【发布时间】:2014-06-04 19:27:57
【问题描述】:
我正在尝试对精灵进行遮罩,因此我编写了一个简单的片段着色器,它仅渲染未隐藏在另一个纹理(遮罩)下的像素。问题是我的纹理在通过着色器后似乎有它的 y 坐标偏移量。
这是我要屏蔽的精灵(GroundZone)的init方法:
bool GroundZone::initWithSize(Size size) {
// [...]
// Setup the mask of the sprite
m_mask = RenderTexture::create(textureWidth, textureHeight);
m_mask->retain();
m_mask->setKeepMatrix(true);
Texture2D *maskTexture = m_mask->getSprite()->getTexture();
maskTexture->setAliasTexParameters(); // Disable linear interpolation on the mask
// Load the custom frag shader with a default vert shader as the sprite’s program
FileUtils *fileUtils = FileUtils::getInstance();
string vertexSource = ccPositionTextureA8Color_vert;
string fragmentSource = fileUtils->getStringFromFile(
fileUtils->fullPathForFilename("CustomShader_AlphaMask_frag.fsh"));
GLProgram *shader = new GLProgram;
shader->initWithByteArrays(vertexSource.c_str(), fragmentSource.c_str());
shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
shader->link();
CHECK_GL_ERROR_DEBUG();
shader->updateUniforms();
CHECK_GL_ERROR_DEBUG();
int maskTexUniformLoc = shader->getUniformLocationForName("u_alphaMaskTexture");
shader->setUniformLocationWith1i(maskTexUniformLoc, 1);
this->setShaderProgram(shader);
shader->release();
// [...]
}
这些是在精灵上实际绘制蒙版的自定义绘制方法:
你要知道m_mask是被另一个类在外部修改的,onDraw()方法只渲染它。
void GroundZone::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) {
m_renderCommand.init(_globalZOrder);
m_renderCommand.func = CC_CALLBACK_0(GroundZone::onDraw, this, transform, transformUpdated);
renderer->addCommand(&m_renderCommand);
Sprite::draw(renderer, transform, transformUpdated);
}
void GroundZone::onDraw(const kmMat4 &transform, bool transformUpdated) {
GLProgram *shader = this->getShaderProgram();
shader->use();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_mask->getSprite()->getTexture()->getName());
glActiveTexture(GL_TEXTURE0);
}
下面是通过从点start 到点end 绘制一条线来修改遮罩的方法(位于另一个类GroundLayer 中)。两个点都在 Cocos2d 坐标中(点 (0,0) 位于左下方)。
void GroundLayer::drawTunnel(Point start, Point end) {
// To dig a line, we need first to get the texture of the zone we will be digging into. Then we get the
// relative position of the start and end point in the zone's node space. Finally we use the custom shader to
// draw a mask over the existing texture.
for (auto it = _children.begin(); it != _children.end(); it++) {
GroundZone *zone = static_cast<GroundZone *>(*it);
Point nodeStart = zone->convertToNodeSpace(start);
Point nodeEnd = zone->convertToNodeSpace(end);
// Now that we have our two points converted to node space, it's easy to draw a mask that contains a line
// going from the start point to the end point and that is then applied over the current texture.
Size groundZoneSize = zone->getContentSize();
RenderTexture *rt = zone->getMask();
rt->begin(); {
// Draw a line going from start and going to end in the texture, the line will act as a mask over the
// existing texture
DrawNode *line = DrawNode::create();
line->retain();
line->drawSegment(nodeStart, nodeEnd, 20, Color4F::RED);
line->visit();
} rt->end();
}
}
最后,这是我编写的自定义着色器。
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
uniform sampler2D u_texture;
uniform sampler2D u_alphaMaskTexture;
void main() {
float maskAlpha = texture2D(u_alphaMaskTexture, v_texCoord).a;
float texAlpha = texture2D(u_texture, v_texCoord).a;
float blendAlpha = (1.0 - maskAlpha) * texAlpha; // Show only where mask is invisible
vec3 texColor = texture2D(u_texture, v_texCoord).rgb;
gl_FragColor = vec4(texColor, blendAlpha);
return;
}
我的 y 坐标有问题。确实,似乎一旦它通过了我的自定义着色器,精灵的纹理就不在正确的位置:
没有自定义着色器(精灵是棕色的东西):
使用自定义着色器:
这里发生了什么?谢谢:)
【问题讨论】:
-
刚刚浏览了代码。您是否考虑过着色器和 OpenGL 通常使用像素坐标,而 cocos2d 使用点坐标(除非在访问器中明确提及,如 positionInPixels)?它似乎是一个 Retina 设备,偏移量是预期的 2 倍,这是一个点到像素转换问题的明显迹象,分别乘以你不应该有的内容比例因子。
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您使用什么工具来编写自定义着色器?
标签: c++ opengl-es cocos2d-x cocos2d-x-3.0