From c64f1ab1443f33c2ed6e37bf9ce30db747b15f0f Mon Sep 17 00:00:00 2001 From: caizhitao Date: Thu, 16 Jan 2020 22:59:41 +0800 Subject: [PATCH] =?UTF-8?q?=E5=8A=A0=E5=85=A5v2=E7=89=88=E6=9C=AC=E5=9C=86?= =?UTF-8?q?=E8=A7=92=E8=A3=81=E5=89=AA?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../sprite-round-corner-crop-v2.effect | 167 ++++++++++++++++++ .../sprite-round-corner-crop-v2.effect.meta | 17 ++ 2 files changed, 184 insertions(+) create mode 100644 assets/effects/sprite-round-corner-crop-v2.effect create mode 100644 assets/effects/sprite-round-corner-crop-v2.effect.meta diff --git a/assets/effects/sprite-round-corner-crop-v2.effect b/assets/effects/sprite-round-corner-crop-v2.effect new file mode 100644 index 0000000..8c59f66 --- /dev/null +++ b/assets/effects/sprite-round-corner-crop-v2.effect @@ -0,0 +1,167 @@ +// 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: 0.1026, + 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: 0.0741, + inspector: { + tooltip: "圆角x轴半径长度(相对于纹理高度)", + range: [0.0, 0.5] + } + } +}% + + +CCProgram vs %{ + precision highp float; + + #include + #include + + 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 + + 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(max(xRadius, yRadius), 2.0) + pow(ry, 2.0) / pow(min(xRadius, yRadius), 2.0)); + + // 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 + float alpha = 1.0 - mx * my * isOutOfEllipse; + o = vec4(o.rgb, o.a * alpha); + #endif + gl_FragColor = o; + } +}% diff --git a/assets/effects/sprite-round-corner-crop-v2.effect.meta b/assets/effects/sprite-round-corner-crop-v2.effect.meta new file mode 100644 index 0000000..815dafb --- /dev/null +++ b/assets/effects/sprite-round-corner-crop-v2.effect.meta @@ -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(max(xRadius, yRadius), 2.0) + pow(ry, 2.0) / pow(min(xRadius, yRadius), 2.0));\n\n float alpha = 1.0 - mx * my * isOutOfEllipse;\n o = vec4(o.rgb, o.a * alpha);\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(max(xRadius, yRadius), 2.0) + pow(ry, 2.0) / pow(min(xRadius, yRadius), 2.0));\n\n float alpha = 1.0 - mx * my * isOutOfEllipse;\n o = vec4(o.rgb, o.a * alpha);\n #endif\n gl_FragColor = o;\n}\n" + } + } + ], + "subMetas": {} +} \ No newline at end of file