用cocos2d-x 实现UV动画--实现篇
UVSprite
uv动画是指通过在程序运行时动态改变纹理坐标,实现动态效果的纹理动画,使用uv动画可以实现水流动,火焰燃烧等效果。
下图是UVSprite实现的一个动画效果
本文由liangneo原创,转载请保留原文地址 :http://blog.csdn.net/liangneo/article/details/42583533
1.分析
我们需要的是一个具uv动画的sprite,最简单合理的方式是让你UVSprite直接继承于CCSprite,另外我们还需要两个变量来控制U或V方面是否需要动画,另外两个变量来控制U和V方向的动画速度,因此UVSprite类的声明如下:
class UVSprite : public cocos2d::CCSprite { //U方向是否需要动画 bool _AutoScrollU = true; //U方面动画速度(0~~1) float _AutoScrollSpeedU =0; //V方向是否需要动画 bool _AutoScrollV = false; //V方向的动画速度(0~~1) float _AutoScrollSpeedV=0; //保存当前已经移动的uv值 float _AutoScrollCountU=0; float _AutoScrollCountV=0; };另外我们还需要两个接口来创建UVSprite和CCSprite保持一致:
//从plist中的frame创建 static UVSprite* createWithSpriteFrameName(const char *pszSpriteFrameName); //从贴图文件直接创建 static UVSprite* create(const char *pszFileName);
另外我们还需要一个update来更新uv的偏移值:
void UVSprite::update(float dt) { CCSprite::update(dt); //更新u if(_AutoScrollU) { _AutoScrollCountU += dt * _AutoScrollSpeedU; } //更新v if (_AutoScrollV) { _AutoScrollCountV += dt * _AutoScrollSpeedV; } //如果超出范围从0开始 if (_AutoScrollCountU > 1 || _AutoScrollCountU < -1) { _AutoScrollCountU = 0; } if (_AutoScrollCountV > 1 || _AutoScrollCountV < -1) { _AutoScrollCountV = 0; } }
上一篇文章中我们提到,uv的值在(0~~1)范围内,因此在更新时确保偏移在(-1,1)范围内
2.shader
a.有了更新uv的更新我们来写shader,顶点shader我们使用cocos2d提供的 ccPositionTextureColor_vert,代码如下
attribute vec4 a_position; attribute vec2 a_texCoord; attribute vec4 a_color; #ifdef GL_ES varying lowp vec4 v_fragmentColor; varying mediump vec2 v_texCoord; #else varying vec4 v_fragmentColor; varying vec2 v_texCoord; #endif void main() { gl_Position = CC_MVPMatrix * a_position; v_fragmentColor = a_color; v_texCoord = a_texCoord; }
b.片元shader,在片元shader中我们需要更新uv坐标,设置一个变量texOffset来表示uv的偏移,代码如下:
#ifdef GL_ES precision lowp float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform vec2 texOffset; uniform sampler2D CC_Texture0; void main() { vec2 texcoord = mod(texOffset+v_texCoord,1.0); gl_FragColor = v_fragmentColor * texture2D(CC_Texture0,texcoord); }
在片元Shader中,我们将默认的v_texCoord加上传进来的texOffset,并对结果与1求模,确保纹理坐标出界后回到合理的位置
3.shader加载,为UVSprite添加一个成员函数,和一个shader中texOffset的uniform引用,代码如下:
void UVSprite::loadShaderVertex(const char *vert,const char *frag) { CCGLProgram *shader = new CCGLProgram(); shader->initWithVertexShaderByteArray(vert,frag); shader->addAttribute(kCCAttributeNamePosition,kCCVertexAttrib_Position); shader->addAttribute(kCCAttributeNameColor,kCCVertexAttrib_Color); shader->addAttribute(kCCAttributeNameTexCoord,kCCVertexAttrib_TexCoords); shader->link(); shader->updateUniforms(); _uniformOffset = glGetUniformLocation(shader->getProgram(),"texOffset"); this->setShaderProgram(shader); shader->release(); }在该函数中,首先加载sahder,添加cocos2dx提供三个默认属性,分别是点坐标,点颜色,点的uv坐标,然后获取texOffset在shahder中的uniform引用
4.渲染,重写CCSprite的draw函数,除了实现CCSprite的draw的渲染功能,还额外的绑定texOffset,代码如下:
void UVSprite::draw() { CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite,"CCSprite - draw"); CCAssert(!m_pobBatchNode,"If CCSprite is being rendered by CCSpriteBatchNode,CCSprite#draw SHOULD NOT be called"); getShaderProgram()->use(); getShaderProgram()->setUniformsForBuiltins(); ccGLBlendFunc( m_sBlendFunc.src,m_sBlendFunc.dst ); //绑定texOffset getShaderProgram()->setUniformLocationWith2f(_uniformOffset,_AutoScrollCountU,_AutoScrollCountV); //绑定纹理贴图 ccGLBindTexture2D( m_pobTexture->getName() ); ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex ); #define kQuadSize sizeof(m_sQuad.bl) #ifdef EMSCRIPTEN long offset = 0; setGLBufferData(&m_sQuad,4 * kQuadSize,0); #else long offset = (long)&m_sQuad; #endif // EMSCRIPTEN // 设置渲染坐标(x,y) int diff = offsetof( ccV3F_C4B_T2F,vertices); glVertexAttribPointer(kCCVertexAttrib_Position,3,GL_FLOAT,GL_FALSE,kQuadSize,(void*) (offset + diff)); // 设置纹理坐标(u,v) diff = offsetof( ccV3F_C4B_T2F,texCoords); glVertexAttribPointer(kCCVertexAttrib_TexCoords,2,(void*)(offset + diff)); // 设置顶点颜色 diff = offsetof( ccV3F_C4B_T2F,colors); glVertexAttribPointer(kCCVertexAttrib_Color,4,GL_UNSIGNED_BYTE,GL_TRUE,(void*)(offset + diff)); //渲染矩形 glDrawArrays(GL_TRIANGLE_STRIP,4); CHECK_GL_ERROR_DEBUG(); #if CC_SPRITE_DEBUG_DRAW == 1 // draw bounding Box CCPoint vertices[4]={ ccp(m_sQuad.tl.vertices.x,m_sQuad.tl.vertices.y),ccp(m_sQuad.bl.vertices.x,m_sQuad.bl.vertices.y),ccp(m_sQuad.br.vertices.x,m_sQuad.br.vertices.y),ccp(m_sQuad.tr.vertices.x,m_sQuad.tr.vertices.y),}; ccDrawPoly(vertices,true); #elif CC_SPRITE_DEBUG_DRAW == 2 // draw texture Box CCSize s = this->getTextureRect().size; CCPoint offsetPix = this->getOffsetPosition(); CCPoint vertices[4] = { ccp(offsetPix.x,offsetPix.y),ccp(offsetPix.x+s.width,offsetPix.y+s.height),ccp(offsetPix.x,offsetPix.y+s.height) }; ccDrawPoly(vertices,true); #endif // CC_SPRITE_DEBUG_DRAW CC_INCREMENT_GL_DRAWS(1); CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite,"CCSprite - draw"); }
代码的功能和CCSprite的draw基本一致,唯一的差别如下:
//绑定texOffset getShaderProgram()->setUniformLocationWith2f(_uniformOffset,_AutoScrollCountV);
该行代码将shader中的texOffset与update中的实时更新的uv关联起来。
本文源代码下载地址:http://download.csdn.net/detail/liangneo/8348147
使用说明:放到cocos2d-x的samples/Cpp/目录下替换原来的文件即可
bugFix,由于cocos2d-x的spriteFrame可能只使用贴图中的一部分,因此使用UVSprite::createWithSpriteFrameName创建出来的对象的uv只是0 --- 1范围中的一部分,使用上述shader可以会出错。作以下更正:
1.frag Shader
#ifdef GL_ES precision lowp float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform vec2 texOffset; uniform sampler2D CC_Texture0; uniform vec2 uRange; uniform vec2 vRange; void main() { vec2 texcoord = texOffset+v_texCoord; texcoord.x = mod(texcoord.x - uRange.x,uRange.y-uRange.x) + uRange.x; texcoord.y = mod(texcoord.y - vRange.x,vRange.y-vRange.x) + vRange.x; gl_FragColor = v_fragmentColor * texture2D(CC_Texture0,texcoord); }
增加了两个变量,uRange和vRange分别用来记录,uv的范围,确保精灵在的贴图在这个范围内
2.shader Load
void UVSprite::loadShaderVertex(const char *vert,"texOffset"); _uniformURange = glGetUniformLocation(shader->getProgram(),"uRange"); _uniformVRange = glGetUniformLocation(shader->getProgram(),"vRange"); this->setShaderProgram(shader); shader->release(); }
在load时,绑定shader中的uRange和vRange
3.渲染
void UVSprite::draw() { CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite,m_sBlendFunc.dst ); //bug fix with sprite frame getShaderProgram()->setUniformLocationWith2f(_uniformURange,m_sQuad.bl.texCoords.u,m_sQuad.br.texCoords.u); getShaderProgram()->setUniformLocationWith2f(_uniformVRange,m_sQuad.bl.texCoords.v,m_sQuad.tl.texCoords.v); float offsetU = (m_sQuad.br.texCoords.u - m_sQuad.bl.texCoords.u) * _AutoScrollCountU; float offsetV = (m_sQuad.tl.texCoords.v - m_sQuad.bl.texCoords.v) * _AutoScrollCountV; getShaderProgram()->setUniformLocationWith2f(_uniformOffset,offsetU,offsetV); //绑定纹理贴图 ccGLBindTexture2D( m_pobTexture->getName() ); ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex ); #define kQuadSize sizeof(m_sQuad.bl) #ifdef EMSCRIPTEN long offset = 0; setGLBufferData(&m_sQuad,"CCSprite - draw"); }