【发布时间】:2015-12-31 04:52:36
【问题描述】:
我正在使用 cocos2dx。我有一个 Sprite,它使用这样的自定义着色器设置:
boss_1 = Sprite::createWithSpriteFrameName("Zombies/normal/0_0_0.png");
boss_1->setPosition(boss_1->getContentSize()/2.0f);
boss_1->setBlendFunc(cocos2d::BlendFunc::ALPHA_NON_PREMULTIPLIED);
boss_1->setGLProgramState(boss_1_state);
我有以下着色器:
vec3 hueAdjust(vec3 color, float hueAdjust)
{
const vec3 kRGBToYPrime = vec3 (0.299, 0.587, 0.114);
const vec3 kRGBToI = vec3 (0.596, -0.275, -0.321);
const vec3 kRGBToQ = vec3 (0.212, -0.523, 0.311);
const vec3 kYIQToR = vec3 (1.0, 0.956, 0.621);
const vec3 kYIQToG = vec3 (1.0, -0.272, -0.647);
const vec3 kYIQToB = vec3 (1.0, -1.107, 1.704);
// Convert to YIQ
float YPrime = dot (color, kRGBToYPrime);
float I = dot (color, kRGBToI);
float Q = dot (color, kRGBToQ);
// Calculate the hue and chroma
float hue = atan (Q, I);
float chroma = sqrt (I * I + Q * Q);
// Make the user's adjustments
hue += hueAdjust;
// Convert back to YIQ
Q = chroma * sin (hue);
I = chroma * cos (hue);
// Convert back to RGB
vec3 yIQ = vec3 (YPrime, I, Q);
color.r = dot (yIQ, kYIQToR);
color.g = dot (yIQ, kYIQToG);
color.b = dot (yIQ, kYIQToB);
// Save the result
return color;
}
void main()
{
vec4 v_orColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord);
// Hue
vec3 hueAdjustedColor = hueAdjust(v_orColor.rgb, hue_value);
gl_FragColor = vec4(hueAdjustedColor, v_orColor.a);
}
但是 alpha 似乎丢失了,并且精灵被渲染为黑色背景。 (虽然色相转换效果很好,因为我可以用滑块测试它)
这只发生在 hueAdjust 函数中。如果我使用这个其他功能来改变对比度/饱和度/亮度,alpha 会完美保留:
vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con)
{
// Increase or decrease these values to adjust r, g and b color channels seperately
const float AvgLumR = 0.5;
const float AvgLumG = 0.5;
const float AvgLumB = 0.5;
const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 brtColor = color * brt;
vec3 intensity = vec3(dot(brtColor, LumCoeff));
vec3 satColor = mix(intensity, brtColor, sat);
vec3 conColor = mix(AvgLumin, satColor, con);
return conColor;
}
【问题讨论】:
-
您使用什么 gfx 卡/驱动程序和操作系统版本? (可能是驱动错误)
-
顺便说一句,您缺少:
[Fragment] Compiler error 0(39) : error C1008: undefined variable "v_fragmentColor" 0(39) : error C1008: undefined variable "CC_Texture0" 0(39) : error C1008: undefined variable "v_texCoord" 0(43) : error C1008: undefined variable "hue_value"可能是您使用的框架在内部添加的...我添加了uniform vec4 v_fragmentColor; uniform sampler2D CC_Texture0; uniform vec2 v_texCoord; uniform float hue_value;然后编译就可以了。 -
嘿,对不起,我直到现在才看到你的消息。我在 iPhone 6s plus 上使用 iOS 9.2 (13C75)。是的,cocos2dx 会自动添加您所说的我缺少的内容。
-
听起来可能是抽签顺序问题。什么时候渲染?你能控制抽奖顺序吗?目测,应该没问题,我把它放到Unity里面渲染就好了。
标签: opengl opengl-es cocos2d-x shader