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在cocos2dx 中添加自定义 shaders --- 改变 HSL 色调,饱和度, 亮度


http://blog.csdn.net/hsluzilong/article/details/17447453
步骤1.

准备shaders文件-ccShad_Hsl.h



" \n\
#ifdef GL_ES \n\
precision mediump float; \n\
#endif \n\
\n\
varying vec2 v_texCoord; \n\
uniform sampler2D CC_Texture0; \n\
\n\
uniform float AddHue; \n\
uniform float AddSat; \n\
uniform float AddLig; \n\
uniform float AddRed; \n\
uniform float AddGreen; \n\
uniform float AddBlue; \n\
uniform float AddAlpha; \n\
\n\
float Hue_2_RGB(float v1,float v2,float vH ) \n\
{ \n\
float ret;\n\
if ( vH < 0.0 )\n\
vH += 1.0;\n\
if ( vH > 1.0 )\n\
vH -= 1.0;\n\
if ( ( 6.0 * vH ) < 1.0 )\n\
ret = ( v1 + ( v2 - v1 ) * 6.0 * vH );\n\
else if ( ( 2.0 * vH ) < 1.0 )\n\
ret = ( v2 );\n\
else if ( ( 3.0 * vH ) < 2.0 )\n\
ret = ( v1 + ( v2 - v1 ) * ( ( 2.0 / 3.0 ) - vH ) * 6.0 );\n\
else\n\
ret = v1;\n\
return ret;\n\
}\n\
\n\
void main(void)\n\
{\n\
float Cmax,Cmin;\n\
\n\
float D;\n\
\n\
float H,S,L;\n\
float R,G,B;\n\
\n\
vec4 color = texture2D(CC_Texture0,v_texCoord);\n\
\n\
R = color.r;\n\
G = color.g;\n\
B = color.b;\n\
Cmax = max (R,max (G,B));\n\
Cmin = min (R,min (G,B));\n\
L = (Cmax + Cmin) / 2.0;\n\
\n\
if (Cmax == Cmin)\n\
{\n\
H = 0.0;\n\
S = 0.0;\n\
}\n\
else\n\
{\n\
D = Cmax - Cmin;\n\
if (L < 0.5)\n\
{\n\
S = D / (Cmax + Cmin);\n\
}\n\
else\n\
{\n\
S = D / (2.0 - (Cmax + Cmin));\n\
}\n\
\n\
if (R == Cmax)\n\
{\n\
H = (G - B) / D;\n\
} else {\n\
if (G == Cmax)\n\
{\n\
H = 2.0 + (B - R) /D;\n\
}\n\
else\n\
{\n\
H = 4.0 + (R - G) / D;\n\
}\n\
}\n\
H = H / 6.0;\n\
}\n\
\n\
// modify H/S/L values\n\
H += AddHue;\n\
S += AddSat;\n\
L += AddLig;\n\
\n\
if (H < 0.0)\n\
{\n\
H = H + 1.0;\n\
}\n\
\n\
H = clamp(H,0.0,1.0);\n\
S = clamp(S,1.0);\n\
L = clamp(L,1.0);\n\
\n\
// convert back to RGB\n\
float var_2,var_1;\n\
\n\
if (S == 0.0)\n\
{\n\
R = L;\n\
G = L;\n\
B = L;\n\
}\n\
else\n\
{\n\
if ( L < 0.5 )\n\
{\n\
var_2 = L * ( 1.0 + S );\n\
}\n\
else\n\
{\n\
var_2 = ( L + S ) - ( S * L );\n\
}\n\
\n\
var_1 = 2.0 * L - var_2;\n\
\n\
R = Hue_2_RGB( var_1,var_2,H + ( 1.0 / 3.0 ) );\n\
G = Hue_2_RGB( var_1,H );\n\
B = Hue_2_RGB( var_1,H - ( 1.0 / 3.0 ) );\n\
}\n\
\n\
R = R * AddRed;\n\
G = G * AddGreen;\n\
B = B * AddBlue;\n\
\n\
gl_FragColor = vec4(R,B,color.a * AddAlpha);\n\
\n\
}\n\
";


将它放入E:\HSluZiLong\cocos2d-x-2.2.1\cocos2d-x-2.2.1\cocos2dx\shaders 目录下

步骤2.

在ccShaders.h 中加入代码

extern CC_DLL const GLchar * ccPositionColorHSL_frag;
extern CC_DLL const GLchar * ccPositionColorHSL_vert;

在ccShaders.cpp 中加入代码

const GLchar * ccPositionColorHSL_frag =
#include "ccShad_Hsl.h"


在CCGLProgram.h 中定义

#define KCCShader_Position_hsl "KCCShader_Position_hsl"

在CCshadercache.cpp 中 追加枚举kCCShaderType_Position_hsl,

在CCshadercache.cpp 的reloadDefaultShaders中加入代码

p = programForKey(KCCShader_Position_hsl);
p->reset();
loadDefaultShader(p,kCCShaderType_Position_hsl);

在CCshadercache.cpp 的loadDefaultShader中加入代码

case kCCShaderType_Position_hsl:
p->initWithVertexShaderByteArray(ccPositionTextureColor_vert,ccPositionColorHSL_frag);
p->addAttribute(kCCAttributeNamePosition,kCCVertexAttrib_Position);
p->addAttribute(kCCAttributeNameColor,kCCVertexAttrib_Color);
p->addAttribute(kCCAttributeNameTexCoord,kCCVertexAttrib_TexCoords);
break;

在CCshadercache.cpp 的loadDefaultShaders中加入代码

p = new CCGLProgram();
loadDefaultShader(p,kCCShaderType_Position_hsl);

m_pPrograms->setobject(p,KCCShader_Position_hsl);
p->release();


if(this->m_use_hsl)
{
m_use_hsl = false;
initHSL();
}

步骤3.

在CCSprite 类中 追加 HSL 接口

  1. boolm_use_hsl;
  2. GLfloatm_color_h;
  3. GLfloatm_color_s;
  4. GLfloatm_color_l;

GLfloat m_color_a;

gluint hLocation;
gluint sLocation;
gluint lLocation;
gluint rLocation;
gluint gLocation;
gluint bLocation;
gluint aLocation;


copy
    voidinitHSL();
  1. voiddrawHSL();
  2. voidsetHSL(floath,floats,87); font-weight:bold; background-color:inherit">floatl);
  3. voidsetH(floath);
  4. voidsetS(floats);
  5. voidsetL(floatl);
  6. floatgetH(void){returnm_color_h;}
  7. floatgetS(returnm_color_s;}
  8. floatgetL(returnm_color_l;}

copy
    voidCCSprite::initHSL()
  1. {
  2. if(m_use_hsl==false)
  3. m_use_hsl=true;
  4. setShaderProgram(CCshadercache::sharedshadercache()->programForKey(KCCShader_Position_hsl));
  5. hLocation=glGetUniformlocation(getShaderProgram()->getProgram(),"AddHue");
  6. sLocation=glGetUniformlocation(getShaderProgram()->getProgram(),"AddSat");
  7. lLocation=glGetUniformlocation(getShaderProgram()->getProgram(),"AddLig");
  8. rLocation=glGetUniformlocation(getShaderProgram()->getProgram(),"AddRed");
  9. gLocation=glGetUniformlocation(getShaderProgram()->getProgram(),"AddGreen");
  10. bLocation=glGetUniformlocation(getShaderProgram()->getProgram(),"AddBlue");
  11. aLocation=glGetUniformlocation(getShaderProgram()->getProgram(),"AddAlpha");
  12. }
  13. }
copy
    voidCCSprite::drawHSL()
  1. ccBlendFuncblend=getBlendFunc();
  2. ccGLBlendFunc(blend.src,blend.dst);
  3. getShaderProgram()->use();
  4. getShaderProgram()->setUniformsForBuiltins();
  5. getShaderProgram()->setUniformlocationWith1f(hLocation,m_color_h);
  6. getShaderProgram()->setUniformlocationWith1f(sLocation,m_color_s);
  7. getShaderProgram()->setUniformlocationWith1f(lLocation,m_color_l);
  8. getShaderProgram()->setUniformlocationWith1f(rLocation,_displayedColor.r/255.f);
  9. getShaderProgram()->setUniformlocationWith1f(gLocation,_displayedColor.g/255.f);
  10. getShaderProgram()->setUniformlocationWith1f(bLocation,_displayedColor.b/255.f);
  11. m_color_a=this->getopacity()/255.f;
  12. getShaderProgram()->setUniformlocationWith1f(aLocation,m_color_a);
  13. ccGLBindTexture2D(getTexture()->getName());
  14. ccGLEnabLevertexAttribs(kCCVertexAttribFlag_PosColorTex);
  15. #definekQuadSizesizeof(m_squad.bl)
  16. longoffset=(long)&m_squad;
  17. //vertex
  18. intdiff=offsetof(ccV3F_C4B_T2F,vertices);
  19. glVertexAttribPointer(kCCVertexAttrib_Position,3,GL_FLOAT,GL_FALSE,kQuadSize,(void*)(offset+diff));
  20. //texCoods
  21. diff=offsetof(ccV3F_C4B_T2F,texCoords);
  22. glVertexAttribPointer(kCCVertexAttrib_TexCoords,2,0); background-color:inherit">//color
  23. glVertexAttribPointer(kCCVertexAttrib_Color,4,GL_UNSIGNED_BYTE,GL_TRUE,108); list-style:decimal-leading-zero outside; color:inherit; line-height:18px; margin:0px!important; padding:0px 3px 0px 10px!important"> glDrawArrays(GL_TRIANGLE_STRIP,4);
  24. CC_INCREMENT_GL_DRAWS(1);
  25. }
  26. voidCCSprite::setHSL(floatl)
  27. initHSL();
  28. setH(h);
  29. setS(s);
  30. setL(l);
  31. voidCCSprite::setH(floath)
  32. {
  33. initHSL();
  34. m_color_h=h;
  35. voidCCSprite::setS(floats)
  36. m_color_s=s;
  37. voidCCSprite::setL(floatl)
  38. m_color_l=l;
  39. if(m_color_l>0)
  40. blend.src=GL_SRC_ALPHA;
  41. else
  42. blend.src=GL_ONE;
  43. blend.dst=GL_ONE_MINUS_SRC_ALPHA;
  44. setBlendFunc(blend);
  45. }


在CCSprite.cpp 的updateBlendFunc中追加代码

if(m_use_hsl)
{
ccBlendFunc blend = getBlendFunc();
if(m_color_l > 0)
blend.src = GL_SRC_ALPHA;
else
blend.src = GL_ONE;
blend.dst = GL_ONE_MINUS_SRC_ALPHA;
setBlendFunc(blend);
}

在CCSprite.cpp 的setTexture中追加代码

if(this->m_use_hsl)
{
m_use_hsl = false;
initHSL();
}


在CCSprite.cpp 的draw 开头插入代码

if(m_use_hsl)
{
drawHSL();
return;
}


步骤5.

调用接口

copy
    {
  1. CCSprite*pSprite=CCSprite::create("Icon.png");
  2. //-1~10无变化
  3. pSprite->setS(-1);
  4. //positionthespriteonthecenterofthescreen
  5. pSprite->setPosition(ccp(visibleSize.width/2+origin.x,visibleSize.height/2+origin.y));
  6. //addthespriteasachildtothislayer
  7. this->addChild(pSprite,0);
  8. }






















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