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  • cocos2d-js Shader系列3:多重纹理 multiple textures multiple samplers

    上一篇,我们学习了怎么便捷的控制sprite的颜色,而这个都是默认一个texture的,如果要实现类似mask的效果,或者更个性化的多纹理效果,怎么实现呢?

    这就是这一节需要介绍的内容。

    Image(42)

    例如上图的效果,下方2个球是原图,而上方的图就是由2个球通过某个公式合成的效果了。这里重点不是怎么合成,而是怎么把多个纹理推送到fragment shader中。

    相信大家都会想到,首先需要在fragment shader中添加多一个Sample2D:

    uniform sampler2D CC_Texture0
    uniform sampler2D CC_Texture1

    但是通过简单的绑定纹理,只能绑定到第一个sampler上:

    this.tex1 = cc.textureCache.addImage("res2/item_2.png");
    gl.bindTexture(gl.TEXTURE_2D, this.tex1)

    那么关键点来了,我们需要利用gl的32个texture缓存。

    this.tex1Location = gl.getUniformLocation(p, "CC_Texture0");     
    this.tex2Location = gl.getUniformLocation(p, "CC_Texture1");
    
    gl.activeTexture(gl.TEXTURE0);          //webgl中一共32个,可以看cocos2d列的常量 
    gl.bindTexture(gl.TEXTURE_2D, this.tex1.getName()); 
    gl.uniform1i(this.tex1Location, 0);     //把CC_Texture0指向gl.TEXTURE0 
    gl.activeTexture(gl.TEXTURE1); 
    gl.bindTexture(gl.TEXTURE_2D, this.tex2.getName()); 
    gl.uniform1i(this.tex1Location, 1);

    核心是先激活某个纹理缓存,然后绑定sampler2D到对应的位置。最后,我们需要记得在draw之后清空,否则会影响下一个Node的绘制。

    gl.activeTexture(gl.TEXTURE0); 
    gl.bindTexture(gl.TEXTURE_2D, null); 
    gl.activeTexture(gl.TEXTURE1); 
    gl.bindTexture(gl.TEXTURE_2D, null);         
    gl.bindBuffer(gl.ARRAY_BUFFER, null);

    全部代码:

    var MultiTexturesLayer = cc.Layer.extend({ 
        ctor:function() { 
            this._super(); 
            if( 'opengl' in cc.sys.capabilities ) { 
                var node1 = new cc.Sprite("res2/item_2.png"); 
                var node2 = new cc.Sprite("res2/item_3.png"); 
                this.addChild(node1); 
                this.addChild(node2); 
                node1.x = 500; 
                node2.x = 200; 
                node1.y = node2.y = 400; 
                var glnode = new cc.Node(); 
                this.addChild(glnode,10); 
                this.glnode = glnode; 
                var winSize = cc.director.getWinSize(); 
                glnode.x = winSize.width/2; 
                glnode.y = winSize.height/2; 
                glnode.width = 128; 
                glnode.height = 128; 
                glnode.anchorX = 0.5; 
                glnode.anchorY = 0.5; 
                var MULTI_TEXTURES_FRAGMENT_SHADER = 
                    "precision lowp float;   
    " 
                    + "varying vec2 v_texCoord;  
    " 
                    + "uniform sampler2D CC_Texture0; 
    " 
                    + "uniform sampler2D CC_Texture1; 
    " 
                    + "void main() 
    " 
                    + "{  
    " 
                        + "    vec4 color1 =  texture2D(CC_Texture0, v_texCoord);   
    " 
                        + "    vec4 color2 =  texture2D(CC_Texture1, v_texCoord);   
    " 
                        + "    gl_FragColor = vec4(color1.r*color2.r, color1.g*color2.g, color1.b*color2.b, color1.a*color2.a);   
    " 
                    + "}"; 
                var DEFAULT_VERTEX_SHADER = 
                    "attribute vec4 a_position; 
    " 
                    + "attribute vec2 a_texCoord; 
    " 
                    + "varying mediump vec2 v_texCoord; 
    " 
                    + "void main() 
    " 
                    + "{ 
    " 
                    + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  
    " 
                    + "    v_texCoord = a_texCoord;               
    " 
                    + "}"; 
                this.shader = new cc.GLProgram(); 
                this.shader.initWithVertexShaderByteArray(DEFAULT_VERTEX_SHADER, MULTI_TEXTURES_FRAGMENT_SHADER); 
                this.shader.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION); 
                this.shader.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS); 
                this.shader.link(); 
                this.shader.updateUniforms();   //绑定位置,这个是cocos封装后必须做的事。详细可以看代码 
                this.initGL(); 
                var p = this.shader.getProgram(); 
                this.tex1Location = gl.getUniformLocation(p, "CC_Texture0");    //如果frag shader最终没有用某个uniform,该uniform会被优化删掉 
                this.tex2Location = gl.getUniformLocation(p, "CC_Texture1"); 
                trace(this.tex1Location, this.tex2Location); 
                glnode.draw = function() { 
                    this.shader.use();                      //使用这个shader来绘制,封装了gl的use。跟指定glnode.shaderProgram类似 
                    this.shader.setUniformsForBuiltins();   //设置坐标系变换 
                    gl.activeTexture(gl.TEXTURE0);          //webgl中一共32个,可以看cocos2d列的常量 
                    gl.bindTexture(gl.TEXTURE_2D, this.tex1.getName()); 
                    gl.uniform1i(this.tex1Location, 0);     //把CC_Texture0指向gl.TEXTURE0 
                    gl.activeTexture(gl.TEXTURE1); 
                    gl.bindTexture(gl.TEXTURE_2D, this.tex2.getName()); 
                    gl.uniform1i(this.tex2Location, 1); 
                    cc.glEnableVertexAttribs( cc.VERTEX_ATTRIB_FLAG_TEX_COORDS | cc.VERTEX_ATTRIB_FLAG_POSITION);   //实际对gl的api做了封装,增加了这两个属性的位置映射。用于vertexAttribPointer 
                    // Draw fullscreen Square 
                    gl.bindBuffer(gl.ARRAY_BUFFER, this.squareVertexPositionBuffer); 
                    gl.vertexAttribPointer(cc.VERTEX_ATTRIB_POSITION, 2, gl.FLOAT, false, 0, 0); 
                    gl.bindBuffer(gl.ARRAY_BUFFER, this.squareVertexTextureBuffer); 
                    gl.vertexAttribPointer(cc.VERTEX_ATTRIB_TEX_COORDS, 2, gl.FLOAT, false, 0, 0); 
                    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); 
                    gl.activeTexture(gl.TEXTURE0); 
                    gl.bindTexture(gl.TEXTURE_2D, null); 
                    gl.activeTexture(gl.TEXTURE1); 
                    gl.bindTexture(gl.TEXTURE_2D, null);        //使用完必须置为空,否则影响其他node 
                    gl.bindBuffer(gl.ARRAY_BUFFER, null); 
                }.bind(this); 
            } 
        }, 
        initGL:function() { 
            var tex1 = cc.textureCache.addImage("res2/item_2.png"); 
            var tex2 = cc.textureCache.addImage("res2/item_3.png"); 
            this.tex1 = tex1; 
            this.tex2 = tex2; 
            // 
            // Square 
            // 
            var squareVertexPositionBuffer = this.squareVertexPositionBuffer = gl.createBuffer(); 
            gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer); 
            var vertices = [ 
                128,  128, 
                0,    128, 
                128,  0, 
                0,    0 
            ]; 
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); 
            var squareVertexTextureBuffer = this.squareVertexTextureBuffer = gl.createBuffer(); 
            gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexTextureBuffer); 
            var texcoords = [ 
                0, 0, 
                1, 0, 
                0, 1, 
                1, 1 
            ]; 
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texcoords), gl.STATIC_DRAW); 
            gl.bindBuffer(gl.ARRAY_BUFFER, null); 
        } 
    });
    2014.11.07 补充:
    由于3.1版本关于坐标系的计算发生了改变,上述例子不会正常显示。
     
    需要扩展cc.Node为cc.GLNode。
     
    cc.GLNode = cc.GLNode || cc.Node.extend({
        ctor:function(){
            this._super();
            this.init();
        },
        _initRendererCmd:function(){
            this._rendererCmd = new cc.CustomRenderCmdWebGL(this, function(){
                cc.kmGLMatrixMode(cc.KM_GL_MODELVIEW);
                cc.kmGLPushMatrix();
                cc.kmGLLoadMatrix(this._stackMatrix);
    
                this.draw();
    
                cc.kmGLPopMatrix();
            });
        }
    });

    另外,在new cc.GLProgram后retain一下就可以兼容jsb了(cocos2d-js 3.1后)


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  • 原文地址:https://www.cnblogs.com/kenkofox/p/4077142.html
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