DisplayUtil.lua 6.23 KB
--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