1.截屏缩小压缩,减小像素采样的优化算法。默认截屏后缩小到原来的1/4。
2.C++代码进行一次性高斯模糊。避免使用shader造成的渲染掉帧
以下是C++部分代码:
/* * 高斯模糊接口 缩放因子:iScale,截图会把全屏压缩为1/iScale大 */ static void gaussianBlur(const std::function<void(bool,cocos2d::Image*)>& afterCaptured,int iScale = 4);
// The Stack Blur Algorithm was invented by Mario Klingemann,// mario@quasimondo.com and described here: // http://incubator.quasimondo.com/processing/fast_blur_deluxe.PHP // This is C++ RGBA (32 bit color) multi-threaded version // by Victor Laskin (victor.laskin@gmail.com) // More details: http://vitiy.info/stackblur-algorithm-multi-threaded-blur-for-cpp // This code is using MVThread class from my cross-platform framework // You can exchange it with any thread implementation you like // -------------------------------------- stackblur -----------------------------------------> static unsigned short const stackblur_mul[255] = { 512,512,456,328,335,405,271,388,292,454,364,298,496,420,360,312,273,482,428,383,345,284,259,475,437,404,374,347,323,302,282,265,497,468,441,417,394,373,354,337,320,305,291,278,507,485,465,446,412,396,381,367,341,329,318,307,297,287,269,261,505,489,461,447,435,422,411,399,389,378,368,359,350,332,324,316,309,301,294,281,274,268,262,257,501,491,480,470,460,451,442,433,424,416,408,400,392,385,377,370,363,357,344,338,326,315,310,304,299,289,285,280,275,267,263,259 }; static unsigned char const stackblur_shr[255] = { 9,11,12,13,14,15,16,17,18,19,20,21,22,23,24,24 }; /// Stackblur algorithm body void stackblurJob(unsigned char* src,///< input image data unsigned int w,///< image width unsigned int h,///< image height unsigned int radius,///< blur intensity (should be in 2..254 range) int cores,///< total number of working threads int core,///< current thread number int step,///< step of processing (1,2) unsigned char* stack ///< stack buffer ) { unsigned int x,y,xp,yp,i; unsigned int sp; unsigned int stack_start; unsigned char* stack_ptr; unsigned char* src_ptr; unsigned char* dst_ptr; unsigned long sum_r; unsigned long sum_g; unsigned long sum_b; unsigned long sum_a; unsigned long sum_in_r; unsigned long sum_in_g; unsigned long sum_in_b; unsigned long sum_in_a; unsigned long sum_out_r; unsigned long sum_out_g; unsigned long sum_out_b; unsigned long sum_out_a; unsigned int wm = w - 1; unsigned int hm = h - 1; unsigned int w4 = w * 4; unsigned int div = (radius * 2) + 1; unsigned int mul_sum = stackblur_mul[radius]; unsigned char shr_sum = stackblur_shr[radius]; if (step == 1) { int minY = core * h / cores; int maxY = (core + 1) * h / cores; for (y = minY; y < maxY; y++) { sum_r = sum_g = sum_b = sum_a = sum_in_r = sum_in_g = sum_in_b = sum_in_a = sum_out_r = sum_out_g = sum_out_b = sum_out_a = 0; src_ptr = src + w4 * y; // start of line (0,y) for (i = 0; i <= radius; i++) { stack_ptr = &stack[4 * i]; stack_ptr[0] = src_ptr[0]; stack_ptr[1] = src_ptr[1]; stack_ptr[2] = src_ptr[2]; stack_ptr[3] = src_ptr[3]; sum_r += src_ptr[0] * (i + 1); sum_g += src_ptr[1] * (i + 1); sum_b += src_ptr[2] * (i + 1); sum_a += src_ptr[3] * (i + 1); sum_out_r += src_ptr[0]; sum_out_g += src_ptr[1]; sum_out_b += src_ptr[2]; sum_out_a += src_ptr[3]; } for (i = 1; i <= radius; i++) { if (i <= wm) src_ptr += 4; stack_ptr = &stack[4 * (i + radius)]; stack_ptr[0] = src_ptr[0]; stack_ptr[1] = src_ptr[1]; stack_ptr[2] = src_ptr[2]; stack_ptr[3] = src_ptr[3]; sum_r += src_ptr[0] * (radius + 1 - i); sum_g += src_ptr[1] * (radius + 1 - i); sum_b += src_ptr[2] * (radius + 1 - i); sum_a += src_ptr[3] * (radius + 1 - i); sum_in_r += src_ptr[0]; sum_in_g += src_ptr[1]; sum_in_b += src_ptr[2]; sum_in_a += src_ptr[3]; } sp = radius; xp = radius; if (xp > wm) xp = wm; src_ptr = src + 4 * (xp + y * w); // img.pix_ptr(xp,y); dst_ptr = src + y * w4; // img.pix_ptr(0,y); for (x = 0; x < w; x++) { dst_ptr[0] = (sum_r * mul_sum) >> shr_sum; dst_ptr[1] = (sum_g * mul_sum) >> shr_sum; dst_ptr[2] = (sum_b * mul_sum) >> shr_sum; dst_ptr[3] = (sum_a * mul_sum) >> shr_sum; dst_ptr += 4; sum_r -= sum_out_r; sum_g -= sum_out_g; sum_b -= sum_out_b; sum_a -= sum_out_a; stack_start = sp + div - radius; if (stack_start >= div) stack_start -= div; stack_ptr = &stack[4 * stack_start]; sum_out_r -= stack_ptr[0]; sum_out_g -= stack_ptr[1]; sum_out_b -= stack_ptr[2]; sum_out_a -= stack_ptr[3]; if (xp < wm) { src_ptr += 4; ++xp; } stack_ptr[0] = src_ptr[0]; stack_ptr[1] = src_ptr[1]; stack_ptr[2] = src_ptr[2]; stack_ptr[3] = src_ptr[3]; sum_in_r += src_ptr[0]; sum_in_g += src_ptr[1]; sum_in_b += src_ptr[2]; sum_in_a += src_ptr[3]; sum_r += sum_in_r; sum_g += sum_in_g; sum_b += sum_in_b; sum_a += sum_in_a; ++sp; if (sp >= div) sp = 0; stack_ptr = &stack[sp * 4]; sum_out_r += stack_ptr[0]; sum_out_g += stack_ptr[1]; sum_out_b += stack_ptr[2]; sum_out_a += stack_ptr[3]; sum_in_r -= stack_ptr[0]; sum_in_g -= stack_ptr[1]; sum_in_b -= stack_ptr[2]; sum_in_a -= stack_ptr[3]; } } } // step 2 if (step == 2) { int minX = core * w / cores; int maxX = (core + 1) * w / cores; for (x = minX; x < maxX; x++) { sum_r = sum_g = sum_b = sum_a = sum_in_r = sum_in_g = sum_in_b = sum_in_a = sum_out_r = sum_out_g = sum_out_b = sum_out_a = 0; src_ptr = src + 4 * x; // x,0 for (i = 0; i <= radius; i++) { stack_ptr = &stack[i * 4]; stack_ptr[0] = src_ptr[0]; stack_ptr[1] = src_ptr[1]; stack_ptr[2] = src_ptr[2]; stack_ptr[3] = src_ptr[3]; sum_r += src_ptr[0] * (i + 1); sum_g += src_ptr[1] * (i + 1); sum_b += src_ptr[2] * (i + 1); sum_a += src_ptr[3] * (i + 1); sum_out_r += src_ptr[0]; sum_out_g += src_ptr[1]; sum_out_b += src_ptr[2]; sum_out_a += src_ptr[3]; } for (i = 1; i <= radius; i++) { if (i <= hm) src_ptr += w4; // +stride stack_ptr = &stack[4 * (i + radius)]; stack_ptr[0] = src_ptr[0]; stack_ptr[1] = src_ptr[1]; stack_ptr[2] = src_ptr[2]; stack_ptr[3] = src_ptr[3]; sum_r += src_ptr[0] * (radius + 1 - i); sum_g += src_ptr[1] * (radius + 1 - i); sum_b += src_ptr[2] * (radius + 1 - i); sum_a += src_ptr[3] * (radius + 1 - i); sum_in_r += src_ptr[0]; sum_in_g += src_ptr[1]; sum_in_b += src_ptr[2]; sum_in_a += src_ptr[3]; } sp = radius; yp = radius; if (yp > hm) yp = hm; src_ptr = src + 4 * (x + yp * w); // img.pix_ptr(x,yp); dst_ptr = src + 4 * x; // img.pix_ptr(x,0); for (y = 0; y < h; y++) { dst_ptr[0] = (sum_r * mul_sum) >> shr_sum; dst_ptr[1] = (sum_g * mul_sum) >> shr_sum; dst_ptr[2] = (sum_b * mul_sum) >> shr_sum; dst_ptr[3] = (sum_a * mul_sum) >> shr_sum; dst_ptr += w4; sum_r -= sum_out_r; sum_g -= sum_out_g; sum_b -= sum_out_b; sum_a -= sum_out_a; stack_start = sp + div - radius; if (stack_start >= div) stack_start -= div; stack_ptr = &stack[4 * stack_start]; sum_out_r -= stack_ptr[0]; sum_out_g -= stack_ptr[1]; sum_out_b -= stack_ptr[2]; sum_out_a -= stack_ptr[3]; if (yp < hm) { src_ptr += w4; // stride ++yp; } stack_ptr[0] = src_ptr[0]; stack_ptr[1] = src_ptr[1]; stack_ptr[2] = src_ptr[2]; stack_ptr[3] = src_ptr[3]; sum_in_r += src_ptr[0]; sum_in_g += src_ptr[1]; sum_in_b += src_ptr[2]; sum_in_a += src_ptr[3]; sum_r += sum_in_r; sum_g += sum_in_g; sum_b += sum_in_b; sum_a += sum_in_a; ++sp; if (sp >= div) sp = 0; stack_ptr = &stack[sp * 4]; sum_out_r += stack_ptr[0]; sum_out_g += stack_ptr[1]; sum_out_b += stack_ptr[2]; sum_out_a += stack_ptr[3]; sum_in_r -= stack_ptr[0]; sum_in_g -= stack_ptr[1]; sum_in_b -= stack_ptr[2]; sum_in_a -= stack_ptr[3]; } } } } class MVImageUtilsStackBlurTask { public: unsigned char* src; unsigned int w; unsigned int h; unsigned int radius; int cores; int core; int step; unsigned char* stack; inline MVImageUtilsStackBlurTask(unsigned char* src,unsigned int w,unsigned int h,unsigned int radius,int cores,int core,int step,unsigned char* stack) { this->src = src; this->w = w; this->h = h; this->radius = radius; this->cores = cores; this->core = core; this->step = step; this->stack = stack; } inline void run() { stackblurJob(src,w,h,radius,cores,core,step,stack); } }; /// Stackblur algorithm by Mario Klingemann /// Details here: /// http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html /// C++ implemenation base from: /// https://gist.github.com/benjamin9999/3809142 /// http://www.antigrain.com/__code/include/agg_blur.h.html /// This version works only with RGBA color void stackblur(unsigned char* src,///< blur intensity (should be in 2..254 range) int cores = 1 ///< number of threads (1 - normal single thread) ) { if (radius > 254) return; if (radius < 2) return; unsigned int div = (radius * 2) + 1; unsigned char* stack = new unsigned char[div * 4 * cores]; if (cores == 1) { // no multithreading stackblurJob(src,1,stack); stackblurJob(src,2,stack); } delete[] stack; } /** * Capture screen implementation,don't use it directly. */ void onCaptureScreen(const std::function<void(bool,Image*)>& afterCaptured,int iScale) { static bool startedCapture = false; if (startedCapture) { CCLOG("Screen capture is already working"); if (afterCaptured) { afterCaptured(false,nullptr); } return; } else { startedCapture = true; } auto glView = Director::getInstance()->getOpenGLView(); auto frameSize = glView->getFrameSize(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) frameSize = frameSize * glView->getFrameZoomFactor() * glView->getRetinaFactor(); #endif int width = static_cast<int>(frameSize.width); int height = static_cast<int>(frameSize.height); do { std::shared_ptr<GLubyte> buffer(new GLubyte[width * height * 4],[](GLubyte* p){ CC_SAFE_DELETE_ARRAY(p); }); if (!buffer) { break; } glPixelStorei(GL_PACK_ALIGNMENT,1); glReadPixels(0,width,height,GL_RGBA,GL_UNSIGNED_BYTE,buffer.get()); std::shared_ptr<GLubyte> flippedBuffer(new GLubyte[width * height * 4],[](GLubyte* p) { CC_SAFE_DELETE_ARRAY(p); }); if (!flippedBuffer) { break; } for (int row = 0; row < height; ++row) { memcpy(flippedBuffer.get() + (height - row - 1) * width * 4,buffer.get() + row * width * 4,width * 4); } /*-------------压缩start------------*/ unsigned long dst_width = width / iScale; unsigned long dst_height = height / iScale; std::shared_ptr<GLubyte> zipFlippedBuffer(new GLubyte[dst_width * dst_height * 4],[](GLubyte* p) { CC_SAFE_DELETE_ARRAY(p); }); if (!zipFlippedBuffer) { break; } unsigned long xrIntFloat_16 = (width << 16) / dst_width + 1; unsigned long yrIntFloat_16 = (height << 16) / dst_height + 1; unsigned long srcy_16 = 0; unsigned long byte_width = 4;//单个数据的物理宽度 4字节 unsigned long byte_shift = 2;//单个数据的物理移位 auto beginPos = zipFlippedBuffer.get(); for (unsigned long y = 0; y < dst_height; ++y) { //auto pSrcLine = flippedBuffer.get() + width * byte_width * (srcy_16 >> 16); auto pSrcLine = flippedBuffer.get() + (width<<2)*(srcy_16>>16); unsigned long srcx_16 = 0; for (unsigned long x = 0; x < dst_width; ++x) { //memcpy(beginPos + x * byte_width,pSrcLine + (srcx_16 >> 16)*byte_width,byte_width); memcpy(beginPos + (x<<2),pSrcLine + ((srcx_16 >> 16)<<2),byte_width); srcx_16 += xrIntFloat_16; } srcy_16 += yrIntFloat_16; beginPos += (dst_width << byte_shift); } /*-------------压缩end------------*/ //使用算法一次性对图片进行高斯模糊 stackblur(zipFlippedBuffer.get(),dst_width,dst_height,5); Image* image = new (std::nothrow) Image; if (image) { image->initWithRawData(zipFlippedBuffer.get(),dst_width * dst_height * 4,8); image->autorelease(); if (afterCaptured) { afterCaptured(true,image); } } else { CCLOG("Malloc Image memory Failed!"); if (afterCaptured) { afterCaptured(false,nullptr); } delete image; image = nullptr; } startedCapture = false; } while (0); } /* * 高斯模糊接口 缩放因子:iScale,截图会把全屏压缩为1/iScale大 */ static EventListenerCustom* s_captureScreenListener; static CustomCommand s_captureScreenCommand; void Util::gaussianBlur(const std::function<void(bool,int iScale /*= 4*/) { if (s_captureScreenListener) { CCLOG("Warning: CaptureScreen has been called already,don't call more than once in one frame."); return; } s_captureScreenCommand.init(std::numeric_limits<float>::max()); s_captureScreenCommand.func = std::bind(onCaptureScreen,afterCaptured,iScale); s_captureScreenListener = Director::getInstance()->getEventDispatcher()->addCustomEventListener(Director::EVENT_AFTER_DRAW,[](EventCustom *event) { auto director = Director::getInstance(); director->getEventDispatcher()->removeEventListener((EventListener*)(s_captureScreenListener)); s_captureScreenListener = nullptr; director->getRenderer()->addCommand(&s_captureScreenCommand); director->getRenderer()->render(); }); }
以下是导出的lua接口:
#include "base/ccConfig.h" #ifndef __game_custom_h__ #define __game_custom_h__ #ifdef __cplusplus extern "C" { #endif #include "tolua++.h" #ifdef __cplusplus } #endif int register_all_game_custom(lua_State* tolua_S); #endif // __game_custom_h__
static int tolua_pf_common_gaussianBlur(lua_State* tolua_S) { LUA_FUNCTION callbackHander = toluafix_ref_function(tolua_S,0); if (callbackHander == 0) { CCLOG("tolua_pf_common_gaussianBlur : toluafix_ref_function,error"); return 0; } auto capture_callback = [=](bool succeed,Image* img){ auto luastack = LuaEngine::getInstance()->getLuaStack(); luastack->pushBoolean(succeed); if (succeed){ luastack->pushObject(img,"cc.Image"); } else{ luastack->pushNil(); } luastack->executeFunctionByHandler(callbackHander,2); }; int argc = lua_gettop(tolua_S) - 1; if (argc == 2) { int q = 4; if (!luaval_to_int32(tolua_S,3,&q)) { CCLOG("tolua_pf_common_gaussianBlur : luaval_to_number,error"); return 0; } Util::gaussianBlur(capture_callback,q); } else { Util::gaussianBlur(capture_callback); } return 0; } TOLUA_API int register_all_game_custom(lua_State* tolua_S) { tolua_open(tolua_S); tolua_module(tolua_S,"pf",0); tolua_beginmodule(tolua_S,"pf"); tolua_module(tolua_S,"Common",0); tolua_beginmodule(tolua_S,"Common"); { tolua_function(tolua_S,"GaussianBlur",tolua_pf_common_gaussianBlur); } tolua_endmodule(tolua_S); tolua_endmodule(tolua_S); return 1; }
使用方法:
local function onFinishCapture(ret,img) if ret then local texture = cc.Director:getInstance():getTextureCache():addImage(img,"capriteadu") local spriteBlur = cc.Sprite:createWithTexture(texture) local wSize = cc.Director:getInstance():getWinSize() spriteBlur:setPosition(cc.p(wSize.width/2,wSize.height/2)) self:addChild(spriteBlur) PF.UIEx.nodeToScaleForFixedSize(spriteBlur,wSize) end end pf.Common:GaussianBlur(onFinishCapture,4)原文链接:https://www.f2er.com/cocos2dx/338997.html