我添加了一个Sprite作为背景。 现在我希望我的雪碧可以逐渐变得模糊不清。
我想我可以修改Texture2D来完成这项工作,但似乎无法修改Texture2D。
那么,我该怎么办?
答案 0 :(得分:1)
您可以使用着色器。您可以从cocos测试项目中获得简单的模糊着色器,如下所示:
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec2 resolution;
uniform float blurRadius;
uniform float sampleNum;
vec4 blur(vec2);
void main(void)
{
vec4 col = blur(v_texCoord); //* v_fragmentColor.rgb;
gl_FragColor = vec4(col) * v_fragmentColor;
}
vec4 blur(vec2 p)
{
if (blurRadius > 0.0 && sampleNum > 1.0)
{
vec4 col = vec4(0);
vec2 unit = 1.0 / resolution.xy;
float r = blurRadius;
float sampleStep = r / sampleNum;
float count = 0.0;
for(float x = -r; x < r; x += sampleStep)
{
for(float y = -r; y < r; y += sampleStep)
{
float weight = (r - abs(x)) * (r - abs(y));
col += texture2D(CC_Texture0, p + vec2(x * unit.x, y * unit.y)) * weight;
count += weight;
}
}
return col / count;
}
return texture2D(CC_Texture0, p);
}
如果你不知道如何为你的精灵添加自定义着色器 - 这是一个例子! 你扩展了Sprite类:
class MySpriteBlur : public Sprite {
public:
~MySpriteBlur();
bool initWithTexture(Texture2D* texture, const Rect& rect);
void initGLProgram();
static MySpriteBlur *create(const char *pszFileName);
void setBlurRadius(float radius);
void setBlurSampleNum(float num);
protected:
float _blurRadius;
float _blurSampleNum;
};
然后实施它:
MySpriteBlur::~MySpriteBlur() {
}
MySpriteBlur* MySpriteBlur::create(const char *pszFileName) {
MySpriteBlur* pRet = new (std::nothrow) MySpriteBlur();
if (pRet && pRet->initWithFile(pszFileName)) {
pRet->autorelease();
} else {
CC_SAFE_DELETE(pRet);
}
return pRet;
}
bool MySpriteBlur::initWithTexture(Texture2D* texture, const Rect& rect) {
_blurRadius = 0;
if (Sprite::initWithTexture(texture, rect)) {
#if CC_ENABLE_CACHE_TEXTURE_DATA
auto listener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom* event) {
initGLProgram();
});
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
#endif
initGLProgram();
return true;
}
return false;
}
void MySpriteBlur::initGLProgram() {
std::string fragSource = FileUtils::getInstance()->getStringFromFile(
FileUtils::getInstance()->fullPathForFilename("shaders/example_blur.fsh"));
auto program = GLProgram::createWithByteArrays(ccPositionTextureColor_noMVP_vert, fragSource.data());
auto glProgramState = GLProgramState::getOrCreateWithGLProgram(program);
setGLProgramState(glProgramState);
auto size = getTexture()->getContentSizeInPixels();
getGLProgramState()->setUniformVec2("resolution", size);
getGLProgramState()->setUniformFloat("blurRadius", _blurRadius);
getGLProgramState()->setUniformFloat("sampleNum", 7.0f);
}
void MySpriteBlur::setBlurRadius(float radius) {
_blurRadius = radius;
getGLProgramState()->setUniformFloat("blurRadius", _blurRadius);
}
void MySpriteBlur::setBlurSampleNum(float num) {
_blurSampleNum = num;
getGLProgramState()->setUniformFloat("sampleNum", _blurSampleNum);
}
希望这会有所帮助!
答案 1 :(得分:0)
您有三种选择:
1)在photoshop中制作模糊背景(快速简单,但额外大小),
2)使用着色器(不是那么简单,模糊是一个繁重的操作),
3)重新绘制(在飞行中)你的背景,使它成为一个新的纹理。 这是我的帖子如何在纹理上绘制:
http://discuss.cocos2d-x.org/t/is-it-possible-to-erase-some-pixels-from-a-sprite/34460/5?u=piotrros
这里知道这是我的项目中的一个函数,它将一个图像(数据数组)模糊到另一个图像:
void Sample::blur(unsigned char* inputData, unsigned char* outputData, float r) {
int R2 = pow(r + 2, 2);
for(int i = 0; i < canvasHeight; i++){
for(int j = 0; j < canvasWidth; j++) {
int val1 = 0;
int val2 = 0;
int val3 = 0;
int val4 = 0;
int index2 = (j + (canvasHeight - i - 1) * canvasWidth) * 4;
for(int iy = i - r; iy < i + r + 1; iy++){
for(int ix = j - r; ix < j + r + 1; ix++) {
int x = CLAMP(ix, 0, canvasWidth - 1);
int y = CLAMP(iy, 0, canvasHeight - 1);
int index = (x + (canvasHeight - y - 1) * canvasWidth) * 4;
val1 += inputData[index];
val2 += inputData[index + 1];
val3 += inputData[index + 2];
val4 += inputData[index + 3];
}
}
outputData[index2] = val1 / R2;
outputData[index2 + 1] = val2 / R2;
outputData[index2 + 2] = val3 / R2;
outputData[index2 + 3] = val4 / R2;
}
}
}
请记住,模糊很重,操作时间很长,所以如果你的图像很大,可能需要一段时间。