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[cocos2d-x]对CCSprite进行高斯模糊

2014-01-12 22:47 597 查看
摘要 cocos2d-x 2.2.1 中没有直接用于模糊精灵的类,但是在TestCpp里面的ShaderTest实现了高斯模糊。于是直接搬过来用就行了。 cocos2d-x 高斯模糊 精灵 blur
你可以从下面的目录找到示例的源代码: cocos2d-x-2.2.1\samples\Cpp\TestCpp\Classes\ShaderTest SpriteBlur类用于实现高斯模糊,但并没有定义在ShaderTest.h中,打开ShaderTest.cpp,大概在488行有这个类的定义和实现:
01
// ShaderBlur
02
03
class
SpriteBlur :
public
CCSprite
04
{
05
public
:
06
~SpriteBlur();
07
void
setBlurSize(
float
f);
08
bool
initWithTexture(CCTexture2D* texture,
const
CCRect&  rect);
09
void
draw();
10
void
initProgram();
11
void
listenBackToForeground(CCObject *obj);
12
13
static
SpriteBlur* create(
const
char
*pszFileName);
14
15
CCPoint blur_;
16
GLfloatsub_[4];
17
18
GLuintblurLocation;
19
GLuintsubLocation;
20
};
实现:
001
SpriteBlur::~SpriteBlur()
002
{
003
CCNotificationCenter::sharedNotificationCenter()->removeObserver(
this
, EVENT_COME_TO_FOREGROUND);
004
}
005
006
SpriteBlur* SpriteBlur::create(
const
char
*pszFileName)
007
{
008
SpriteBlur* pRet =
new
SpriteBlur();
009
if
(pRet && pRet->initWithFile(pszFileName))
010
{
011
pRet->autorelease();
012
}
013
else
014
{
015
CC_SAFE_DELETE(pRet);
016
}
017
 
018
return
pRet;
019
}
020
021
void
SpriteBlur::listenBackToForeground(CCObject *obj)
022
{
023
setShaderProgram(NULL);
024
initProgram();
025
}
026
027
bool
SpriteBlur::initWithTexture(CCTexture2D* texture,
const
CCRect& rect)
028
{
029
if
( CCSprite::initWithTexture(texture, rect) )
030
{
031
CCNotificationCenter::sharedNotificationCenter()->addObserver(
this
,
032
  
callfuncO_selector(SpriteBlur::listenBackToForeground),
033
  
EVENT_COME_TO_FOREGROUND,
034
  
NULL);
035
 
036
CCSize s = getTexture()->getContentSizeInPixels();
037
038
blur_ = ccp(1/s.width, 1/s.height);
039
sub_[0] = sub_[1] = sub_[2] = sub_[3] = 0;
040
041
this
->initProgram();
042
 
043
return
true
;
044
}
045
046
return
false
;
047
}
048
049
void
SpriteBlur::initProgram()
050
{
051
GLchar * fragSource = (GLchar*) CCString::createWithContentsOfFile(
052
CCFileUtils::sharedFileUtils()->fullPathForFilename(
"Shaders/example_Blur.fsh"
).c_str())->getCString();
053
CCGLProgram* pProgram =
new
CCGLProgram();
054
pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, fragSource);
055
setShaderProgram(pProgram);
056
pProgram->release();
057
 
058
CHECK_GL_ERROR_DEBUG();
059
 
060
getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
061
getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
062
getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
063
 
064
CHECK_GL_ERROR_DEBUG();
065
 
066
getShaderProgram()->link();
067
 
068
CHECK_GL_ERROR_DEBUG();
069
 
070
getShaderProgram()->updateUniforms();
071
 
072
CHECK_GL_ERROR_DEBUG();
073
 
074
subLocation = glGetUniformLocation( getShaderProgram()->getProgram(),
"substract"
);
075
blurLocation = glGetUniformLocation( getShaderProgram()->getProgram(),
"blurSize"
);
076
 
077
CHECK_GL_ERROR_DEBUG();
078
}
079
080
void
SpriteBlur::draw()
081
{
082
ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex );
083
ccBlendFunc blend = getBlendFunc();
084
ccGLBlendFunc(blend.src, blend.dst);
085
086
getShaderProgram()->use();
087
getShaderProgram()->setUniformsForBuiltins();
088
getShaderProgram()->setUniformLocationWith2f(blurLocation, blur_.x, blur_.y);
089
getShaderProgram()->setUniformLocationWith4fv(subLocation, sub_, 1);
090
091
ccGLBindTexture2D( getTexture()->getName());
092
093
//
094
// Attributes
095
//
096
#define kQuadSize sizeof(m_sQuad.bl)
097
long
offset = (
long
)&m_sQuad;
098
099
// vertex
100
int
diff = offsetof( ccV3F_C4B_T2F, vertices);
101
glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (
void
*) (offset + diff));
102
103
// texCoods
104
diff = offsetof( ccV3F_C4B_T2F, texCoords);
105
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (
void
*)(offset + diff));
106
107
// color
108
diff = offsetof( ccV3F_C4B_T2F, colors);
109
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (
void
*)(offset + diff));
110
111
112
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
113
114
CC_INCREMENT_GL_DRAWS(1);
115
}
116
117
void
SpriteBlur::setBlurSize(
float
f)
118
{
119
CCSize s = getTexture()->getContentSizeInPixels();
120
121
blur_ = ccp(1/s.width, 1/s.height);
122
blur_ = ccpMult(blur_,f);
123
}
好了,直接copy到你的program里面,不过有一点需要注意,就是他这个只能用一个文件(图片)create,如果需要用一个Texture初始化(因为有时候需要模糊即时的sprite),可以稍微改装一下,加一个函数:
1
static
SpriteBlur* createWithTexture(CCTexture2D *pTexture);
实现:
01
SpriteBlur* SpriteBlur::createWithTexture(CCTexture2D *pTexture)
02
{
03
CCAssert(pTexture != NULL,
"Invalid texture for sprite"
);
04
05
CCRect rect = CCRectZero;
06
rect.size = pTexture->getContentSize();
07
08
SpriteBlur* pRet =
new
SpriteBlur();
09
if
(pRet && pRet->initWithTexture(pTexture,rect))
10
{
11
pRet->autorelease();
12
}
13
else
14
{
15
CC_SAFE_DELETE(pRet);
16
}
17
 
18
return
pRet;
19
}
用法:
1
SpriteBlur *bluredSpr = SpriteBlur::createWithTexture(tex);
2
bluredSpr->setPosition(ccp(sz.width/2,sz.height/2));
3
bluredSpr->setBlurSize(0.9f);
// 这里稍微设小一点
4
addChild(bluredSpr);
效果:

注意:他需要一个fsh文件(具体看它的实现),似乎是叠texture用的,找到example_Blur.fsh放到你的Resources\Shaders目录下
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标签:  高斯模糊