DisplayUtil.lua
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--region *.lua
--Date
--此文件由[BabeLua]插件自动生成
cc.exports.DisplayUtil = {}
function DisplayUtil.setSpriteGray(sp)
local vertDefaultSource = [[
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_PMatrix * a_position;
v_fragmentColor = a_color;
v_texCoord = a_texCoord;
}
]]
local pszFragSource = [[
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
void main(void)
{
vec4 c = texture2D(CC_Texture0, v_texCoord);
gl_FragColor.xyz = vec3(0.4*c.r + 0.4*c.g +0.4*c.b);
gl_FragColor.w = c.w;
}
]]
local glProgram = cc.GLProgram:createWithByteArrays(vertDefaultSource,pszFragSource);
glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION);
glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR);
glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS);
glProgram:link();
glProgram:updateUniforms();
sp:setGLProgram(glProgram);
end
function DisplayUtil.setSpriteOutline(sprite)
local vert = [[
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_PMatrix * a_position;
v_fragmentColor = a_color;
v_texCoord = a_texCoord;
}
]]
local frag = [[
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec2 my_size; // 纹理大小,纹理坐标范围为0-1
void main(void)
{
vec2 unit = 1.0 / my_size.xy; // 单位坐标
float step = 30.0; // 30度
float width = 5; // 描边宽度
float a_limit = 0.4; // 透明度限制,低于该值即视为透明
vec4 border = vec4(1.0,1.0,1.0,1.0);// 边框颜色
vec4 color1 = texture2D(CC_Texture0, v_texCoord);
gl_FragColor = color1;
if(color1.a >= a_limit)
{
return; // 非透明像素点不做处理
}
// 遍历四周所有像素点
for(float i = 0.0; i < 360.0; i += step)
{
// 当前角度的偏移坐标
vec2 offset = vec2(cos(i) * unit.x, sin(i) * unit.y) * width;
// 当前像素点偏移坐标下的像素点
vec4 color2 = texture2D(CC_Texture0, v_texCoord + offset);
if(color2.a >= a_limit)
{
gl_FragColor = border; // 不透明则将当前像素点设为边框
return;
}
}
}
]]
-- 1.创建glProgram
local glProgram = cc.GLProgram:createWithByteArrays(vert, frag)
-- 2.获取glProgramState
local glProgramState = cc.GLProgramState:getOrCreateWithGLProgram(glProgram)
-- 3.设置属性值
local size = sprite:getTexture():getContentSizeInPixels()
glProgramState:setUniformVec2("my_size", cc.p(size.width, size.height))
sprite:setGLProgram(glProgram)
sprite:setGLProgramState(glProgramState)
end
function DisplayUtil.removeSpriteShader(sp)
local vertDefaultSource = [[
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_PMatrix * a_position;
v_fragmentColor = a_color;
v_texCoord = a_texCoord;
}
]]
-- 移除置灰frag
local pszRemoveGrayShader = "#ifdef GL_ES \n" ..
"precision mediump float; \n" ..
"#endif \n" ..
"varying vec4 v_fragmentColor; \n" ..
"varying vec2 v_texCoord; \n" ..
"void main(void) \n" ..
"{ \n" ..
"gl_FragColor = texture2D(CC_Texture0, v_texCoord); \n" ..
"}"
local glProgram = cc.GLProgram:createWithByteArrays(vertDefaultSource,pszRemoveGrayShader);
glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION);
glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR);
glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS);
glProgram:link();
glProgram:updateUniforms();
sp:setGLProgram(glProgram);
end
return DisplayUtil
--endregion