我需要更换精灵的颜色
一些以谷歌为基础的例子
我在这里发现了Unity的工作解决方案 - [如何使用着色器动态交换雪碧的颜色] [2]
如何将它移植到cocos2d-x?有人可以帮助代码示例吗?
我正在寻找cocos2d-x v3代码段。真的很期待一些帮助。
答案 0 :(得分:5)
文章How to Use a Shader to Dynamically Swap a Sprite's Colors中的算法非常简单。它基于具有256个条目的一维查找表。这允许算法仅映射256种不同的颜色。
详细地说,新颜色(用于替换的颜色)存储在具有256个条目的一维纹理中。从原始纹理中读取颜色时,使用一个键在一维交换纹理中查找新颜色。使用的关键是原始颜色的红色通道,这意味着原始文本中的所有不同颜色也必须具有不同的红色值。这是另一个限制 原始文件(How to Use a Shader to Dynamically Swap a Sprite's Colors)说:
请注意,如果精灵纹理上的两种或多种颜色共享相同的红色值,这可能无法正常工作!使用此方法时,保持精灵纹理中颜色的红色值不同非常重要。
此外,算法将原始颜色和交换颜色混合为 swap 颜色的Alpha通道。如果 swap 颜色完全不透明,则会绘制 swap 颜色,如果 swap 颜色完全透明,则会绘制原始颜色,中间将进行线性插值。
使用此算法的GLSL函数非常短,看起来像这样:
uniform sampler2D u_spriteTexture; // sprite texture
uniform sampler1D u_swapTexture; // lookup texture with swap colors
vec4 SwapColor( vec2 textureCoord )
{
vec4 originalColor = texture( u_spriteTexture, textureCoord.st );
vec4 swapColor = texture( u_swapTexture, originalColor.r );
vec3 finalColor = mix( originalColor.rgb, swapColor.rgb, swapColor.a );
return vec4( finalColor.rgb, originalColor.a );
}
从问题中读到建议的shader,我找到了以下解决方案。着色器使用算法将RGB转换为hue, saturation, and value并返回。我接受了这个想法并介绍了我自己的想法。
RGB和HSV之间的高性能转换功能可以在RGB to HSV/HSL/HCY/HCL in HLSL找到,可以很容易地从HLSL转换为GLSL:
RGB到HSV
const float Epsilon = 1e-10;
vec3 RGBtoHCV( in vec3 RGB )
{
vec4 P = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0/3.0) : vec4(RGB.gb, 0.0, -1.0/3.0);
vec4 Q = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6.0 * C + Epsilon) + Q.z);
return vec3(H, C, Q.x);
}
vec3 RGBtoHSV(in vec3 RGB)
{
vec3 HCV = RGBtoHCV(RGB);
float S = HCV.y / (HCV.z + Epsilon);
return vec3(HCV.x, S, HCV.z);
}
HSV到RGB
vec3 HUEtoRGB(in float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return clamp( vec3(R,G,B), 0.0, 1.0 );
}
vec3 HSVtoRGB(in vec3 HSV)
{
vec3 RGB = HUEtoRGB(HSV.x);
return ((RGB - 1.0) * HSV.y + 1.0) * HSV.z;
}
与本答案的第一个算法一样,再次需要一维查找表。但是查找表的长度不一定是256,它完全取决于用户。键不是红色通道,它是 hue 值,它是颜色的清晰表达,可以很容易地计算,如RGBtoHSV
和RGBtoHSV
中所示。然而,查找表必须包含一个颜色分配,该颜色分配在* hue *范围内线性分布,范围从原始颜色的0到1。
可以使用以下步骤定义算法:
使用此算法,可以通过保持原始颜色的饱和度和值来交换任何RGB颜色。请参阅以下简短明确的GLSL功能:
uniform sampler2D u_spriteTexture; // sprite texture
uniform sampler1D u_swapTexture; // lookup texture with swap colors
// the texture coordinate is the hue of the original color
vec4 SwapColor( vec2 textureCoord )
{
vec4 originalColor = texture( u_spriteTexture, textureCoord.st );
vec3 originalHSV = RGBtoHSV( originalColor.rgb );
vec4 lookUpColor = texture( u_swapTexture, originalHSV.x );
vec3 swapHSV = RGBtoHSV( lookUpColor.rgb );
vec3 swapColor = HSVtoRGB( vec3( swapHSV.x, originalHSV.y, originalHSV.z ) );
vec3 finalColor = mix( originalColor.rgb, swapColor.rgb, lookUpColor.a );
return vec4( finalColor.rgb, originalColor.a );
}
要将着色器应用于cocos2d-x v3.15,我在项目 cpp-empty-test <中修改了 HelloWorldScene.h 和 HelloWorldScene.cpp cocos2d-x v3.15测试项目的/ em>
着色器可以应用于任何精灵,可以交换多达10种颜色的色调,但这很容易扩展。请注意,着色器不仅会更改单个颜色,还会搜索与颜色相似的所有颜色,甚至是饱和度或亮度完全不同的颜色。每种颜色都用一种颜色交换,颜色具有相同的饱和度和亮度,但是具有新的基色
交换颜色的信息存储在vec3
的数组中。 x
组件包含原始颜色的 hue ,y
组件包含 swap 颜色的 hue ,z
组件包含epsilon值,用于定义颜色范围。
着色器源文件应放在&#34; resource / shader&#34;项目目录的子目录。
顶点着色器着色器/ colorswap.vert
attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
varying vec4 cc_FragColor;
varying vec2 cc_FragTexCoord1;
void main()
{
gl_Position = CC_PMatrix * a_position;
cc_FragColor = a_color;
cc_FragTexCoord1 = a_texCoord;
}
片段着色器着色器/ colorswap.frag
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 cc_FragColor;
varying vec2 cc_FragTexCoord1;
const float Epsilon = 1e-10;
vec3 RGBtoHCV( in vec3 RGB )
{
vec4 P = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0/3.0) : vec4(RGB.gb, 0.0, -1.0/3.0);
vec4 Q = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6.0 * C + Epsilon) + Q.z);
return vec3(H, C, Q.x);
}
vec3 RGBtoHSV(in vec3 RGB)
{
vec3 HCV = RGBtoHCV(RGB);
float S = HCV.y / (HCV.z + Epsilon);
return vec3(HCV.x, S, HCV.z);
}
vec3 HUEtoRGB(in float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return clamp( vec3(R,G,B), 0.0, 1.0 );
}
vec3 HSVtoRGB(in vec3 HSV)
{
vec3 RGB = HUEtoRGB(HSV.x);
return ((RGB - 1.0) * HSV.y + 1.0) * HSV.z;
}
#define MAX_SWAP 10
uniform vec3 u_swap[MAX_SWAP];
uniform int u_noSwap;
void main()
{
vec4 originalColor = texture2D(CC_Texture0, cc_FragTexCoord1);
vec3 originalHSV = RGBtoHSV( originalColor.rgb );
vec4 swapColor = vec4( originalColor.rgb, 1.0 );
for ( int i = 0; i < 10 ; ++ i )
{
if ( i >= u_noSwap )
break;
if ( abs( originalHSV.x - u_swap[i].x ) < u_swap[i].z )
{
swapColor.rgb = HSVtoRGB( vec3( u_swap[i].y, originalHSV.y, originalHSV.z ) );
break;
}
}
vec3 finalColor = mix( originalColor.rgb, swapColor.rgb, swapColor.a );
gl_FragColor = vec4( finalColor.rgb, originalColor.a );
}
头文件 HelloWorldScene.h :
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
#define MAX_COLOR 10
class HelloWorld : public cocos2d::Scene
{
public:
virtual bool init() override;
static cocos2d::Scene* scene();
void menuCloseCallback(Ref* sender);
CREATE_FUNC(HelloWorld);
void InitSwapInfo( int i, const cocos2d::Color3B &sourceCol, const cocos2d::Color3B &swapCol, float deviation );
private:
cocos2d::GLProgram* mProgramExample;
cocos2d::Vec3 mSource[MAX_COLOR];
cocos2d::Vec3 mSwap[MAX_COLOR];
float mDeviation[MAX_COLOR];
cocos2d::Vec3 mSwapInfo[MAX_COLOR];
};
#endif // __HELLOWORLD_SCENE_H__
源文件 HelloWorldScene.cpp :
注意,C ++函数RGBtoHue
和GLSL函数RGBtoHue
应该实现完全相同的算法。
函数SwapInfo
的输入是编码为cocos2d::Vec3
的RGB颜色。如果RGB颜色的源通道是字节(unsigned char
),则可以通过cocos2d::Vec3
轻松将其转换为cocos2d::Vec3( R / 255.0f, G / 255.0f, B / 255.0f )
。
#include "HelloWorldScene.h"
#include "AppMacros.h"
USING_NS_CC;
float RGBtoHue( const cocos2d::Vec3 &RGB )
{
const float Epsilon = 1e-10f;
cocos2d::Vec4 P = (RGB.y < RGB.z) ?
cocos2d::Vec4(RGB.y, RGB.z, -1.0f, 2.0f/3.0f) :
cocos2d::Vec4(RGB.y, RGB.z, 0.0f, -1.0f/3.0f);
cocos2d::Vec4 Q = (RGB.x < P.x) ?
cocos2d::Vec4(P.x, P.y, P.w, RGB.x) :
cocos2d::Vec4(RGB.x, P.y, P.z, P.x);
float C = Q.x - (Q.w < Q.y ? Q.w : Q.y);
float H = fabs((Q.w - Q.y) / (6.0f * C + Epsilon) + Q.z);
return H;
}
cocos2d::Vec3 SwapInfo( const cocos2d::Vec3 &sourceCol, const cocos2d::Vec3 &swapCol, float epsi )
{
return cocos2d::Vec3( RGBtoHue( sourceCol ), RGBtoHue( swapCol ), epsi );
}
void HelloWorld::InitSwapInfo( int i, const cocos2d::Color3B &sourceCol, const cocos2d::Color3B &swapCol, float deviation )
{
mSource[i] = cocos2d::Vec3( sourceCol.r/255.0, sourceCol.g/255.0, sourceCol.b/255.0 );
mSwap[i] = cocos2d::Vec3( swapCol.r/255.0, swapCol.g/255.0, swapCol.b/255.0 );
mDeviation[i] = deviation;
mSwapInfo[i] = SwapInfo( mSource[i], mSwap[i], mDeviation[i] );
}
Scene* HelloWorld::scene()
{
return HelloWorld::create();
}
bool HelloWorld::init()
{
if ( !Scene::init() ) return false;
auto visibleSize = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
closeItem->setPosition(origin + Vec2(visibleSize) - Vec2(closeItem->getContentSize() / 2));
auto menu = Menu::create(closeItem, nullptr);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);
auto sprite = Sprite::create("HelloWorld.png");
sprite->setPosition(Vec2(visibleSize / 2) + origin);
mProgramExample = new GLProgram();
mProgramExample->initWithFilenames("shader/colorswap.vert", "shader/colorswap.frag");
mProgramExample->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
mProgramExample->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);
mProgramExample->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
mProgramExample->link();
mProgramExample->updateUniforms();
mProgramExample->use();
GLProgramState* state = GLProgramState::getOrCreateWithGLProgram(mProgramExample);
sprite->setGLProgram(mProgramExample);
sprite->setGLProgramState(state);
InitSwapInfo( 0, cocos2d::Color3B( 41, 201, 226 ), cocos2d::Color3B( 255, 0, 0 ), 0.1f );
InitSwapInfo( 1, cocos2d::Color3B( 249, 6, 6 ), cocos2d::Color3B( 255, 255, 0 ), 0.1f );
int noOfColors = 2;
state->setUniformVec3v("u_swap", noOfColors, mSwapInfo);
state->setUniformInt("u_noSwap", noOfColors);
this->addChild(sprite);
return true;
}
void HelloWorld::menuCloseCallback(Ref* sender)
{
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}
直接比较RGB颜色的片段着色器如下所示:
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 cc_FragColor;
varying vec2 cc_FragTexCoord1;
const float Epsilon = 1e-10;
vec3 RGBtoHCV( in vec3 RGB )
{
vec4 P = (RGB.g < RGB.b) ? vec4(RGB.bg, -1.0, 2.0/3.0) : vec4(RGB.gb, 0.0, -1.0/3.0);
vec4 Q = (RGB.r < P.x) ? vec4(P.xyw, RGB.r) : vec4(RGB.r, P.yzx);
float C = Q.x - min(Q.w, Q.y);
float H = abs((Q.w - Q.y) / (6.0 * C + Epsilon) + Q.z);
return vec3(H, C, Q.x);
}
vec3 RGBtoHSV(in vec3 RGB)
{
vec3 HCV = RGBtoHCV(RGB);
float S = HCV.y / (HCV.z + Epsilon);
return vec3(HCV.x, S, HCV.z);
}
vec3 HUEtoRGB(in float H)
{
float R = abs(H * 6.0 - 3.0) - 1.0;
float G = 2.0 - abs(H * 6.0 - 2.0);
float B = 2.0 - abs(H * 6.0 - 4.0);
return clamp( vec3(R,G,B), 0.0, 1.0 );
}
vec3 HSVtoRGB(in vec3 HSV)
{
vec3 RGB = HUEtoRGB(HSV.x);
return ((RGB - 1.0) * HSV.y + 1.0) * HSV.z;
}
#define MAX_SWAP 10
uniform vec3 u_orig[MAX_SWAP];
uniform vec3 u_swap[MAX_SWAP];
uniform float u_deviation[MAX_SWAP];
uniform int u_noSwap;
void main()
{
vec4 originalColor = texture2D(CC_Texture0, cc_FragTexCoord1);
vec3 originalHSV = RGBtoHSV( originalColor.rgb );
vec4 swapColor = vec4( originalColor.rgb, 1.0 );
for ( int i = 0; i < 10 ; ++ i )
{
if ( i >= u_noSwap )
break;
if ( all( lessThanEqual( abs(originalColor.rgb - u_orig[i]), vec3(u_deviation[i]) ) ) )
{
vec3 swapHSV = RGBtoHSV( u_swap[i].rgb );
swapColor.rgb = HSVtoRGB( vec3( swapHSV.x, originalHSV.y, originalHSV.z ) );
break;
}
}
vec3 finalColor = mix( originalColor.rgb, swapColor.rgb, swapColor.a );
gl_FragColor = vec4( finalColor.rgb, originalColor.a );
}
注意,制服的初始化必须适应:
int noOfColors = 2;
state->setUniformVec3v("u_orig", noOfColors, mSource);
state->setUniformVec3v("u_swap", noOfColors, mSwap);
state->setUniformFloatv("u_deviation", noOfColors, mDeviation);
state->setUniformInt("u_noSwap", noOfColors);
如果应该交换精确指定的颜色,则可以更加简化着色器。为此,必须限制偏差u_deviation
(例如deviation = 0.02;
)。
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 cc_FragColor;
varying vec2 cc_FragTexCoord1;
#define MAX_SWAP 11
uniform vec3 u_orig[MAX_SWAP];
uniform vec3 u_swap[MAX_SWAP];
uniform float u_deviation[MAX_SWAP];
uniform int u_noSwap;
void main()
{
vec4 originalColor = texture2D(CC_Texture0, cc_FragTexCoord1);
vec4 swapColor = vec4( originalColor.rgb, 1.0 );
for ( int i = 0; i < MAX_SWAP ; ++ i )
{
vec3 deltaCol = abs( originalColor.rgb - u_orig[i] );
float hit = step( deltaCol.x + deltaCol.y + deltaCol.z, u_deviation[i] * 3.0 );
swapColor.rgb = mix( swapColor.rgb, u_swap[i].rgb, hit );
}
gl_FragColor = vec4( swapColor.rgb, originalColor.a );
}
如果源纹理中的每种颜色都有一个单独的颜色通道(这意味着颜色值仅用于此特殊颜色,例如红色通道),则可以进一步简化着色器代码,因为只需要比较一个通道:
void main()
{
vec4 originalColor = texture2D(CC_Texture0, cc_FragTexCoord1);
vec4 swapColor = vec4( originalColor.rgb, 1.0 );
for ( int i = 0; i < MAX_SWAP ; ++ i )
{
float hit = step( abs( originalColor.r - u_orig[i].r ), u_deviation[i] );
swapColor.rgb = mix( swapColor.rgb, u_swap[i].rgb, hit );
}
gl_FragColor = vec4( swapColor.rgb, originalColor.a );
}
进一步的优化将使我们回到第一个算法,这在本答案中有所描述。这个算法的最大优点是,每个颜色都被交换(交换纹理的alpha通道除外),但是在着色器中不必在查找表中进行昂贵的搜索。
每种颜色将根据其红色通道由相应的颜色交换。如上所述,如果不应交换颜色,则 swap 纹理的alpha通道必须设置为0.
必须将新成员mSwapTexture
添加到班级中:
cocos2d::Texture2D* mSwapTexture;
可以轻松创建纹理,并且可以像这样设置均匀纹理采样器:
#include <array>
.....
std::array< unsigned char, 256 * 4 > swapPlane{ 0 };
for ( int c = 0; c < noOfColors; ++ c )
{
size_t i = (size_t)( mSource[c].x * 255.0 ) * 4;
swapPlane[i+0] = (unsigned char)(mSwap[c].x*255.0);
swapPlane[i+1] = (unsigned char)(mSwap[c].y*255.0);
swapPlane[i+2] = (unsigned char)(mSwap[c].z*255.0);
swapPlane[i+3] = 255;
}
mSwapTexture = new Texture2D();
mSwapTexture->setAliasTexParameters();
cocos2d::Size contentSize;
mSwapTexture->initWithData( swapPlane.data(), swapPlane.size(), Texture2D::PixelFormat::RGBA8888, 256, 1, contentSize );
state->setUniformTexture( "u_swapTexture", mSwapTexture );
片段着色器看起来像这样:
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 cc_FragColor;
varying vec2 cc_FragTexCoord1;
uniform sampler2D u_swapTexture; // lookup texture with 256 swap colors
void main()
{
vec4 originalColor = texture2D(CC_Texture0, cc_FragTexCoord1);
vec4 swapColor = texture2D(u_swapTexture, vec2(originalColor.r, 0.0));
vec3 finalColor = mix(originalColor.rgb, swapColor.rgb, swapColor.a);
gl_FragColor = vec4(finalColor.rgb, originalColor.a);
}
当然,查找键并不总是红色通道,任何其他通道也是可能的 通过使用增加的二维查找纹理,甚至可以组合2个颜色通道。请参阅以下示例,该示例演示了使用1024个条目的查找纹理。查找表使用X维度中的全红色通道(256个索引)和绿色通道在Y维度中除以64(4个索引)。
创建二维查找表:
std::array< unsigned char, 1024 * 4 > swapPlane{ 0 };
for ( int c = 0; c < noOfColors; ++ c )
{
size_t ix = (size_t)( mSource[c].x * 255.0 );
size_t iy = (size_t)( mSource[c].y * 255.0 / 64.0 );
size_t i = ( iy * 256 + ix ) * 4;
swapPlane[i+0] = (unsigned char)(mSwap[c].x*255.0);
swapPlane[i+1] = (unsigned char)(mSwap[c].y*255.0);
swapPlane[i+2] = (unsigned char)(mSwap[c].z*255.0);
swapPlane[i+3] = 255;
}
mSwapTexture = new Texture2D();
mSwapTexture->setAliasTexParameters();
cocos2d::Size contentSize;
mSwapTexture->initWithData( swapPlane.data(), swapPlane.size(), Texture2D::PixelFormat::RGBA8888, 256, 4, contentSize );
并调整片段着色器:
void main()
{
vec4 originalColor = texture2D(CC_Texture0, cc_FragTexCoord1);
vec4 swapColor = texture2D(u_swapTexture, originalColor.rg);
vec3 finalColor = mix(originalColor.rgb, swapColor.rgb, swapColor.a);
gl_FragColor = vec4(finalColor.rgb, originalColor.a);
}
由于无法在上述方法中使用GL_LINEAR
,因此必须模拟,如果需要:
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 cc_FragColor;
varying vec2 cc_FragTexCoord1;
uniform sampler2D u_swapTexture; // lookup texture with 256 swap colors
uniform vec2 u_spriteSize;
void main()
{
vec2 texS = 1.0 / u_spriteSize;
vec2 texF = fract( cc_FragTexCoord1 * u_spriteSize + 0.5 );
vec2 texC = (cc_FragTexCoord1 * u_spriteSize + 0.5 - texF) / u_spriteSize;
vec4 originalColor = texture2D(CC_Texture0, texC);
vec4 swapColor = texture2D(u_swapTexture, originalColor.rg);
vec3 finalColor00 = mix(originalColor.rgb, swapColor.rgb, swapColor.a);
originalColor = texture2D(CC_Texture0, texC+vec2(texS.x, 0.0));
swapColor = texture2D(u_swapTexture, originalColor.rg);
vec3 finalColor10 = mix(originalColor.rgb, swapColor.rgb, swapColor.a);
originalColor = texture2D(CC_Texture0, texC+vec2(0.0,texS.y));
swapColor = texture2D(u_swapTexture, originalColor.rg);
vec3 finalColor01 = mix(originalColor.rgb, swapColor.rgb, swapColor.a);
originalColor = texture2D(CC_Texture0, texC+texS.xy);
swapColor = texture2D(u_swapTexture, originalColor.rg);
vec3 finalColor11 = mix(originalColor.rgb, swapColor.rgb, swapColor.a);
vec3 finalColor0 = mix( finalColor00, finalColor10, texF.x );
vec3 finalColor1 = mix( finalColor01, finalColor11, texF.x );
vec3 finalColor = mix( finalColor0, finalColor1, texF.y );
gl_FragColor = vec4(finalColor.rgb, originalColor.a);
}
新的统一变量u_spriteSize
必须像这样设置:
auto size = sprite->getTexture()->getContentSizeInPixels();
state->setUniformVec2( "u_spriteSize", Vec2( (float)size.width, (float)size.height ) );
当然也可以在CPU上修改纹理,但是对于每组交换颜色,必须生成分离的纹理。优点是不再需要着色器。
下载代码在加载纹理时交换颜色。必须完全跳过着色器。
Sprite * sprite = nullptr;
std::string imageFile = ....;
std::string fullpath = FileUtils::getInstance()->fullPathForFilename(imageFile);
cocos2d::Image *img = !fullpath.empty() ? new Image() : nullptr;
if (img != nullptr && img->initWithImageFile(fullpath))
{
if ( img->getRenderFormat() == Texture2D::PixelFormat::RGBA8888 )
{
unsigned char *plane = img->getData();
for ( int y = 0; y < img->getHeight(); ++ y )
{
for ( int x = 0; x < img->getWidth(); ++ x )
{
size_t i = ( y * img->getWidth() + x ) * 4;
unsigned char t = plane[i];
for ( int c = 0; c < noOfColors; ++ c )
{
if ( fabs(mSource[c].x - plane[i+0]/255.0f) < mDeviation[c] &&
fabs(mSource[c].y - plane[i+1]/255.0f) < mDeviation[c] &&
fabs(mSource[c].z - plane[i+2]/255.0f) < mDeviation[c] )
{
plane[i+0] = (unsigned char)(mSwap[c].x*255.0);
plane[i+1] = (unsigned char)(mSwap[c].y*255.0);
plane[i+2] = (unsigned char)(mSwap[c].z*255.0);
}
}
}
}
}
std::string key = "my_swap_" + imageFile;
if ( Texture2D *texture = _director->getTextureCache()->addImage( img, key ) )
sprite = Sprite::createWithTexture( texture );
}
如果始终交换纹理的相同区域(颜色),则可以使用此方法。这种方法的优点是,原始纹理只被修改一次,但纹理的每个应用程序都可以拥有自己的 swap 表。
对于这种方法,alpha通道用于保持交换颜色的索引。在下面的示例代码中,值范围从1到包括11用于存储交换颜色的索引。 0保留绝对透明度。
Sprite * sprite = nullptr;
std::string imageFile = ....;
std::string key = "my_swap_" + imageFile;
Texture2D *texture = _director->getTextureCache()->getTextureForKey( key );
if (texture == nullptr)
{
std::string fullpath = FileUtils::getInstance()->fullPathForFilename(imageFile);
cocos2d::Image *img = !fullpath.empty() ? new Image() : nullptr;
if ( img->initWithImageFile(fullpath) &&
img->getRenderFormat() == Texture2D::PixelFormat::RGBA8888 )
{
unsigned char *plane = img->getData();
for ( int y = 0; y < img->getHeight(); ++ y )
{
for ( int x = 0; x < img->getWidth(); ++ x )
{
size_t i = ( y * img->getWidth() + x ) * 4;
unsigned char t = plane[i];
for ( int c = 0; c < noOfColors; ++ c )
{
if ( fabs(mSource[c].x - plane[i+0]/255.0f) < mDeviation[c] &&
fabs(mSource[c].y - plane[i+1]/255.0f) < mDeviation[c] &&
fabs(mSource[c].z - plane[i+2]/255.0f) < mDeviation[c] )
{
plane[i+3] = (unsigned char)(c+1);
}
}
}
}
texture = _director->getTextureCache()->addImage( img, key );
}
}
if ( texture != nullptr )
sprite = Sprite::createWithTexture( texture );
片段着色器只需要制服u_swap
和u_noSwap
,而不需要进行昂贵的搜索。
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 cc_FragColor;
varying vec2 cc_FragTexCoord1;
#define MAX_SWAP 11
uniform vec3 u_swap[MAX_SWAP];
uniform int u_noSwap;
void main()
{
vec4 originalColor = texture2D(CC_Texture0, cc_FragTexCoord1);
float fIndex = originalColor.a * 255.0 - 0.5;
float maxIndex = float(u_noSwap) + 0.5;
int iIndex = int( clamp( fIndex, 0.0, maxIndex ) );
float isSwap = step( 0.0, fIndex ) * step( fIndex, maxIndex );
vec3 swapColor = mix( originalColor.rgb, u_swap[iIndex], isSwap );
gl_FragColor = vec4( swapColor.rgb, max(originalColor.a, isSwap) );
}
答案 1 :(得分:1)
使用着色器更改精灵的色调,饱和度,值。 着色器代码示例:
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
////uniform sampler2D CC_Texture0;
uniform float u_dH;
uniform float u_dS;
uniform float u_dL;
//algorithm ref to: https://en.wikipedia.org/wiki/HSL_and_HSV
void main() {
vec4 texColor=texture2D(CC_Texture0, v_texCoord);
float r=texColor.r;
float g=texColor.g;
float b=texColor.b;
float a=texColor.a;
//convert rgb to hsl
float h;
float s;
float l;
{
float max=max(max(r,g),b);
float min=min(min(r,g),b);
//----h
if(max==min){
h=0.0;
}else if(max==r&&g>=b){
h=60.0*(g-b)/(max-min)+0.0;
}else if(max==r&&g<b){
h=60.0*(g-b)/(max-min)+360.0;
}else if(max==g){
h=60.0*(b-r)/(max-min)+120.0;
}else if(max==b){
h=60.0*(r-g)/(max-min)+240.0;
}
//----l
l=0.5*(max+min);
//----s
if(l==0.0||max==min){
s=0.0;
}else if(0.0<=l&&l<=0.5){
s=(max-min)/(2.0*l);
}else if(l>0.5){
s=(max-min)/(2.0-2.0*l);
}
}
//(h,s,l)+(dH,dS,dL) -> (h,s,l)
h=h+u_dH;
s=min(1.0,max(0.0,s+u_dS));
l=l;//do not use HSL model to adjust lightness, because the effect is not good
//convert (h,s,l) to rgb and got final color
vec4 finalColor;
{
float q;
if(l<0.5){
q=l*(1.0+s);
}else if(l>=0.5){
q=l+s-l*s;
}
float p=2.0*l-q;
float hk=h/360.0;
float t[3];
t[0]=hk+1.0/3.0;t[1]=hk;t[2]=hk-1.0/3.0;
for(int i=0;i<3;i++){
if(t[i]<0.0)t[i]+=1.0;
if(t[i]>1.0)t[i]-=1.0;
}//got t[i]
float c[3];
for(int i=0;i<3;i++){
if(t[i]<1.0/6.0){
c[i]=p+((q-p)*6.0*t[i]);
}else if(1.0/6.0<=t[i]&&t[i]<0.5){
c[i]=q;
}else if(0.5<=t[i]&&t[i]<2.0/3.0){
c[i]=p+((q-p)*6.0*(2.0/3.0-t[i]));
}else{
c[i]=p;
}
}
finalColor=vec4(c[0],c[1],c[2],a);
}
//actually, it is not final color. the lightness has not been adjusted
//adjust lightness use the simplest method
finalColor+=vec4(u_dL,u_dL,u_dL,0.0);
gl_FragColor=finalColor;
}