From df0cccbe06f055e5c09bbbe61bcbf7464ef0c8fc Mon Sep 17 00:00:00 2001 From: caizhitao Date: Mon, 16 Dec 2019 10:27:50 +0800 Subject: [PATCH] =?UTF-8?q?=E5=AE=8C=E6=88=908=E6=96=B9=E5=90=91=E6=89=A9?= =?UTF-8?q?=E6=95=A3=E6=8F=8F=E8=BE=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- assets/effects/sprite-outline.effect | 26 ++++++++++++++--------- assets/effects/sprite-outline.effect.meta | 4 ++-- assets/materials/sprite-outline.mtl | 2 +- assets/scenes/MainScene.fire | 2 +- 4 files changed, 20 insertions(+), 14 deletions(-) diff --git a/assets/effects/sprite-outline.effect b/assets/effects/sprite-outline.effect index 32cd6a7..5fd3cf1 100644 --- a/assets/effects/sprite-outline.effect +++ b/assets/effects/sprite-outline.effect @@ -11,7 +11,7 @@ CCEffect %{ rasterizerState: cullMode: none properties: - texture: { value: grey } + texture: { value: white } alphaThreshold: { value: 0.5 } outlineColor: { value: [1., .0, .0, 1.], editor: { type: color } } outlineSize: { value: .01 } @@ -75,11 +75,11 @@ CCProgram fs %{ // 特别地,必须是 vec4 先于 float 声明 }; - // 获取背面颜色 + // 将图像往8个方向偏移后,得到一个类放大效果,然后取放大后的图像的透明度,即可得到一个放大后的区域,可以很方便填充(描边)颜色 // 取当前点上、下、左、右、上左、上右、下左、下右共计8个方向,距离为 outlineSize 的8个点,求他们的透明度之和 // 由此可以得到当前点是否属于图像往八个方向做偏移后得到的放大图区域,并且能得到该点最终透明度值 // 最终对应的为图像偏移/放大后的背景区域 - float getBackArea() { + float getBgAlpha() { vec4 color_up = texture(texture, v_uv0 + vec2(0, outlineSize)); vec4 color_down = texture(texture, v_uv0 - vec2(0, outlineSize)); vec4 color_left = texture(texture, v_uv0 - vec2(outlineSize, 0)); @@ -111,16 +111,22 @@ CCProgram fs %{ gl_FragColor = o; #if SHOW_OUT_LINE - // 给放大后的区域填我们的背景颜色(实际为描边颜色) - gl_FragColor = outlineColor * getBackArea(); + // 先画背景色 + vec4 color_dest = outlineColor * getBgAlpha(); - // 然后在这个区域上,叠加上我们原来图像 - gl_FragColor = o + (1.0 - o.a) * gl_FragColor; + // 然后在背景色上方画图案颜色 + vec4 color_src = o; - // gl_FragColor = o +(1.0 - o.a) * outlineColor * getBackArea(); + // 按照这个顺序,源颜色就是图案颜色,目标颜色就是背景色 + // 所以命名就是 color_src, color_dest - // 原来的实现 - // gl_FragColor = vec4(o.rgb + (1.0 - o.a) * outlineColor.rgb * getBackArea(), 1.0); + // 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 + // 要在底色上方,画一个图案,图案完全挡住底色,那么最终选择的混合模式如下: + // color_src: GL_SRC_ALPHA + // color_dest: GL_ONE_MINUS_SRC_ALPHA + // 即最终颜色如下: + // color_src * GL_SRC_ALPHA + color_dest * GL_ONE_MINUS_SRC_ALPHA + gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a); #endif } }% diff --git a/assets/effects/sprite-outline.effect.meta b/assets/effects/sprite-outline.effect.meta index e4b0899..f0d2d6d 100644 --- a/assets/effects/sprite-outline.effect.meta +++ b/assets/effects/sprite-outline.effect.meta @@ -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 SHOW_OUT_LINE\n\nuniform vec4 outlineColor;\nuniform float outlineSize;\n\nfloat getBackArea() {\n vec4 color_up = texture2D(texture, v_uv0 + vec2(0, outlineSize)); \n vec4 color_down = texture2D(texture, v_uv0 - vec2(0, outlineSize)); \n vec4 color_left = texture2D(texture, v_uv0 - vec2(outlineSize, 0)); \n vec4 color_right = texture2D(texture, v_uv0 + vec2(outlineSize, 0)); \n vec4 color_up_left = texture2D(texture, v_uv0 + vec2(outlineSize, -outlineSize)); \n vec4 color_up_right = texture2D(texture, v_uv0 + vec2(outlineSize, outlineSize)); \n vec4 color_down_left = texture2D(texture, v_uv0 + vec2(-outlineSize, -outlineSize)); \n vec4 color_down_right = texture2D(texture, v_uv0 + vec2(-outlineSize, outlineSize)); \n float total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a; \n return clamp(total, 0.0, 1.0);\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_OUT_LINE\n\n gl_FragColor = outlineColor * getBackArea();\n\n gl_FragColor = o + (1.0 - o.a) * gl_FragColor;\n\n #endif\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_OUT_LINE\n\nuniform vec4 outlineColor;\nuniform float outlineSize;\n\nfloat getBgAlpha() {\n vec4 color_up = texture2D(texture, v_uv0 + vec2(0, outlineSize)); \n vec4 color_down = texture2D(texture, v_uv0 - vec2(0, outlineSize)); \n vec4 color_left = texture2D(texture, v_uv0 - vec2(outlineSize, 0)); \n vec4 color_right = texture2D(texture, v_uv0 + vec2(outlineSize, 0)); \n vec4 color_up_left = texture2D(texture, v_uv0 + vec2(outlineSize, -outlineSize)); \n vec4 color_up_right = texture2D(texture, v_uv0 + vec2(outlineSize, outlineSize)); \n vec4 color_down_left = texture2D(texture, v_uv0 + vec2(-outlineSize, -outlineSize)); \n vec4 color_down_right = texture2D(texture, v_uv0 + vec2(-outlineSize, outlineSize)); \n float total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a; \n return clamp(total, 0.0, 1.0);\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_OUT_LINE\n\n vec4 color_dest = outlineColor * getBgAlpha();\n\n vec4 color_src = o;\n\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\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_OUT_LINE\n\nuniform Outline {\n\n vec4 outlineColor;\n\n float outlineSize;\n\n};\n\nfloat getBackArea() {\n vec4 color_up = texture(texture, v_uv0 + vec2(0, outlineSize)); \n vec4 color_down = texture(texture, v_uv0 - vec2(0, outlineSize)); \n vec4 color_left = texture(texture, v_uv0 - vec2(outlineSize, 0)); \n vec4 color_right = texture(texture, v_uv0 + vec2(outlineSize, 0)); \n vec4 color_up_left = texture(texture, v_uv0 + vec2(outlineSize, -outlineSize)); \n vec4 color_up_right = texture(texture, v_uv0 + vec2(outlineSize, outlineSize)); \n vec4 color_down_left = texture(texture, v_uv0 + vec2(-outlineSize, -outlineSize)); \n vec4 color_down_right = texture(texture, v_uv0 + vec2(-outlineSize, outlineSize)); \n float total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a; \n return clamp(total, 0.0, 1.0);\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_OUT_LINE\n\n gl_FragColor = outlineColor * getBackArea();\n\n gl_FragColor = o + (1.0 - o.a) * gl_FragColor;\n\n #endif\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_OUT_LINE\n\nuniform Outline {\n\n vec4 outlineColor;\n\n float outlineSize;\n\n};\n\nfloat getBgAlpha() {\n vec4 color_up = texture(texture, v_uv0 + vec2(0, outlineSize)); \n vec4 color_down = texture(texture, v_uv0 - vec2(0, outlineSize)); \n vec4 color_left = texture(texture, v_uv0 - vec2(outlineSize, 0)); \n vec4 color_right = texture(texture, v_uv0 + vec2(outlineSize, 0)); \n vec4 color_up_left = texture(texture, v_uv0 + vec2(outlineSize, -outlineSize)); \n vec4 color_up_right = texture(texture, v_uv0 + vec2(outlineSize, outlineSize)); \n vec4 color_down_left = texture(texture, v_uv0 + vec2(-outlineSize, -outlineSize)); \n vec4 color_down_right = texture(texture, v_uv0 + vec2(-outlineSize, outlineSize)); \n float total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a; \n return clamp(total, 0.0, 1.0);\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_OUT_LINE\n\n vec4 color_dest = outlineColor * getBgAlpha();\n\n vec4 color_src = o;\n\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}\n" } } ], diff --git a/assets/materials/sprite-outline.mtl b/assets/materials/sprite-outline.mtl index 0207d49..66141cf 100644 --- a/assets/materials/sprite-outline.mtl +++ b/assets/materials/sprite-outline.mtl @@ -20,6 +20,6 @@ "z": 0, "w": 1 }, - "outlineSize": 0.02 + "outlineSize": 0.01 } } \ No newline at end of file diff --git a/assets/scenes/MainScene.fire b/assets/scenes/MainScene.fire index d2be163..3c7cff9 100755 --- a/assets/scenes/MainScene.fire +++ b/assets/scenes/MainScene.fire @@ -557,7 +557,7 @@ "__id__": 2 }, "_children": [], - "_active": true, + "_active": false, "_components": [ { "__id__": 13