好吧,终于抽时间写这篇文章了。
手头上有很多人物行走图,技能特效图等,但这些图都有个纯黑色背景,怎么样将内容显示出来,让背景透明呢?前段时间搞了一下,感谢群里的童鞋们,提供了思路和方法。
这里用shader处理了像素,使黑色背景透明,直接上代码
ShaderSprite.h
#ifndef __TestShader__ShaderSprite__
#define __TestShader__ShaderSprite__
#include "cocos2d.h"
USING_NS_CC;
class ShaderSprite : public CCSprite {
public:
static ShaderSprite* create(const char* pszFileName);
virtual bool initWithTexture(CCTexture2D *pTexture,const CCRect& rect);
void draw(void);
};
endif /* defined(__TestShader__ShaderSprite__) */
ShaderSprite.cpp
#include "ShaderSprite.h" static CC_DLL const GLchar *transparentshader = #include "tansparentshader.h" ShaderSprite* ShaderSprite::create(char *pszFileName) { ShaderSprite *pRet = new ShaderSprite(); if (pRet && pRet->initWithFile(pszFileName)) { pRet->autorelease(); return pRet; } else { delete pRet; pRet = NULL; return NULL; } } bool ShaderSprite::initWithTexture(CCTexture2D *pTexture,51); font-weight:bold">const CCRect& rect) { do{ // CCLog("override initWithTexture!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"); CC_BREAK_IF(!CCSprite::initWithTexture(pTexture,rect)); // 加载顶点着色器和片元着色器 m_pShaderProgram = new CCGLProgram(); m_pShaderProgram ->initWithVertexShaderByteArray(ccPositionTextureA8Color_vert,transparentshader); CHECK_GL_ERROR_DEBUG(); // 启用顶点着色器的attribute变量,坐标、纹理坐标、颜色 m_pShaderProgram->addAttribute(kCCAttributeNamePosition,kCCVertexAttrib_Position); m_pShaderProgram->addAttribute(kCCAttributeNameColor,kCCVertexAttrib_Color); m_pShaderProgram->addAttribute(kCCAttributeNameTexCoord,kCCVertexAttrib_TexCoords); CHECK_GL_ERROR_DEBUG(); // 自定义着色器链接 m_pShaderProgram->link(); CHECK_GL_ERROR_DEBUG(); // 设置移动、缩放、旋转矩阵 m_pShaderProgram->updateUniforms(); CHECK_GL_ERROR_DEBUG(); return true; }while(0); false; } void ShaderSprite::draw(void) { // CCLog("override draw!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"); CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite,"CCSprite - draw"); CCAssert(!m_pobBatchNode,68)">"If CCSprite is being rendered by CCSpriteBatchNode,CCSprite#draw SHOULD NOT be called"); CC_NODE_DRAW_SETUP(); // // 启用attributes变量输入,顶点坐标,纹理坐标,颜色 // ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex ); ccGLBlendFunc(m_sBlendFunc.src,m_sBlendFunc.dst); m_pShaderProgram->use(); m_pShaderProgram->setUniformsForBuiltins(); // 绑定纹理到纹理槽0 ccGLBindTexture2D(m_pobTexture->getName()); define kQuadSize sizeof(m_sQuad.bl) long offset = (long)&m_sQuad; // vertex int diff = offsetof( ccV3F_C4B_T2F,vertices); glVertexAttribPointer(kCCVertexAttrib_Position,3,GL_FLOAT,GL_FALSE,kQuadSize,(void*) (offset + diff)); // texCoods diff = offsetof( ccV3F_C4B_T2F,texCoords); glVertexAttribPointer(kCCVertexAttrib_TexCoords,153)">2,51); font-weight:bold">void*)(offset + diff)); // color diff = offsetof( ccV3F_C4B_T2F,colors); glVertexAttribPointer(kCCVertexAttrib_Color,153)">4,GL_UNSIGNED_BYTE,GL_TRUE,51); font-weight:bold">void*)(offset + diff)); glDrawArrays(GL_TRIANGLE_STRIP,153)">0,153)">4); CHECK_GL_ERROR_DEBUG(); CC_INCREMENT_GL_DRAWS(1); CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite,68)">"CCSprite - draw"); }
片段着色器代码
tansparentshader.h
" \n\ #ifdef GL_ES \n\ precision lowp float; \n\ #endif \n\ varying vec4 v_fragmentColor; \n\ varying vec2 v_texCoord; \n\ uniform sampler2D u_texture; \n\ void main() \n\ { \n\ float ratio=0.0; \n\ vec4 texColor = texture2D(u_texture,v_texCoord); \n\ ratio = texColor[0] > texColor[1]?(texColor[0] > texColor[2] ? texColor[0] : texColor[2]) :(texColor[1] > texColor[2]? texColor[1] : texColor[2]); \n\ if (ratio != 0.0) \n\ { \n\ texColor[0] = texColor[0] / ratio; \n\ texColor[1] = texColor[1] / ratio; \n\ texColor[2] = texColor[2] / ratio; \n\ texColor[3] = ratio; \n\ } \n\ else \n\ { \n\ texColor[3] = 0.0; \n\ } \n\ gl_FragColor = v_fragmentColor*texColor; \n\ }";
注意shader编程没有隐士数据类型转换,所以都显示为float了。
然后ratio是指在rgb中找最大的,如果ratio为0直接将alpha设为0,否则alpha设为ratio,然后各rgb除以ratio,这里是为了做渐变,否则变化太生硬。
上图:
好了,上面两张图是一样的。只是屏幕背景一个是白色,一个是黑色。图片背景透明了。
原文链接:https://www.f2er.com/cocos2dx/344839.html