【发布时间】:2016-02-19 22:52:34
【问题描述】:
我正在尝试在 cocos2d-x 中实现草着色器。着色器在加载了 Sprite::create() 的纹理上工作正常,看起来像这样:
http://i.stack.imgur.com/Rv4rd.png
问题是,如果我使用 Sprite::createWithSpriteFrameName() 并应用相同的着色器,在计算高度时看起来偏移量是错误的,因为它移动的程度更大,就像它使用 plist 文件中完整纹理的高度一样:
http://i.stack.imgur.com/of6Ku.png
这是着色器代码:
VSH
attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
#ifdef GL_ES
varying lowp vec4 v_fragmentColor;
varying mediump vec2 v_texCoord;
#else
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
#endif
void main()
{
gl_Position = CC_PMatrix * a_position;
v_fragmentColor = a_color;
v_texCoord = a_texCoord;
}
FSH
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform float speed;
uniform float bendFactor;
void main()
{
float height = 1.0 - v_texCoord.y;
float offset = pow(height, 2.5);
offset *= (sin(CC_Time[1] * speed) * bendFactor);
gl_FragColor = texture2D(CC_Texture0, fract(vec2(v_texCoord.x + offset, v_texCoord.y))).rgba;
}
如果不清楚发生了什么,我可以提供一些视频。谢谢。
编辑
这是用于生成草精灵的代码:
// Smaller grass
auto grass2 = Sprite::createWithSpriteFrameName("grass2.png");
grass2->setAnchorPoint(Vec2(0.5f, 0));
grass2->setPosition(Vec2(230, footer1->getContentSize().height * 0.25f));
// Apply "grass" shader
grass2->setGLProgramState(mat->getTechniqueByName("grass")->getPassByIndex(0)->getGLProgramState()->clone());
grass2->getGLProgramState()->setUniformFloat("speed", RandomHelper::random_real(0.5f, 3.0f));
grass2->getGLProgramState()->setUniformFloat("bendFactor", RandomHelper::random_real(0.1f, 0.2f));
【问题讨论】:
标签: opengl cocos2d-x shader texturepacker