Merge branch 'release/0.6.0'
This commit is contained in:
commit
9865eedc34
@ -1,5 +1,9 @@
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# ChangeLog
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|
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## 0.6.0 (2020-01-17)
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- 加入新的圆角裁剪特效 v2 ,支持任意宽高纹理圆角裁剪
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## 0.5.0 (2020-01-13)
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- 加入扫光特效
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|
33
README.md
33
README.md
@ -1,6 +1,6 @@
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# Cocos Creator Shader Effect Demo
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|
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[![](https://img.shields.io/badge/Release-0.5.0-green.svg)](CHANGELOG.md)
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[![](https://img.shields.io/badge/Release-0.6.0-green.svg)](CHANGELOG.md)
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[![](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
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[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.1-orange.svg)](http://www.cocos.com/creator)
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@ -28,13 +28,7 @@
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## 三、特效预览
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### 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)
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![](static/effects/2d-sprite-flash-light.gif)
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### 点光([实现原理](https://www.jianshu.com/p/8ff03b34b0bd))(2020.01.12更新)
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![](static/effects/2d-sprite-point-light.gif)
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### 内发光([实现原理](https://www.jianshu.com/p/326b73f86ecc))
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@ -52,14 +46,35 @@
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![](static/effects/2d-sprite-gray.gif)
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### 圆角裁剪
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### 点光([实现原理](https://www.jianshu.com/p/8ff03b34b0bd))(2020.01.12更新)
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![](static/effects/2d-sprite-point-light.gif)
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### 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)
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![](static/effects/2d-sprite-flash-light.gif)
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### 圆角裁剪-v1(2020.01.17更新)
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> * 声明:此特效为搬运过来的特效,非原创。
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> * 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
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> * 实现原理:参考文章 [《圆角计算 Shader》](https://www.cnblogs.com/jqm304775992/p/4987793.html)
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> * 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)
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![](static/effects/2d-sprite-round-corner-crop.gif)
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**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**
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如: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
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![](static/effects/2d-sprite-round-corner-crop-v1.gif)
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### 圆角裁剪-v2(2020.01.17更新)
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在 **圆角裁剪-v1** 的原理基础上,新增支持任意纹理的圆角裁剪
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如: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
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![](static/effects/2d-sprite-round-corner-crop-v2.gif)
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### 外发光(完善中...)
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|
@ -1,5 +1,7 @@
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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||||
// 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
|
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// 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 }
|
||||
alphaThreshold: { value: 0.5 }
|
||||
# 圆角半径
|
||||
roundCornerRadius: {
|
||||
value: 0.1,
|
||||
radius: {
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||||
value: 0.4,
|
||||
inspector: {
|
||||
tooltip: "圆角半径",
|
||||
range: [0.0, 0.5]
|
||||
@ -77,7 +79,7 @@ CCProgram fs %{
|
||||
#if ENABLE_ROUNDCORNER
|
||||
uniform RoundCorner {
|
||||
// 圆角半径
|
||||
float roundCornerRadius;
|
||||
float radius;
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -97,17 +99,17 @@ CCProgram fs %{
|
||||
|
||||
#if ENABLE_ROUNDCORNER
|
||||
// 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);
|
||||
|
||||
// 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 - radius);
|
||||
float ry = abs(uv.y) - (0.5 - radius);
|
||||
float rx = abs(uv.x) - (0.5 - circleRadius);
|
||||
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
|
||||
//
|
||||
@ -117,26 +119,26 @@ CCProgram fs %{
|
||||
// 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 - radius, abs(uv.x));
|
||||
float my = step(0.5 - radius, abs(uv.y));
|
||||
float mx = step(0.5 - circleRadius, abs(uv.x));
|
||||
float my = step(0.5 - circleRadius, abs(uv.y));
|
||||
|
||||
// 计算相对uv坐标到圆心的距离
|
||||
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 = 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
|
||||
// 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
|
||||
// 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
|
||||
// 其中,
|
||||
// 「圆半径一点点」用 radius * 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
|
||||
float a = 1.0 - mx * my * step(radius, len) * smoothstep(0., radius * 0.01, len - radius);
|
||||
// 「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 - 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(circleRadius, len) * smoothstep(0., circleRadius * 0.01, len - circleRadius);
|
||||
o = vec4(o.rgb, o.a * a);
|
||||
#endif
|
||||
gl_FragColor = o;
|
@ -5,11 +5,11 @@
|
||||
{
|
||||
"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 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": {
|
||||
"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"
|
||||
}
|
||||
}
|
||||
],
|
194
assets/effects/sprite-round-corner-crop-v2.effect
Normal file
194
assets/effects/sprite-round-corner-crop-v2.effect
Normal file
@ -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;
|
||||
}
|
||||
}%
|
17
assets/effects/sprite-round-corner-crop-v2.effect.meta
Normal file
17
assets/effects/sprite-round-corner-crop-v2.effect.meta
Normal 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": {}
|
||||
}
|
@ -10,7 +10,5 @@
|
||||
"USE_TEXTURE": true,
|
||||
"ENABLE_ROUNDCORNER": true
|
||||
},
|
||||
"_props": {
|
||||
"roundCornerRadius": 0.1
|
||||
}
|
||||
"_props": {}
|
||||
}
|
14
assets/materials/sprite-round-corner-crop-v2.mtl
Normal file
14
assets/materials/sprite-round-corner-crop-v2.mtl
Normal 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": {}
|
||||
}
|
6
assets/materials/sprite-round-corner-crop-v2.mtl.meta
Normal file
6
assets/materials/sprite-round-corner-crop-v2.mtl.meta
Normal file
@ -0,0 +1,6 @@
|
||||
{
|
||||
"ver": "1.0.2",
|
||||
"uuid": "a86e8864-5390-443f-b41b-b38e9d584c43",
|
||||
"dataAsSubAsset": null,
|
||||
"subMetas": {}
|
||||
}
|
@ -78,10 +78,10 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 47
|
||||
"__id__": 39
|
||||
},
|
||||
{
|
||||
"__id__": 48
|
||||
"__id__": 40
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -171,7 +171,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
418.2902700278839,
|
||||
351.60631393648214,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@ -251,7 +251,7 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 46
|
||||
"__id__": 38
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -428,7 +428,7 @@
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "Sliders",
|
||||
"_name": "Controller",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 5
|
||||
@ -497,7 +497,7 @@
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "RoundCornerRadiusSlider",
|
||||
"_name": "RadiusSlider",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 9
|
||||
@ -1332,27 +1332,15 @@
|
||||
},
|
||||
{
|
||||
"__id__": 34
|
||||
},
|
||||
{
|
||||
"__id__": 36
|
||||
},
|
||||
{
|
||||
"__id__": 38
|
||||
},
|
||||
{
|
||||
"__id__": 40
|
||||
},
|
||||
{
|
||||
"__id__": 42
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 44
|
||||
"__id__": 36
|
||||
},
|
||||
{
|
||||
"__id__": 45
|
||||
"__id__": 37
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1367,7 +1355,7 @@
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 384,
|
||||
"height": 629.73
|
||||
"height": 564
|
||||
},
|
||||
"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
@ -1403,100 +1391,6 @@
|
||||
"groupIndex": 0,
|
||||
"_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",
|
||||
"array": [
|
||||
0,
|
||||
-30,
|
||||
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": "49czqIEPBHr6kLJbb+kN8/"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Sprite",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 30
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
{
|
||||
"__uuid__": "642c2d0e-7eb6-4d65-96f2-d6e0d0305310"
|
||||
}
|
||||
],
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_spriteFrame": {
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"_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"
|
||||
"_id": "0c/FhoiupJMaG6rjicnytU"
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Widget",
|
||||
@ -2097,7 +1711,7 @@
|
||||
"_layoutSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 384,
|
||||
"height": 629.73
|
||||
"height": 564
|
||||
},
|
||||
"_resize": 1,
|
||||
"_N$layoutType": 2,
|
||||
@ -2147,13 +1761,13 @@
|
||||
"_id": "4bz2+ak99DBYVlSVIMFGN0"
|
||||
},
|
||||
{
|
||||
"__type__": "d3d2b7nIXNDbKEclKMbIFTC",
|
||||
"__type__": "d2765jFqWZOUKFiCcevAVee",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 2
|
||||
},
|
||||
"_enabled": true,
|
||||
"_id": "9ayfD37bZP1IEjPxGKO6+/"
|
||||
"_id": "ffrfD4b9VHdpBJCBGtbsue"
|
||||
}
|
||||
]
|
1773
assets/scenes/RoundCornerCropV2EffectScene.fire
Executable file
1773
assets/scenes/RoundCornerCropV2EffectScene.fire
Executable file
File diff suppressed because it is too large
Load Diff
7
assets/scenes/RoundCornerCropV2EffectScene.fire.meta
Normal file
7
assets/scenes/RoundCornerCropV2EffectScene.fire.meta
Normal file
@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.2.5",
|
||||
"uuid": "c2dec4ed-8129-40a2-9a1e-2440da772015",
|
||||
"asyncLoadAssets": false,
|
||||
"autoReleaseAssets": false,
|
||||
"subMetas": {}
|
||||
}
|
@ -1,9 +1,9 @@
|
||||
const { ccclass, property } = cc._decorator;
|
||||
|
||||
@ccclass
|
||||
export default class RoundCornerCropEffectScene extends cc.Component {
|
||||
private _roundCornerRadiuSlider: cc.Slider = null;
|
||||
private _roundCornerRadiuLabel: cc.Label = null;
|
||||
export default class RoundCornerCropV1EffectScene extends cc.Component {
|
||||
private _radiuSlider: cc.Slider = null;
|
||||
private _radiuLabel: cc.Label = null;
|
||||
|
||||
private _examplesParentNode: cc.Node = null;
|
||||
|
||||
@ -11,18 +11,18 @@ export default class RoundCornerCropEffectScene extends cc.Component {
|
||||
// 关闭动态合图
|
||||
cc.dynamicAtlasManager.enabled = false;
|
||||
|
||||
this._roundCornerRadiuSlider = cc.find("Canvas/Content/Sliders/RoundCornerRadiusSlider/Slider").getComponent(cc.Slider);
|
||||
this._roundCornerRadiuLabel = cc.find("Canvas/Content/Sliders/RoundCornerRadiusSlider/ValueLabel").getComponent(cc.Label);
|
||||
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._roundCornerRadiuSlider.node.on("slide", this._onSliderChanged, this);
|
||||
this._radiuSlider.node.on("slide", this._onSliderChanged, this);
|
||||
}
|
||||
|
||||
onDisable() {
|
||||
this._roundCornerRadiuSlider.node.off("slide", this._onSliderChanged, this);
|
||||
this._radiuSlider.node.off("slide", this._onSliderChanged, this);
|
||||
}
|
||||
|
||||
start() {
|
||||
@ -30,11 +30,11 @@ export default class RoundCornerCropEffectScene extends cc.Component {
|
||||
}
|
||||
|
||||
private _onSliderChanged() {
|
||||
this._roundCornerRadiuLabel.string = `${this._roundCornerRadiuSlider.progress.toFixed(2)}`;
|
||||
this._radiuLabel.string = `${this._radiuSlider.progress.toFixed(2)}`;
|
||||
|
||||
// 更新材质
|
||||
this._updateRenderComponentMaterial({
|
||||
roundCornerRadius: this._roundCornerRadiuSlider.progress
|
||||
radius: this._radiuSlider.progress
|
||||
});
|
||||
}
|
||||
|
||||
@ -49,12 +49,12 @@ export default class RoundCornerCropEffectScene extends cc.Component {
|
||||
/**
|
||||
* 圆角半径 [0.0, 0.5] ,0.5 表示圆形裁剪
|
||||
*/
|
||||
roundCornerRadius: number;
|
||||
radius: number;
|
||||
}) {
|
||||
this._examplesParentNode.children.forEach(childNode => {
|
||||
childNode.getComponents(cc.RenderComponent).forEach(renderComponent => {
|
||||
let material: cc.Material = renderComponent.getMaterial(0);
|
||||
material.setProperty("roundCornerRadius", param.roundCornerRadius);
|
||||
material.setProperty("radius", param.radius);
|
||||
renderComponent.setMaterial(0, material);
|
||||
});
|
||||
});
|
@ -1,6 +1,6 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "d3d2bee7-2173-436c-a11c-94a31b2054c2",
|
||||
"uuid": "d27658c5-a966-4e50-a162-09c7af01579e",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
80
assets/scripts/RoundCornerCropV2EffectScene.ts
Normal file
80
assets/scripts/RoundCornerCropV2EffectScene.ts
Normal file
@ -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
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 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: {
|
||||
/**
|
||||
* 圆角半径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);
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
9
assets/scripts/RoundCornerCropV2EffectScene.ts.meta
Normal file
9
assets/scripts/RoundCornerCropV2EffectScene.ts.meta
Normal file
@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "24bbe7ba-5d1e-42d9-b2dd-f219fef90367",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
BIN
static/effects/2d-sprite-round-corner-crop-v1.gif
Normal file
BIN
static/effects/2d-sprite-round-corner-crop-v1.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 323 KiB |
BIN
static/effects/2d-sprite-round-corner-crop-v2.gif
Normal file
BIN
static/effects/2d-sprite-round-corner-crop-v2.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 434 KiB |
Binary file not shown.
Before Width: | Height: | Size: 267 KiB |
Loading…
Reference in New Issue
Block a user