整理代码

This commit is contained in:
caizhitao 2019-12-25 09:59:19 +08:00
parent cdac6bf71a
commit a5cfb84dd0
16 changed files with 6828 additions and 396 deletions

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 内发光特效
// 原理: 采样周边像素alpha取平均值叠加发光效果
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# 自定义参数
# 发光颜色
glowColor: {
value: [1.0, 1.0, 0.0, 1.0],
inspector: {
type: color,
tooltip: "发光颜色"
}
}
# 发光宽度
glowColorSize: {
value: 0.01,
inspector: {
tooltip: "发光宽度",
range: [0.0, 1.0],
}
}
# 发光透明度阈值
# 只有超过这个透明度的点才会发光
# 一般用于解决图像边缘存在渐变透明的时,决定超过这个透明度阈值的边缘点才点发光,具体可以操作一下
glowThreshold: {
value: 0.1,
inspector: {
tooltip: "发光阈值",
range: [0.0, 1.0]
}
}
}%
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 SHOW_INNER_GLOW
uniform glow {
// 发光颜色
vec4 glowColor;
// 发光范围
float glowColorSize;
// 发光阈值
float glowThreshold;
// 特别地,必须是 vec4 先于 float 声明
};
/**
* 获取指定角度方向距离为xxx的像素的透明度
*
* @param angle 角度 [0.0, 360.0]
* @param dist 距离 [0.0, 1.0]
*
* @return alpha [0.0, 1.0]
*/
float getColorAlpha(float angle, float dist) {
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
float radian = angle * 0.01745329252; // 这个浮点数是 pi / 180
vec4 color = texture(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));
return color.a;
}
/**
* 获取指定距离的周边像素的透明度平均值
*
* @param dist 距离 [0.0, 1.0]
*
* @return average alpha [0.0, 1.0]
*/
float getAverageAlpha(float dist) {
float totalAlpha = 0.0;
// 以30度为一个单位那么「周边一圈」就由0到360度中共计12个点的组成
totalAlpha += getColorAlpha(0.0, dist);
totalAlpha += getColorAlpha(30.0, dist);
totalAlpha += getColorAlpha(60.0, dist);
totalAlpha += getColorAlpha(90.0, dist);
totalAlpha += getColorAlpha(120.0, dist);
totalAlpha += getColorAlpha(150.0, dist);
totalAlpha += getColorAlpha(180.0, dist);
totalAlpha += getColorAlpha(210.0, dist);
totalAlpha += getColorAlpha(240.0, dist);
totalAlpha += getColorAlpha(270.0, dist);
totalAlpha += getColorAlpha(300.0, dist);
totalAlpha += getColorAlpha(330.0, dist);
return totalAlpha * 0.0833; // 1 / 12 = 0.08333
}
/**
* 获取发光的透明度
*/
float getGlowAlpha() {
// 如果发光宽度为0直接返回0.0透明度,减少计算量
if (glowColorSize == 0.0) {
return 0.0;
}
// 因为我们是要做内发光,所以如果点本来是透明的或者接近透明的
// 那么就意味着这个点是图像外的透明点或者图像内透明点(如空洞)之类的
// 内发光的话,这些透明点我们不用处理,让它保持原样,否则就是会有内描边或者一点扩边的效果
// 同时也是提前直接结束,减少计算量
vec4 srcColor = texture(texture, v_uv0);
if (srcColor.a <= glowThreshold) {
return srcColor.a;
}
// 将传入的指定距离平均分成10圈求出每一圈的平均透明度
// 然后求和取平均值,那么就可以得到该点的平均透明度
float totalAlpha = 0.0;
totalAlpha += getAverageAlpha(glowColorSize * 0.1);
totalAlpha += getAverageAlpha(glowColorSize * 0.2);
totalAlpha += getAverageAlpha(glowColorSize * 0.3);
totalAlpha += getAverageAlpha(glowColorSize * 0.4);
totalAlpha += getAverageAlpha(glowColorSize * 0.5);
totalAlpha += getAverageAlpha(glowColorSize * 0.6);
totalAlpha += getAverageAlpha(glowColorSize * 0.7);
totalAlpha += getAverageAlpha(glowColorSize * 0.8);
totalAlpha += getAverageAlpha(glowColorSize * 0.9);
totalAlpha += getAverageAlpha(glowColorSize * 1.0);
return totalAlpha * 0.1;
}
#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);
gl_FragColor = o;
#if SHOW_INNER_GLOW
// 目标颜色(图像)
vec4 color_dest = o;
// 获取发光透明度
// 此时我们得到的是内部透明度为1靠近边缘的为接近0的透明度其他位置为0的透明度
float alpha = getGlowAlpha();
// 而内发光是从边缘开始的,那么什么算是边缘呢?
// 如果图像边缘有大量渐变,那么如果我们取大于 0.0 点就算是图像内的话,那么可能边缘会出现锯齿
// 因此为了确定边缘,引入了发光阈值,我们只需要比较一下发光阈值就可以,大于发光阈值的点都是(图像内)发光点
if (alpha > glowThreshold) {
// 内发光是从边缘发光的是需要内部透明度为0靠近边缘的接近1的透明度
// 因此我们需要翻转一下透明度
alpha = 1.0 - alpha;
// 给点调料,让靠近边缘的更加亮
alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
}
// 源颜色(内发光)
vec4 color_src = glowColor * alpha;
// 按照这个顺序,源颜色就是内发光颜色,目标颜色就是图案颜色色
// 所以命名就是 color_src, color_dest
// 按照混合颜色规则 http://docs.cocos.com/creator/manual/zh/advanced-topics/ui-auto-batch.html#blend-%E6%A8%A1%E5%BC%8F
// 要在图案上方,叠加一个内发光,将两者颜色混合起来,那么最终选择的混合模式如下:
//
// 内发光color_src: GL_SRC_ALPHA
// 原图像color_dest: GL_ONE
//
// 即最终颜色如下:
// color_src * GL_SRC_ALPHA + color_dest * GL_ONE
gl_FragColor = color_src * color_src.a + color_dest;
#endif
}
}%

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{
"ver": "1.0.23",
"uuid": "89f30b2e-b75e-49b1-9dfc-cb341cadd30a",
"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 SHOW_INNER_GLOW\n\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\n\n/**\n * 获取指定角度方向距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param dist 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float dist) {\n\n float radian = angle * 0.01745329252;\n\n vec4 color = texture2D(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian))); \n return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param dist 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getAverageAlpha(float dist) {\n\n float totalAlpha = 0.0;\n\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n\n vec4 srcColor = texture2D(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n\n #if SHOW_INNER_GLOW\n\n vec4 color_dest = o;\n\n float alpha = getGlowAlpha();\n\n if (alpha > glowThreshold) {\n\n alpha = 1.0 - alpha;\n\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n\n vec4 color_src = glowColor * alpha;\n\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\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 SHOW_INNER_GLOW\n\nuniform glow {\n\n vec4 glowColor;\n\n float glowColorSize;\n\n float glowThreshold;\n\n};\n\n/**\n * 获取指定角度方向距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param dist 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float dist) {\n\n float radian = angle * 0.01745329252;\n\n vec4 color = texture(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian))); \n return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param dist 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getAverageAlpha(float dist) {\n\n float totalAlpha = 0.0;\n\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n\n vec4 srcColor = texture(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n\n #if SHOW_INNER_GLOW\n\n vec4 color_dest = o;\n\n float alpha = getGlowAlpha();\n\n if (alpha > glowThreshold) {\n\n alpha = 1.0 - alpha;\n\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n\n vec4 color_src = glowColor * alpha;\n\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}\n"
}
}
],
"subMetas": {}
}

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{
"__type__": "cc.Material",
"_name": "",
"_objFlags": 0,
"_native": "",
"_effectAsset": {
"__uuid__": "89f30b2e-b75e-49b1-9dfc-cb341cadd30a"
},
"_defines": {
"USE_TEXTURE": true,
"USE_ALPHA_TEST": false,
"SHOW_INNER_GLOW": true
},
"_props": {
"texture": null,
"glowColor": {
"__type__": "cc.Color",
"r": 255,
"g": 0,
"b": 0,
"a": 255
},
"glowColorSize": 0.2,
"glowThreshold": 0.1
}
}

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{
"ver": "1.0.2",
"uuid": "16dd0f06-6280-4d74-8483-a50e23c00733",
"dataAsSubAsset": null,
"subMetas": {}
}

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{
"ver": "1.2.5",
"uuid": "05055d3f-a334-4b45-abf1-e379e4708284",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

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@ -1,6 +1,6 @@
{ {
"ver": "1.2.5", "ver": "1.2.5",
"uuid": "05055d3f-a334-4b45-abf1-e379e4708284", "uuid": "6c0134dc-238e-4bed-b9a3-3f09c1e320a3",
"asyncLoadAssets": false, "asyncLoadAssets": false,
"autoReleaseAssets": false, "autoReleaseAssets": false,
"subMetas": {} "subMetas": {}

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const { ccclass, property } = cc._decorator;
@ccclass
export default class GlowOutterDemoEffectScene extends cc.Component {
@property(cc.Node)
examplesParentNode: cc.Node = null;
start() {
this._updateRenderComponentOutterGlowMaterial(0);
}
onSideCallBack(slider: cc.Slider, customEventData: string) {
this._updateRenderComponentOutterGlowMaterial(slider.progress / 100);
}
/**
*
*
* 1.
* 2. unitform
* 3.
*
* @param size [0,1] 0.5*0.5 *0.5
*/
private _updateRenderComponentOutterGlowMaterial(size: number) {
this.examplesParentNode.children.forEach(childNode => {
childNode.getComponents(cc.RenderComponent).forEach(renderComponent => {
let material: cc.Material = renderComponent.getMaterial(0);
material.setProperty("outlineSize", size);
renderComponent.setMaterial(0, material);
});
});
}
}

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{
"ver": "1.0.5",
"uuid": "408f4991-ebdc-446e-9ce3-b18006bb7bcb",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

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@ -2,31 +2,123 @@ const { ccclass, property } = cc._decorator;
@ccclass @ccclass
export default class GlowOutterEffectScene extends cc.Component { export default class GlowOutterEffectScene extends cc.Component {
@property(cc.Node) private _redSlider: cc.Slider = null;
examplesParentNode: cc.Node = null; private _redSliderLabel: cc.Label = null;
start() { private _greenSlider: cc.Slider = null;
this._updateRenderComponentOutterGlowMaterial(0); private _greenSliderLabel: cc.Label = null;
private _blueSlider: cc.Slider = null;
private _blueSliderLabel: cc.Label = null;
private _alphaSlider: cc.Slider = null;
private _alphaSliderLabel: cc.Label = null;
private _glowWidthSlider: cc.Slider = null;
private _glowWidthSliderLabel: cc.Label = null;
private _glowThresholdSlider: cc.Slider = null;
private _glowThresholdSliderLabel: cc.Label = null;
private _examplesParentNode: cc.Node = null;
onLoad() {
this._redSlider = cc.find("Canvas/Content/Sliders/ColorRedSlider/Slider").getComponent(cc.Slider);
this._redSliderLabel = cc.find("Canvas/Content/Sliders/ColorRedSlider/ValueLabel").getComponent(cc.Label);
this._greenSlider = cc.find("Canvas/Content/Sliders/ColorGreenSlider/Slider").getComponent(cc.Slider);
this._greenSliderLabel = cc.find("Canvas/Content/Sliders/ColorGreenSlider/ValueLabel").getComponent(cc.Label);
this._blueSlider = cc.find("Canvas/Content/Sliders/ColorBlueSlider/Slider").getComponent(cc.Slider);
this._blueSliderLabel = cc.find("Canvas/Content/Sliders/ColorBlueSlider/ValueLabel").getComponent(cc.Label);
this._alphaSlider = cc.find("Canvas/Content/Sliders/ColorAlphaSlider/Slider").getComponent(cc.Slider);
this._alphaSliderLabel = cc.find("Canvas/Content/Sliders/ColorAlphaSlider/ValueLabel").getComponent(cc.Label);
this._glowWidthSlider = cc.find("Canvas/Content/Sliders/GlowWidthSlider/Slider").getComponent(cc.Slider);
this._glowWidthSliderLabel = cc.find("Canvas/Content/Sliders/GlowWidthSlider/ValueLabel").getComponent(cc.Label);
this._glowThresholdSlider = cc.find("Canvas/Content/Sliders/GlowThresholdSlider/Slider").getComponent(cc.Slider);
this._glowThresholdSliderLabel = cc.find("Canvas/Content/Sliders/GlowThresholdSlider/ValueLabel").getComponent(cc.Label);
this._examplesParentNode = cc.find("Canvas/Content/Examples");
} }
onSideCallBack(slider: cc.Slider, customEventData: string) { onEnable() {
this._updateRenderComponentOutterGlowMaterial(slider.progress / 100); this._redSlider.node.on("slide", this._onSliderChanged, this);
this._greenSlider.node.on("slide", this._onSliderChanged, this);
this._blueSlider.node.on("slide", this._onSliderChanged, this);
this._alphaSlider.node.on("slide", this._onSliderChanged, this);
this._glowWidthSlider.node.on("slide", this._onSliderChanged, this);
this._glowThresholdSlider.node.on("slide", this._onSliderChanged, this);
}
onDisable() {
this._redSlider.node.off("slide", this._onSliderChanged, this);
this._greenSlider.node.off("slide", this._onSliderChanged, this);
this._blueSlider.node.off("slide", this._onSliderChanged, this);
this._alphaSlider.node.off("slide", this._onSliderChanged, this);
this._glowWidthSlider.node.off("slide", this._onSliderChanged, this);
this._glowThresholdSlider.node.off("slide", this._onSliderChanged, this);
}
start() {
this._onSliderChanged();
}
private _onSliderChanged() {
// 更新进度条值 Label 文本
this._redSliderLabel.string = `${this._redSlider.progress.toFixed(2)} | ${Math.round(255 * this._redSlider.progress)}`;
this._greenSliderLabel.string = `${this._greenSlider.progress.toFixed(2)} | ${Math.round(255 * this._greenSlider.progress)}`;
this._blueSliderLabel.string = `${this._blueSlider.progress.toFixed(2)} | ${Math.round(255 * this._blueSlider.progress)}`;
this._alphaSliderLabel.string = `${this._alphaSlider.progress.toFixed(2)} | ${Math.round(255 * this._alphaSlider.progress)}`;
// 这里为约束一下值发光宽度值在 [0.0, 0.1] 因为 0.1+ 之后的效果可能不明显,也可以自己尝试修改
let realGlowWidthProgress = this._glowWidthSlider.progress * 0.1;
this._glowWidthSliderLabel.string = `${realGlowWidthProgress.toFixed(2)}`;
// 这里为约束一下值发光阈值值在 [0.0, 0.5] 因为 0.5+ 之后的效果可能就是其他效果,也可以自己修改这里
// let realGlowThresholdProgress = this._glowThresholdSlider.progress * 0.5;
let realGlowThresholdProgress = this._glowThresholdSlider.progress;
this._glowThresholdSliderLabel.string = `${realGlowThresholdProgress.toFixed(2)}`;
// 更新材质
this._updateRenderComponentOutterGlowMaterial({
glowColor: cc.v4(this._redSlider.progress, this._greenSlider.progress, this._blueSlider.progress, this._alphaSlider.progress),
glowColorSize: realGlowWidthProgress,
glowThreshold: realGlowThresholdProgress
});
} }
/** /**
* *
* *
* 1. * 1.
* 2. unitform * 2. unitform
* 3. * 3.
*
* @param size [0,1] 0.5*0.5 *0.5
*/ */
private _updateRenderComponentOutterGlowMaterial(size: number) { private _updateRenderComponentOutterGlowMaterial(param: {
this.examplesParentNode.children.forEach(childNode => { /**
* [0.0, 1.0]
*/
glowColorSize: number;
/**
* [0.0, 1.0]
*/
glowColor: cc.Vec4;
/**
* [0.0, 1.0]
*/
glowThreshold: number;
}) {
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("outlineSize", size); material.setProperty("glowColorSize", param.glowColorSize);
material.setProperty("glowColor", param.glowColor);
material.setProperty("glowThreshold", param.glowThreshold);
renderComponent.setMaterial(0, material); renderComponent.setMaterial(0, material);
}); });
}); });

View File

@ -1,6 +1,6 @@
{ {
"ver": "1.0.5", "ver": "1.0.5",
"uuid": "408f4991-ebdc-446e-9ce3-b18006bb7bcb", "uuid": "885555a3-a2a6-4260-a7a9-d363145fced6",
"isPlugin": false, "isPlugin": false,
"loadPluginInWeb": true, "loadPluginInWeb": true,
"loadPluginInNative": true, "loadPluginInNative": true,