"height": 60
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
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"ctor": "Float64Array",
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},
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"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
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"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "08wsP0gQdCnrq+UzPWkn0+"
},
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"__type__": "cc.Sprite",
"_name": "",
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"node": {
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},
"_enabled": true,
"_materials": [
{
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}
],
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},
{
"__type__": "cc.Node",
"_name": "video_btn",
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},
"_children": [],
"_active": false,
"_components": [
{
"__id__": 39
}
],
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"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 50,
"height": 50
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
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"_eulerAngles": {
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"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": "c73V7fMuVE0aD5fGtmyzmF"
},
{
"__type__": "cc.Sprite",
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},
"_enabled": true,
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}
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},
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}
],
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"_string": "System Font",
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"_fontSize": 40,
"_lineHeight": 40,
"_enableWrapText": true,
"_N$file": null,
"_isSystemFontUsed": true,
"_spacingX": 0,
"_batchAsBitmap": false,
"_N$horizontalAlign": 1,
"_N$verticalAlign": 1,
"_N$fontFamily": "Arial",
"_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": {
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"x": 0.5,
"y": 0.5
},
"_trs": {
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"ctor": "Float64Array",
"array": [
0,
-613.065,
0,
0,
0,
0,
1,
1,
1,
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]
},
"_eulerAngles": {
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"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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