完善闪光效果
This commit is contained in:
		@@ -37,7 +37,7 @@ CCEffect %{
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        }
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        # 光束倾斜角度
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        lightAngle: {
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          valu: 45.0,
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          value: 36.0,
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          inspctor: {
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            tooltip: "光束倾斜角度",
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            range: [0.0, 1.0],
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@@ -46,19 +46,35 @@ CCEffect %{
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        # 光束宽度
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        lightWidth: {
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          value: 0.4,
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          value: 0.2,
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          inspector: {
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            tooltip: "光束宽度"
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          }
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        }
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        # 启用光束渐变
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        enablGradient: {
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          value: 0,
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        enableGradient: {
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          value: 1.0,
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          inspecator: {
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            tooltip: "是否启用光束渐变。0:不启用,非0:启用"
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          }
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        }
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        # 裁剪掉透明区域上的光
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        cropAlpha: {
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          value: 1.0,
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          inspecator: {
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            tooltip: "是否裁剪透明区域上的光。0:不启用,非0:启用"
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          }
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        }
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        # 是否启用迷雾效果
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        enableFog: {
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          value: 0.0,
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          inspecator: {
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            tooltip: "是否启用迷雾效果。0:不启用,非0:启用"
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          }
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        }
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}%
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@@ -124,49 +140,70 @@ CCProgram fs %{
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    float lightWidth;
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    // 启用光束渐变
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    float enablGradient;
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    // ps:编辑器还不支持 bool 类型的样子,因此用float来定义
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    float enableGradient;
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    // 裁剪掉透明区域上的点光
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    // ps:编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义
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    bool cropAlpha;   
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    // 裁剪掉透明区域上的光
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    // ps:编辑器还不支持 bool 类型的样子,因此用float来定义
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    float cropAlpha;   
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    // 是否启用迷雾效果
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    // ps:编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义
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    bool enableFog;
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    // ps:编辑器还不支持 bool 类型的样子,因此用float来定义
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    float enableFog;
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  }
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  // /**
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  //  * 添加光束颜色
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  //  */
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  // vec4 addLightColor(vec4 textureColor, vec2 lightCenterPoint, float radius, vec4 lightColor) {
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  //   // 计算当前 uv 到 光束 的距离
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  //   float dis = distance(v_uv0, lightCenterPoint);
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  /**
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   * 添加光束颜色
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   */
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  vec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {
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    // 计算当前 uv 到 光束 的距离
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    float angleInRadians = radians(lightAngle);
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  //   float a = 1.0 ;
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    // 角度0与非0不同处理
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    float dis = 0.0;
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    if (mod(lightAngle, 180.0) != 0.0) {
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      // 计算光束中心线下方与X轴交点的X坐标
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      // 1.0 - lightCenterPoint.y 是将转换为OpenGL坐标系,下文的 1.0 - y 类似
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      float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));
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  //   // 裁剪掉透明区域上的点光
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  //   if (cropAlpha) {
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  //     a *= step(0.01, textureColor.a);
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  //   }
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      // 以当前点画一条平行于X轴的线,假设此线和光束中心线相交的点为D点
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      // 那么
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      // D.y = uv0.y
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      // D.x = lightOffsetX + D.y / tan(angle)
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      float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);
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  //   // 裁剪掉扩散范围外的uv(迷雾效果)
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  //   if (!enableFog) {
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  //     a *= step(dis, radius);
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  //   }
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      // D 到当前 uv0 的距离就是
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      // dis = |uv0.x - D.x|
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      float offsetDis = abs(v_uv0.x - dx);
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  //   // 加入从中心往外渐变的效果
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  //   a *= 1.0 - (dis / radius);
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      // 当前点到光束中心线的的垂直距离就好算了
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      dis = sin(angleInRadians) * offsetDis;
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    } else {
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      dis = abs(v_uv0.y - lightCenterPoint.y);
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    }
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  //   // 加点料,让中心点更加亮
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  //   // a = -1.0 * (a - 1.0) * (a - 1.0) + 1.0;
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  //   // a = -1.0 * (a - 1.0) * (a - 1.0) * (a - 1.0) * (a - 1.0) + 1.0;
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    float a = 1.0 ;
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    // 裁剪掉透明区域上的点光
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    if (bool(cropAlpha)) {
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      a *= step(0.01, textureColor.a);
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    }
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  //   // 计算出扩散范围内,不同 uv 对应的实际扩散颜色值
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  //   vec4 diffusionColor = lightColor * a;
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    // 裁剪掉光束范围外的uv(迷雾效果)
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    if (!bool(enableFog)) {
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      a *= step(dis, lightWidth * 0.5);
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    }
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  //   // 混合颜色:在原始图像颜色上叠加扩散颜色
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  //   return textureColor * textureColor.a + diffusionColor;
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  // }
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    // 加入从中心往外渐变的效果
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    if (bool(enableGradient)) {
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      a *= 1.0 - dis / (lightWidth * 0.5);
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    }
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    // 计算出扩散范围内,不同 uv 对应的实际扩散颜色值
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    vec4 finalLightColor = lightColor * a;
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    // 混合颜色:在原始图像颜色上叠加扩散颜色
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    return textureColor * textureColor.a + finalLightColor;
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  }
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  #endif
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  void main () {
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@@ -186,7 +223,7 @@ CCProgram fs %{
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    gl_FragColor = o;
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    #if ENABLE_DIFFUSION
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    // gl_FragColor = addLightColor(gl_FragColor, lightCenterPoint, radius, lightColor);
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    gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);
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    #endif
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  }
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}%
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@@ -5,11 +5,11 @@
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    {
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      "glsl1": {
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        "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n\n  v_color = a_color;\n\n  gl_Position = pos;\n}\n",
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        "frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n  \n  uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_DIFFUSION\n#endif\n\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n\n  #if USE_TEXTURE\n  o *= texture2D(texture, v_uv0);\n    #if CC_USE_ALPHA_ATLAS_TEXTURE\n    o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n    #endif\n  #endif\n\n  o *= v_color;\n\n  ALPHA_TEST(o);\n\n  gl_FragColor = o;\n  \n  #if ENABLE_DIFFUSION\n\n  #endif\n}\n"
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        "frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n  \n  uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_DIFFUSION\nuniform vec4 lightColor;\nuniform vec2 lightCenterPoint;\nuniform float lightAngle;\nuniform float lightWidth;\nuniform float enableGradient;\nuniform float cropAlpha;\nuniform float enableFog;\n/**\n * 添加光束颜色\n */\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n\n  float angleInRadians = radians(lightAngle);\n\n  float dis = 0.0;\n  if (mod(lightAngle, 180.0) != 0.0) {\n\n    float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n\n    float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n\n    float offsetDis = abs(v_uv0.x - dx);\n\n    dis = sin(angleInRadians) * offsetDis;\n  } else {\n    dis = abs(v_uv0.y - lightCenterPoint.y);\n  }\n  \n  float a = 1.0 ;\n\n  if (bool(cropAlpha)) {\n    a *= step(0.01, textureColor.a);\n  }\n\n  if (!bool(enableFog)) {\n    a *= step(dis, lightWidth * 0.5);\n  }\n\n  if (bool(enableGradient)) {\n    a *= 1.0 - dis / (lightWidth * 0.5);\n  }\n\n  vec4 finalLightColor = lightColor * a;\n\n  return textureColor * textureColor.a + finalLightColor;\n}\n#endif\n\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n\n  #if USE_TEXTURE\n  o *= texture2D(texture, v_uv0);\n    #if CC_USE_ALPHA_ATLAS_TEXTURE\n    o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n    #endif\n  #endif\n\n  o *= v_color;\n\n  ALPHA_TEST(o);\n\n  gl_FragColor = o;\n  \n  #if ENABLE_DIFFUSION\n  gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n  #endif\n}\n"
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      },
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      "glsl3": {
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        "vert": "\nprecision highp float;\nuniform CCGlobal {\n  vec4 cc_time;\n\n  vec4 cc_screenSize;\n\n  vec4 cc_screenScale;\n\n  vec4 cc_nativeSize;\n\n  mat4 cc_matView;\n  mat4 cc_matViewInv;\n  mat4 cc_matProj;\n  mat4 cc_matProjInv;\n  mat4 cc_matViewProj;\n  mat4 cc_matViewProjInv;\n  vec4 cc_cameraPos;\n\n  vec4 cc_exposure;\n\n  vec4 cc_mainLitDir;\n\n  vec4 cc_mainLitColor;\n\n  vec4 cc_ambientSky;\n  vec4 cc_ambientGround;\n};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n\n  v_color = a_color;\n\n  gl_Position = pos;\n}\n",
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        "frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n  \n  uniform ALPHA_TEST {\n    float alphaThreshold;\n  }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_DIFFUSION\nuniform Light {\n\n  vec4 lightColor;\n\n  vec2 lightCenterPoint;\n\n  float lightAngle;\n\n  float lightWidth;\n\n  float enablGradient;\n\n  bool cropAlpha;\n\n  bool enableFog;\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 ENABLE_DIFFUSION\n\n  #endif\n}\n"
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        "frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n  \n  uniform ALPHA_TEST {\n    float alphaThreshold;\n  }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_DIFFUSION\nuniform Light {\n\n  vec4 lightColor;\n\n  vec2 lightCenterPoint;\n\n  float lightAngle;\n\n  float lightWidth;\n\n  float enableGradient;\n\n  float cropAlpha;\n\n  float enableFog;\n}\n\n/**\n * 添加光束颜色\n */\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n\n  float angleInRadians = radians(lightAngle);\n\n  float dis = 0.0;\n  if (mod(lightAngle, 180.0) != 0.0) {\n\n    float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n\n    float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n\n    float offsetDis = abs(v_uv0.x - dx);\n\n    dis = sin(angleInRadians) * offsetDis;\n  } else {\n    dis = abs(v_uv0.y - lightCenterPoint.y);\n  }\n  \n  float a = 1.0 ;\n\n  if (bool(cropAlpha)) {\n    a *= step(0.01, textureColor.a);\n  }\n\n  if (!bool(enableFog)) {\n    a *= step(dis, lightWidth * 0.5);\n  }\n\n  if (bool(enableGradient)) {\n    a *= 1.0 - dis / (lightWidth * 0.5);\n  }\n\n  vec4 finalLightColor = lightColor * a;\n\n  return textureColor * textureColor.a + finalLightColor;\n}\n#endif\n\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n\n  #if USE_TEXTURE\n  o *= texture(texture, v_uv0);\n    #if CC_USE_ALPHA_ATLAS_TEXTURE\n    o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n    #endif\n  #endif\n\n  o *= v_color;\n\n  ALPHA_TEST(o);\n\n  gl_FragColor = o;\n  \n  #if ENABLE_DIFFUSION\n  gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n  #endif\n}\n"
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      }
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    }
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  ],
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@@ -10,5 +10,15 @@
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    "USE_TEXTURE": true,
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    "ENABLE_DIFFUSION": true
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  },
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  "_props": {}
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  "_props": {
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    "lightColor": {
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      "__type__": "cc.Color",
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      "r": 255,
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      "g": 245,
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      "b": 0,
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      "a": 255
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    },
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    "lightAngle": 36,
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    "lightWidth": 0.2
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  }
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}
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												Load Diff
											
										
									
								
							@@ -26,7 +26,7 @@ export default class FlashLightCtrlComponent extends cc.Component {
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        // 将触摸点转换为OPENGL坐标系并归一化
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        // OpenGl 坐标系原点在左上角
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        this._flashLightUBO.certerPoint = cc.v2(
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        this._flashLightUBO.lightCenterPoint = cc.v2(
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            this.node.anchorX + touchPointInNodeSpace.x / this.node.width,
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            1 - (this.node.anchorY + touchPointInNodeSpace.y / this.node.height)
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        );
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@@ -35,8 +35,10 @@ export default class FlashLightCtrlComponent extends cc.Component {
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    }
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    private _onPropertyChange(localDiffusionUniform: FlashLightUBO) {
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        this._flashLightUBO.centerColor = localDiffusionUniform.centerColor;
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        this._flashLightUBO.radius = localDiffusionUniform.radius;
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        this._flashLightUBO.lightColor = localDiffusionUniform.lightColor;
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        this._flashLightUBO.lightAngle = localDiffusionUniform.lightAngle;
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        this._flashLightUBO.lightWidth = localDiffusionUniform.lightWidth;
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        this._flashLightUBO.enableGradient = localDiffusionUniform.enableGradient;
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        this._flashLightUBO.cropAlpha = localDiffusionUniform.cropAlpha;
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        this._flashLightUBO.enableFog = localDiffusionUniform.enableFog;
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        this._updateMaterial();
 | 
			
		||||
@@ -45,9 +47,11 @@ export default class FlashLightCtrlComponent extends cc.Component {
 | 
			
		||||
    private _updateMaterial() {
 | 
			
		||||
        this.getComponents(cc.RenderComponent).forEach(renderComponent => {
 | 
			
		||||
            let material: cc.Material = renderComponent.getMaterial(0);
 | 
			
		||||
            material.setProperty("centerColor", this._flashLightUBO.centerColor);
 | 
			
		||||
            material.setProperty("centerPoint", this._flashLightUBO.certerPoint);
 | 
			
		||||
            material.setProperty("radius", this._flashLightUBO.radius);
 | 
			
		||||
            material.setProperty("lightColor", this._flashLightUBO.lightColor);
 | 
			
		||||
            material.setProperty("lightCenterPoint", this._flashLightUBO.lightCenterPoint);
 | 
			
		||||
            material.setProperty("lightAngle", this._flashLightUBO.lightAngle);
 | 
			
		||||
            material.setProperty("lightWidth", this._flashLightUBO.lightWidth);
 | 
			
		||||
            material.setProperty("enableGradient", this._flashLightUBO.enableGradient);
 | 
			
		||||
            material.setProperty("cropAlpha", this._flashLightUBO.cropAlpha);
 | 
			
		||||
            material.setProperty("enableFog", this._flashLightUBO.enableFog);
 | 
			
		||||
            renderComponent.setMaterial(0, material);
 | 
			
		||||
@@ -59,17 +63,27 @@ export class FlashLightUBO {
 | 
			
		||||
    /**
 | 
			
		||||
     * 中心点颜色
 | 
			
		||||
     */
 | 
			
		||||
    centerColor: cc.Color = cc.Color.YELLOW;
 | 
			
		||||
    lightColor: cc.Color = cc.Color.YELLOW;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 中心点坐标 ([0.0, 1.0], [0.0, 1.0])
 | 
			
		||||
     */
 | 
			
		||||
    certerPoint: cc.Vec2 = cc.v2(0.5, 0.5);
 | 
			
		||||
    lightCenterPoint: cc.Vec2 = cc.v2(0.5, 0.5);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 扩散半径 [0.0, 1.0]
 | 
			
		||||
     * 光束角度 [0.0, 180.0]
 | 
			
		||||
     */
 | 
			
		||||
    radius: number = 0.5;
 | 
			
		||||
    lightAngle: number = 45;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 光束宽度 [0.0, 1.0]
 | 
			
		||||
     */
 | 
			
		||||
    lightWidth: number = 0.5;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 是否启用光束渐变
 | 
			
		||||
     */
 | 
			
		||||
    enableGradient: boolean = true;
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * 是否裁剪掉透明区域上的点光
 | 
			
		||||
 
 | 
			
		||||
@@ -12,9 +12,12 @@ export default class FlashLightEffectScene extends cc.Component {
 | 
			
		||||
    private _blueSliderLabel: cc.Label = null;
 | 
			
		||||
    private _alphaSlider: cc.Slider = null;
 | 
			
		||||
    private _alphaSliderLabel: cc.Label = null;
 | 
			
		||||
    private _radiuSlider: cc.Slider = null;
 | 
			
		||||
    private _radiuSliderLabel: cc.Label = null;
 | 
			
		||||
    private _lightWidthSlider: cc.Slider = null;
 | 
			
		||||
    private _lightWidthSliderLabel: cc.Label = null;
 | 
			
		||||
    private _lightAngleSlider: cc.Slider = null;
 | 
			
		||||
    private _lightAngleSliderLabel: cc.Label = null;
 | 
			
		||||
 | 
			
		||||
    private _enableGradientToggle: cc.Toggle = null;
 | 
			
		||||
    private _cropAlphaToggle: cc.Toggle = null;
 | 
			
		||||
    private _enableFogToggle: cc.Toggle = null;
 | 
			
		||||
 | 
			
		||||
@@ -31,9 +34,12 @@ export default class FlashLightEffectScene extends cc.Component {
 | 
			
		||||
        this._blueSliderLabel = cc.find("Canvas/Content/Controller/ColorBlueSlider/ValueLabel").getComponent(cc.Label);
 | 
			
		||||
        this._alphaSlider = cc.find("Canvas/Content/Controller/ColorAlphaSlider/Slider").getComponent(cc.Slider);
 | 
			
		||||
        this._alphaSliderLabel = cc.find("Canvas/Content/Controller/ColorAlphaSlider/ValueLabel").getComponent(cc.Label);
 | 
			
		||||
        this._radiuSlider = cc.find("Canvas/Content/Controller/RadiuSlider/Slider").getComponent(cc.Slider);
 | 
			
		||||
        this._radiuSliderLabel = cc.find("Canvas/Content/Controller/RadiuSlider/ValueLabel").getComponent(cc.Label);
 | 
			
		||||
        this._lightWidthSlider = cc.find("Canvas/Content/Controller/LightWidthSlider/Slider").getComponent(cc.Slider);
 | 
			
		||||
        this._lightWidthSliderLabel = cc.find("Canvas/Content/Controller/LightWidthSlider/ValueLabel").getComponent(cc.Label);
 | 
			
		||||
        this._lightAngleSlider = cc.find("Canvas/Content/Controller/LightAngleSlider/Slider").getComponent(cc.Slider);
 | 
			
		||||
        this._lightAngleSliderLabel = cc.find("Canvas/Content/Controller/LightAngleSlider/ValueLabel").getComponent(cc.Label);
 | 
			
		||||
 | 
			
		||||
        this._enableGradientToggle = cc.find("Canvas/Content/Controller/EnableGradientToggle/Toggle").getComponent(cc.Toggle);
 | 
			
		||||
        this._cropAlphaToggle = cc.find("Canvas/Content/Controller/CropAlphaToggle/Toggle").getComponent(cc.Toggle);
 | 
			
		||||
        this._enableFogToggle = cc.find("Canvas/Content/Controller/EnableFogToggle/Toggle").getComponent(cc.Toggle);
 | 
			
		||||
 | 
			
		||||
@@ -49,7 +55,10 @@ export default class FlashLightEffectScene extends cc.Component {
 | 
			
		||||
        this._greenSlider.node.on("slide", this._onPropertyChanged, this);
 | 
			
		||||
        this._blueSlider.node.on("slide", this._onPropertyChanged, this);
 | 
			
		||||
        this._alphaSlider.node.on("slide", this._onPropertyChanged, this);
 | 
			
		||||
        this._radiuSlider.node.on("slide", this._onPropertyChanged, this);
 | 
			
		||||
        this._lightWidthSlider.node.on("slide", this._onPropertyChanged, this);
 | 
			
		||||
        this._lightAngleSlider.node.on("slide", this._onPropertyChanged, this);
 | 
			
		||||
 | 
			
		||||
        this._enableGradientToggle.node.on("toggle", this._onPropertyChanged, this);
 | 
			
		||||
        this._cropAlphaToggle.node.on("toggle", this._onPropertyChanged, this);
 | 
			
		||||
        this._enableFogToggle.node.on("toggle", this._onPropertyChanged, this);
 | 
			
		||||
    }
 | 
			
		||||
@@ -59,7 +68,10 @@ export default class FlashLightEffectScene extends cc.Component {
 | 
			
		||||
        this._greenSlider.node.off("slide", this._onPropertyChanged, this);
 | 
			
		||||
        this._blueSlider.node.off("slide", this._onPropertyChanged, this);
 | 
			
		||||
        this._alphaSlider.node.off("slide", this._onPropertyChanged, this);
 | 
			
		||||
        this._radiuSlider.node.off("slide", this._onPropertyChanged, this);
 | 
			
		||||
        this._lightWidthSlider.node.off("slide", this._onPropertyChanged, this);
 | 
			
		||||
        this._lightAngleSlider.node.off("slide", this._onPropertyChanged, this);
 | 
			
		||||
 | 
			
		||||
        this._enableGradientToggle.node.off("toggle", this._onPropertyChanged, this);
 | 
			
		||||
        this._cropAlphaToggle.node.off("toggle", this._onPropertyChanged, this);
 | 
			
		||||
        this._enableFogToggle.node.off("toggle", this._onPropertyChanged, this);
 | 
			
		||||
    }
 | 
			
		||||
@@ -74,18 +86,23 @@ export default class FlashLightEffectScene extends cc.Component {
 | 
			
		||||
        this._greenSliderLabel.string = `${this._greenSlider.progress.toFixed(2)} | ${Math.round(255 * this._greenSlider.progress)}`;
 | 
			
		||||
        this._blueSliderLabel.string = `${this._blueSlider.progress.toFixed(2)} | ${Math.round(255 * this._blueSlider.progress)}`;
 | 
			
		||||
        this._alphaSliderLabel.string = `${this._alphaSlider.progress.toFixed(2)} | ${Math.round(255 * this._alphaSlider.progress)}`;
 | 
			
		||||
        this._radiuSliderLabel.string = `${this._radiuSlider.progress.toFixed(2)}`;
 | 
			
		||||
        this._lightWidthSliderLabel.string = `${this._lightWidthSlider.progress.toFixed(2)}`;
 | 
			
		||||
 | 
			
		||||
        let angle = 180 * this._lightAngleSlider.progress;
 | 
			
		||||
        this._lightAngleSliderLabel.string = `${this._lightAngleSlider.progress.toFixed(2)} | ${angle.toFixed(2)}`;
 | 
			
		||||
 | 
			
		||||
        // 通知子节点更新材质
 | 
			
		||||
        this._examplesParentNode.children.forEach(childNode => {
 | 
			
		||||
            childNode.emit("on_property_change", <FlashLightUBO>{
 | 
			
		||||
                centerColor: cc.color(
 | 
			
		||||
                lightColor: cc.color(
 | 
			
		||||
                    Math.round(255 * this._redSlider.progress),
 | 
			
		||||
                    Math.round(255 * this._greenSlider.progress),
 | 
			
		||||
                    Math.round(255 * this._blueSlider.progress),
 | 
			
		||||
                    Math.round(255 * this._alphaSlider.progress)
 | 
			
		||||
                ),
 | 
			
		||||
                radius: this._radiuSlider.progress,
 | 
			
		||||
                lightAngle: angle,
 | 
			
		||||
                lightWidth: this._lightWidthSlider.progress,
 | 
			
		||||
                enableGradient: this._enableGradientToggle.isChecked,
 | 
			
		||||
                cropAlpha: this._cropAlphaToggle.isChecked,
 | 
			
		||||
                enableFog: this._enableFogToggle.isChecked
 | 
			
		||||
            });
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user