cocos2d-x游戏开发(十四)用shader使图片背景透明

好吧,终于抽时间写这篇文章了。

手头上有很多人物行走图,技能特效图等,但这些图都有个纯黑色背景,怎么样将内容显示出来,让背景透明呢?前段时间搞了一下,感谢群里的童鞋们,提供了思路和方法。

 

这里用shader处理了像素,使黑色背景透明,直接上代码

ShaderSprite.h

#ifndef __TestShader__ShaderSprite__
#define __TestShader__ShaderSprite__

#include "cocos2d.h"
USING_NS_CC;

class ShaderSprite : public CCSprite {
    
public:
    static ShaderSprite* create(const char* pszFileName);
    virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect);
    virtual void draw(void);
};

#endif /* defined(__TestShader__ShaderSprite__) */


ShaderSprite.cpp

#include "ShaderSprite.h"

static CC_DLL const GLchar *transparentshader =
#include "tansparentshader.h"

ShaderSprite* ShaderSprite::create(const char *pszFileName)
{
    ShaderSprite *pRet = new ShaderSprite();
    if (pRet && pRet->initWithFile(pszFileName)) {
        pRet->autorelease();
        return pRet;
    }
    else
    {
        delete pRet;
        pRet = NULL;
        return NULL;
    }
}

bool ShaderSprite::initWithTexture(CCTexture2D *pTexture, const CCRect& rect)
{
    do{
//        CCLog("override initWithTexture!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
        CC_BREAK_IF(!CCSprite::initWithTexture(pTexture, rect));
        
        // 加载顶点着色器和片元着色器
        m_pShaderProgram = new  CCGLProgram();
        m_pShaderProgram ->initWithVertexShaderByteArray(ccPositionTextureA8Color_vert, transparentshader);
        
        CHECK_GL_ERROR_DEBUG();
        
        // 启用顶点着色器的attribute变量,坐标、纹理坐标、颜色
        m_pShaderProgram->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
        m_pShaderProgram->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
        m_pShaderProgram->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
        
        CHECK_GL_ERROR_DEBUG();
        
        // 自定义着色器链接
        m_pShaderProgram->link();
        
        CHECK_GL_ERROR_DEBUG();
        
        // 设置移动、缩放、旋转矩阵
        m_pShaderProgram->updateUniforms();
        
        CHECK_GL_ERROR_DEBUG();
        
        return true;
        
    }while(0);
    return false;
}

void ShaderSprite::draw(void)
{
//    CCLog("override draw!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
    CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");
    
    CCAssert(!m_pobBatchNode, "If CCSprite is being rendered by CCSpriteBatchNode, CCSprite#draw SHOULD NOT be called");
    
    CC_NODE_DRAW_SETUP();
    
    //
// 启用attributes变量输入,顶点坐标,纹理坐标,颜色
//
ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );
    ccGLBlendFunc(m_sBlendFunc.src, m_sBlendFunc.dst);
    
    m_pShaderProgram->use();
    m_pShaderProgram->setUniformsForBuiltins();
    
    // 绑定纹理到纹理槽0
    ccGLBindTexture2D(m_pobTexture->getName());


    
#define kQuadSize sizeof(m_sQuad.bl)
long offset = (long)&m_sQuad;
    
// vertex
int diff = offsetof( ccV3F_C4B_T2F, vertices);
glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
    
// texCoods
diff = offsetof( ccV3F_C4B_T2F, texCoords);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
    
// color
diff = offsetof( ccV3F_C4B_T2F, colors);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
    
    
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    
CHECK_GL_ERROR_DEBUG();

    CC_INCREMENT_GL_DRAWS(1);
    CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");
}


片段着色器代码

tansparentshader.h 

"                                                       

#ifdef GL_ES                                            

precision lowp float;                                   

#endif                                                  

varying vec4 v_fragmentColor;                           

varying vec2 v_texCoord;                                

uniform sampler2D u_texture;                            

void main()                                             

{                                                       

    float ratio=0.0;                                    

    vec4 texColor = texture2D(u_texture, v_texCoord);   

    ratio = texColor[0] > texColor[1]?(texColor[0] > texColor[2] ? texColor[0] : texColor[2]) :(texColor[1] > texColor[2]? texColor[1] : texColor[2]);                                      

if (ratio != 0.0)                                          

{                                                          

    texColor[0] = texColor[0] /  ratio;                    

    texColor[1] = texColor[1] /  ratio;                    

    texColor[2] = texColor[2] /  ratio;                    

    texColor[3] = ratio;                                   

}                                                          

else                                                       

{                                                          

    texColor[3] = 0.0;                                     

}                                                          

gl_FragColor = v_fragmentColor*texColor;                   

}";


注意shader编程没有隐士数据类型转换,所以都显示为float了。

然后ratio是指在rgb中找最大的,如果ratio为0直接将alpha设为0,否则alpha设为ratio,然后各rgb除以ratio,这里是为了做渐变,否则变化太生硬。

上图:

好了,上面两张图是一样的。只是屏幕背景一个是白色,一个是黑色。图片背景透明了。

原文地址:https://www.cnblogs.com/cooka/p/3660514.html