加入抗锯齿实现
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		| @@ -156,13 +156,38 @@ CCProgram fs %{ | ||||
|     // 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 | ||||
|     float alpha = 1.0 - mx * my * isOutOfEllipse; | ||||
|     //  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; | ||||
|   } | ||||
|   | ||||
| @@ -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 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 alpha = 1.0 - mx * my * isOutOfEllipse;\n  o = vec4(o.rgb, o.a * alpha);\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 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 alpha = 1.0 - mx * my * isOutOfEllipse;\n  o = vec4(o.rgb, o.a * alpha);\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 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" | ||||
|       } | ||||
|     } | ||||
|   ], | ||||
|   | ||||
| @@ -925,7 +925,7 @@ | ||||
|       "__type__": "TypedArray", | ||||
|       "ctor": "Float64Array", | ||||
|       "array": [ | ||||
|         230.40000000000006, | ||||
|         115.20000000000002, | ||||
|         0, | ||||
|         0, | ||||
|         0, | ||||
| @@ -1104,7 +1104,7 @@ | ||||
|     "_N$handle": { | ||||
|       "__id__": 20 | ||||
|     }, | ||||
|     "_N$progress": 1, | ||||
|     "_N$progress": 0.5, | ||||
|     "_id": "c2uNTLxCdF2oHJ+IS0EBLe" | ||||
|   }, | ||||
|   { | ||||
|   | ||||
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