-- date:2017/9/26 -- author:looyer -- purpose:3D搓牌效果层,-- 顶点着色器 local strVertSource = [[ attribute vec4 a_position; attribute vec2 a_texCoord; attribute vec4 a_color; uniform float ratio; //牌初始状态到搓牌最终位置的完成度比例 uniform float radius; //搓牌类似于绕圆柱滚起,其圆柱的半径 uniform float width; uniform float finish; //是否完成搓牌 uniform float offx; uniform float offy; varying vec4 v_fragmentColor; varying vec2 v_texCoord; void main() { //注意OpenGL-ES中:1.attribute修饰的变量是常量。2.没有自动转类型float a = 1;或者5.0/3都是错误的 //这两个问题改了两天,可以通过修改CPP代码,打印log来调试cocos2dx程序 vec4 tmp_pos = a_position; //顺时针旋转90度 tmp_pos = vec4(tmp_pos.y,-tmp_pos.x,tmp_pos.z,tmp_pos.w); if(finish > 0.5) { tmp_pos = vec4(tmp_pos.x,-width - tmp_pos.y,tmp_pos.w); }else { //计算卡牌弯曲的位置,类似于卡牌绕圆柱卷起的原理 float halfPeri = radius * 3.14159; //半周长 float hr = halfPeri * ratio; if(tmp_pos.y < -width + hr) { float dy = -tmp_pos.y - (width - hr); float arc = dy/radius; tmp_pos.y = -width + hr - sin(arc)*radius; tmp_pos.z = radius * (1.0-cos(arc)); //注意之前这里是1,是错误的,opengles不自动类型转换 } } tmp_pos += vec4(offx,offy,0.0,0.0); gl_Position = CC_MVPMatrix * tmp_pos; v_fragmentColor = a_color; v_texCoord = a_texCoord; } ]] -- 片段着色器 local strFragSource = [[ varying vec4 v_fragmentColor; varying vec2 v_texCoord; void main() { //TODO,这里可以做些片段着色特效 gl_FragColor = texture2D(CC_Texture0,v_texCoord); } ]] -- 通过图片取得纹理id,和该纹理在plist图中的纹理坐标范围 local function getTextureAndRange(szImage) local FrameCache = cc.SpriteFrameCache:getInstance() local sprite = FrameCache:getSpriteFrameByName(szImage) local rect = sprite:getRect() local tex = sprite:getTexture() local id = tex:getName() --纹理ID local bigWide = tex:getPixelsWide() --plist图集的宽度 local bigHigh = tex:getPixelsHigh() -- 左右上下的纹理范围 local ll,rr,tt,bb = rect.x/bigWide,(rect.x + rect.width)/bigWide,rect.y/bigHigh,(rect.y + rect.height)/bigHigh return id,{ll,bb},{rect.width,rect.height} end -- 创建3D牌面,所需的顶点和纹理数据,size:宽高,texRange:纹理范围,bFront:是否正面 local function initCardVertex(size,texRange,bFront) local nDiv = 200 --将宽分成100份 local verts = {} --位置坐标 local texs = {} --纹理坐标 local dh = size.height local dw = size.width/nDiv --计算顶点位置 for c = 1,nDiv do local x,y = (c-1)*dw,0 local quad = {} if bFront then quad = {x,y,x+dw,x,y+dh,y+dh} else quad = {x,y+dh} end for _,v in ipairs(quad) do table.insert(verts,v) end end local bXTex = true --是否当前在计算横坐标纹理坐标, for _,v in ipairs(verts) do if bXTex then if bFront then table.insert(texs,v/size.width * (texRange[2] - texRange[1]) + texRange[1]) else table.insert(texs,v/size.width * (texRange[1] - texRange[2]) + texRange[2]) end else if bFront then table.insert(texs,(1-v/size.height) * (texRange[4] - texRange[3]) + texRange[3]) else table.insert(texs,v/size.height * (texRange[3] - texRange[4]) + texRange[4]) end end bXTex = not bXTex end local res = {} local tmp = {verts,texs} for _,v in ipairs(tmp) do local buffid = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER,buffid) gl.bufferData(gl.ARRAY_BUFFER,table.getn(v),v,gl.STATIC_DRAW) gl.bindBuffer(gl.ARRAY_BUFFER,0) table.insert(res,buffid) end return res,#verts end -- 创建搓牌效果层,pList:图片合集.plist文件,szBack:牌背面图片名,szFont:牌正面图片名,注意:默认传入的牌在plist文件中是竖直的,scale缩放比 local function createRubCardEffectLayer(pList,szBack,szFont,scale) scale = scale or 1.0 --预加载pList图集(注重复添加没关系,只会保存一份) local FrameCache = cc.SpriteFrameCache:getInstance() FrameCache:addSpriteFrames(pList) -- 取得屏幕宽高 local Director = cc.Director:getInstance() local WinSize = Director:getWinSize() -- 创建广角60度,视口宽高比是屏幕宽高比,近平面1.0,远平面1000.0,的视景体 local camera = cc.Camera:createPerspective(45,WinSize.width/WinSize.height,1,1000) camera:setCameraFlag(cc.CameraFlag.USER2) --设置摄像机的绘制顺序,越大的深度越绘制的靠上,所以默认摄像机默认是0,其他摄像机默认是1,这句很重要!! camera:setDepth(1) camera:setPosition3D(cc.vec3(0,800)) camera:lookAt(cc.vec3(0,0),cc.vec3(0,0)) -- 创建用于OpenGL绘制的节点 local glNode = gl.glNodeCreate() local glProgram = cc.GLProgram:createWithByteArrays(strVertSource,strFragSource) glProgram:retain() glProgram:updateUniforms() -- 创建搓牌图层 local layer = cc.Layer:create() layer:setCameraMask(cc.CameraFlag.USER2) layer:addChild(glNode) layer:addChild(camera) -- 退出时,释放glProgram程序 local function onNodeEvent(event) if "exit" == event then glProgram:release() end end layer:registerScriptHandler(onNodeEvent) local posNow = cc.p(0,0) --创建触摸回调 local function touchBegin(touch,event) posNow = touch:getLocation() return true end local function touchMove(touch,event) local location = touch:getLocation() local dy = location.y - posNow.y layer.ratioVal = cc.clampf(layer.ratioVal + dy/100,0.9) --最大程度默认0.9 posNow = location return true end local function touchEnd(touch,event) layer.ratioVal = 0.0 return true end local listener = cc.EventListenerTouchOneByOne:create() listener:registerScriptHandler(touchBegin,cc.Handler.EVENT_TOUCH_BEGAN ) listener:registerScriptHandler(touchMove,cc.Handler.EVENT_TOUCH_MOVED ) listener:registerScriptHandler(touchEnd,cc.Handler.EVENT_TOUCH_ENDED ) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraPHPriority(listener,layer) --创建牌的背面 local id1,texRange1,sz1 = getTextureAndRange(szBack) local msh1,nVerts1 = initCardVertex(cc.size(sz1[1] * scale,sz1[2] * scale),true) --创建牌的正面 local id2,texRange2,sz2 = getTextureAndRange(szFont) local msh2,nVerts2 = initCardVertex(cc.size(sz2[1] * scale,sz2[2] * scale),false) --搓牌的程度控制, 搓牌类似于通过一个圆柱滚动将牌粘着起来的效果。下面的参数就是滚动程度和圆柱半径 layer.ratioVal = 0.0 layer.radiusVal = sz1[1]*scale/math.pi; --牌的渲染信息 local cardMesh = {{id1,msh1,nVerts1},{id2,msh2,nVerts2}} -- OpenGL绘制函数 local function draw(transform,transformUpdated) gl.enable(gl.CULL_FACE) glProgram:use() glProgram:setUniformsForBuiltins() for _,v in ipairs(cardMesh) do gl.bindTexture(gl.TEXTURE_2D,v[1]) -- 传入搓牌程度到着色器中,进行位置计算 local ratio = gl.getUniformLocation(glProgram:getProgram(),"ratio") glProgram:setUniformLocationF32(ratio,layer.ratioVal) local radius = gl.getUniformLocation(glProgram:getProgram(),"radius") glProgram:setUniformLocationF32(radius,layer.radiusVal) -- 偏移牌,使得居中 local offx = gl.getUniformLocation(glProgram:getProgram(),"offx") glProgram:setUniformLocationF32(offx,WinSize.width/2 - sz1[2]/2*scale) local offy = gl.getUniformLocation(glProgram:getProgram(),"offy") glProgram:setUniformLocationF32(offy,WinSize.height/2 + sz1[1]/2*scale) local width = gl.getUniformLocation(glProgram:getProgram(),"width") glProgram:setUniformLocationF32(width,sz1[1]*scale) gl.glEnableVertexAttribs(bit._or(cc.VERTEX_ATTRIB_FLAG_TEX_COORDS,cc.VERTEX_ATTRIB_FLAG_POSITION)) gl.bindBuffer(gl.ARRAY_BUFFER,v[2][1]) gl.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION,2,gl.FLOAT,false,0) gl.bindBuffer(gl.ARRAY_BUFFER,v[2][2]) gl.vertexAttribPointer(cc.VERTEX_ATTRIB_TEX_COORD,0) gl.drawArrays(gl.TRIANGLES,v[3]) end gl.bindTexture(gl.TEXTURE_2D,0) gl.bindBuffer(gl.ARRAY_BUFFER,0) end glNode:registerScriptDrawHandler(draw) return layer end return createRubCardEffectLayer
演示类如下:
-- date:2017/09/22 -- author:looyer -- purpose:效果测试 local RubCardFunc = require("app.views.RubCardLayer") local EffectTestNode = class("EffectTestNode",cc.load("mvc").ViewBase) function EffectTestNode:onCreate() end function EffectTestNode:onEnter() --显示搓牌效果 local layer = RubCardFunc("res/UI/images/card_cor.plist","pkc_paimian.png","pkc1_1.png",2.0) self:addChild(layer) end function EffectTestNode:onClickClose() self:getApp():removeView(self:getName()) end return EffectTestNode原文链接:https://www.f2er.com/cocos2dx/338380.html