如何在SpriteKit的SKScene中为所有节点添加高斯模糊(没有固定数量的节点)?稍后将在场景顶部添加标签,这将是我的暂停菜单。 几乎任何事情都会有所帮助!
这样的事情就是我想要的:
答案 0 :(得分:31)
您正在寻找的是SKEffectNode
。它将CoreImage过滤器应用于自身(以及所有子节点)。只需将它作为场景的根视图,给它一个CoreImage的模糊滤镜,然后就可以了。
例如,我设置了一个SKScene
,其中SKEffectNode
是第一个子节点,另一个属性root
包含弱引用:
-(void)createLayers{
SKEffectNode *node = [SKEffectNode node];
[node setShouldEnableEffects:NO];
CIFilter *blur = [CIFilter filterWithName:@"CIGaussianBlur" keysAndValues:@"inputRadius", @1.0f, nil];
[node setFilter:blur];
[self setRoot:node];
}
这是我用来(动画!)场景模糊的方法:
-(void)blurWithCompletion:(void (^)())handler{
CGFloat duration = 0.5f;
[[self root] setShouldRasterize:YES];
[[self root] setShouldEnableEffects:YES];
[[self root] runAction:[SKAction customActionWithDuration:duration actionBlock:^(SKNode *node, CGFloat elapsedTime){
NSNumber *radius = [NSNumber numberWithFloat:(elapsedTime/duration) * 10.0];
[[(SKEffectNode *)node filter] setValue:radius forKey:@"inputRadius"];
}] completion:handler];
}
请注意,和你一样,我将它用作暂停画面,所以我光栅化了场景。如果您希望场景在模糊时进行动画处理,则应该setShouldResterize:
到NO
。
如果您对动画转换为模糊不感兴趣,可以随时将过滤器设置为初始半径10.0f
左右,并在需要时执行简单的setShouldEnableEffects:YES
打开它。
另请参阅:SKEffectNode class reference
<强> 更新: 强>
请参阅下面的Markus的评论。他指出SKScene
实际上是SKEffectNode
的子类,所以你真的应该能够在场景中调用所有这些,而不是在你的节点树中任意插入一个效果节点
答案 1 :(得分:12)
使用来自http://www.bytearray.org/?p=5360
的@Bendegúz的答案和代码来补充这一点我能够在我目前正在IOS 8 Swift中完成的游戏项目中使用它。返回SKSpriteNode而不是UIImage,做得有点不同。另请注意我的unwrapped currentScene.view! call是一个弱的GameScene引用,但应该根据你调用这些方法的位置使用self.view.frame。我的暂停屏幕在一个单独的HUD类中调用,因此为什么会这样。
我认为这可以更优雅地完成,也许更像是@ jemmons的答案。只是想在使用全部或部分Swift代码编写的SpriteKit项目中帮助其他任何尝试这样做的人。
func getBluredScreenshot() -> SKSpriteNode{
create the graphics context
UIGraphicsBeginImageContextWithOptions(CGSize(width: currentScene.view!.frame.size.width, height: currentScene.view!.frame.size.height), true, 1)
currentScene.view!.drawViewHierarchyInRect(currentScene.view!.frame, afterScreenUpdates: true)
// retrieve graphics context
let context = UIGraphicsGetCurrentContext()
// query image from it
let image = UIGraphicsGetImageFromCurrentImageContext()
// create Core Image context
let ciContext = CIContext(options: nil)
// create a CIImage, think of a CIImage as image data for processing, nothing is displayed or can be displayed at this point
let coreImage = CIImage(image: image)
// pick the filter we want
let filter = CIFilter(name: "CIGaussianBlur")
// pass our image as input
filter.setValue(coreImage, forKey: kCIInputImageKey)
//edit the amount of blur
filter.setValue(3, forKey: kCIInputRadiusKey)
//retrieve the processed image
let filteredImageData = filter.valueForKey(kCIOutputImageKey) as CIImage
// return a Quartz image from the Core Image context
let filteredImageRef = ciContext.createCGImage(filteredImageData, fromRect: filteredImageData.extent())
// final UIImage
let filteredImage = UIImage(CGImage: filteredImageRef)
// create a texture, pass the UIImage
let texture = SKTexture(image: filteredImage!)
// wrap it inside a sprite node
let sprite = SKSpriteNode(texture:texture)
// make image the position in the center
sprite.position = CGPointMake(CGRectGetMidX(currentScene.frame), CGRectGetMidY(currentScene.frame))
var scale:CGFloat = UIScreen.mainScreen().scale
sprite.size.width *= scale
sprite.size.height *= scale
return sprite
}
func loadPauseBGScreen(){
let duration = 1.0
let pauseBG:SKSpriteNode = self.getBluredScreenshot()
//pauseBG.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
pauseBG.alpha = 0
pauseBG.zPosition = self.zPosition + 1
pauseBG.runAction(SKAction.fadeAlphaTo(1, duration: duration))
self.addChild(pauseBG)
}
答案 2 :(得分:10)
这是我暂停屏幕的解决方案。 它将截取屏幕截图,模糊它,之后用动画显示它。 如果你不想浪费太多fps,我认为你应该这样做。
-(void)pause {
SKSpriteNode *pauseBG = [SKSpriteNode spriteNodeWithTexture:[SKTexture textureWithImage:[self getBluredScreenshot]]];
pauseBG.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
pauseBG.alpha = 0;
pauseBG.zPosition = 2;
[pauseBG runAction:[SKAction fadeAlphaTo:1 duration:duration / 2]];
[self addChild:pauseBG];
}
这是辅助方法:
- (UIImage *)getBluredScreenshot {
UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, NO, 1);
[self.view drawViewHierarchyInRect:self.view.frame afterScreenUpdates:YES];
UIImage *ss = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CIFilter *gaussianBlurFilter = [CIFilter filterWithName:@"CIGaussianBlur"];
[gaussianBlurFilter setDefaults];
[gaussianBlurFilter setValue:[CIImage imageWithCGImage:[ss CGImage]] forKey:kCIInputImageKey];
[gaussianBlurFilter setValue:@10 forKey:kCIInputRadiusKey];
CIImage *outputImage = [gaussianBlurFilter outputImage];
CIContext *context = [CIContext contextWithOptions:nil];
CGRect rect = [outputImage extent];
rect.origin.x += (rect.size.width - ss.size.width ) / 2;
rect.origin.y += (rect.size.height - ss.size.height) / 2;
rect.size = ss.size;
CGImageRef cgimg = [context createCGImage:outputImage fromRect:rect];
UIImage *image = [UIImage imageWithCGImage:cgimg];
CGImageRelease(cgimg);
return image;
}
答案 3 :(得分:2)
这是在没有图层的情况下在swift 2中完成此操作的另一个示例:
func blurWithCompletion() {
let duration: CGFloat = 0.5
let filter: CIFilter = CIFilter(name: "CIGaussianBlur", withInputParameters: ["inputRadius" : NSNumber(double:1.0)])!
scene!.filter = filter
scene!.shouldRasterize = true
scene!.shouldEnableEffects = true
scene!.runAction(SKAction.customActionWithDuration(0.5, actionBlock: { (node: SKNode, elapsedTime: CGFloat) in
let radius = (elapsedTime/duration)*10.0
(node as? SKEffectNode)!.filter!.setValue(radius, forKey: "inputRadius")
}))
}
答案 4 :(得分:2)
Swift 3更新:这是@Chuck Gaffney为Swift 3更新的答案。我知道这个问题被标记为objective-c,但是这个页面在Google中排名第二,因为“swift spritekit模糊”。我将 currentScene 更改为 self 。
func getBluredScreenshot() -> SKSpriteNode{
//create the graphics context
UIGraphicsBeginImageContextWithOptions(CGSize(width: self.view!.frame.size.width, height: self.view!.frame.size.height), true, 1)
self.view!.drawHierarchy(in: self.view!.frame, afterScreenUpdates: true)
// retrieve graphics context
_ = UIGraphicsGetCurrentContext()
// query image from it
let image = UIGraphicsGetImageFromCurrentImageContext()
// create Core Image context
let ciContext = CIContext(options: nil)
// create a CIImage, think of a CIImage as image data for processing, nothing is displayed or can be displayed at this point
let coreImage = CIImage(image: image!)
// pick the filter we want
let filter = CIFilter(name: "CIGaussianBlur")
// pass our image as input
filter?.setValue(coreImage, forKey: kCIInputImageKey)
//edit the amount of blur
filter?.setValue(3, forKey: kCIInputRadiusKey)
//retrieve the processed image
let filteredImageData = filter?.value(forKey: kCIOutputImageKey) as! CIImage
// return a Quartz image from the Core Image context
let filteredImageRef = ciContext.createCGImage(filteredImageData, from: filteredImageData.extent)
// final UIImage
let filteredImage = UIImage(cgImage: filteredImageRef!)
// create a texture, pass the UIImage
let texture = SKTexture(image: filteredImage)
// wrap it inside a sprite node
let sprite = SKSpriteNode(texture:texture)
// make image the position in the center
sprite.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
let scale:CGFloat = UIScreen.main.scale
sprite.size.width *= scale
sprite.size.height *= scale
return sprite
}
func loadPauseBGScreen(){
let duration = 1.0
let pauseBG:SKSpriteNode = self.getBluredScreenshot()
pauseBG.alpha = 0
pauseBG.zPosition = self.zPosition + 1
pauseBG.run(SKAction.fadeAlpha(to: 1, duration: duration))
self.addChild(pauseBG)
}
答案 5 :(得分:2)
Swift 4:
如果你想模糊场景中的所有内容,请将它添加到你的gameScene中:
let blur = CIFilter(name:"CIGaussianBlur",withInputParameters: ["inputRadius": 10.0])
self.filter = blur
self.shouldRasterize = true
self.shouldEnableEffects = false
如果要使用它,请更改self.shouldEnableEffects = true。
答案 6 :(得分:0)
我现在正在尝试在2020年5月(Xcode 11和iOS 13.x)做同样的事情,但是并不能“动画化”模糊半径。就我而言,我从场景完全模糊开始,然后逐渐“取消模糊”(将inputRadius
设置为0)。
以某种方式,在自定义动作块中设置的新输入半径值未反映在渲染的场景中。我的代码如下:
private func unblur() {
run(SKAction.customAction(withDuration: unblurDuration, actionBlock: { [weak self] (_, elapsed) in
guard let this = self else { return }
let ratio = (TimeInterval(elapsed) / this.unblurDuration)
let radius = this.maxBlurRadius * (1 - ratio) // goes to 0 as ratio goes to 1
this.filter?.setValue(radius, forKey: kCIInputRadiusKey)
}))
}
我什至尝试使用SKScene.update(_:)
和一些用于记时的变量手动更新值,但结果相同。
我想到,如果我将模糊滤镜“重新声明”为我的SKScene的.filter
属性,也许可以强制刷新(请参见代码结尾处所有大写的注释),同样的效果,而且有效。
完整代码:
class MyScene: SKScene {
private let maxBlurRadius: Double = 50
private let unblurDuration: TimeInterval = 5
init(size: CGSize) {
super.init(size: size)
let filter = CIFilter(name: "CIGaussianBlur")
filter?.setValue(maxBlurRadius, forKey: kCIInputRadiusKey)
self.filter = filter
self.shouldEnableEffects = true
self.shouldRasterize = false
// (...rest of the child nodes, etc...)
}
override func didMove(to view: SKView) {
super.didMove(to: view)
self.unblur()
}
private func unblur() {
run(SKAction.customAction(withDuration: unblurDuration, actionBlock: { [weak self] (_, elapsed) in
guard let this = self else { return }
let ratio = (TimeInterval(elapsed) / this.unblurDuration)
let radius = this.maxBlurRadius * (1 - ratio) // goes to 0 as ratio goes to 1
// OBTAIN THE FILTER
let filter = this.filter
// MODIFY ATTRIBUTE
filter?.setValue(radius, forKey: kCIInputRadiusKey)
// RE=ASSIGN TO SCENE
this.filter = filter
}))
}
}
我希望这对某人有帮助!