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1112 - cocos2d-lua shader 3D 翻拍,

1112 - cocos2d-lua shader 3D 翻拍,

作者: 自由快挂 | 来源:发表于2017-11-12 10:27 被阅读390次

    因为是 shader 编写的,所以可以作用在任何一个精灵上:

    竖版:


    poke.gif

    横版(实际就是选择精灵):


    poke1.gif
    local vertex = [[
        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;
        }
    ]]
    function shaders.pageCurl(sprite)
      local fragment =
    [[
    varying vec2 v_texCoord;
    uniform sampler2D sourceTex;
    uniform sampler2D targetTex;
    uniform float time; // Ranges from 0.0 to 1.0
    
    const float MIN_AMOUNT = -0.16;
    const float MAX_AMOUNT = 1.3;
    float amount = time * (MAX_AMOUNT - MIN_AMOUNT) + MIN_AMOUNT;
    
    const float PI = 3.141592653589793;
    
    const float scale = 512.0;
    const float sharpness = 3.0;
    
    float cylinderCenter = amount;
    // 360 degrees * amount
    float cylinderAngle = 2.0 * PI * amount;
    
    const float cylinderRadius = 1.0 / PI / 2.0;
    
    vec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation) {
        float hitPoint = hitAngle / (2.0 * PI);
        point.y = hitPoint;
        return rrotation * point;
    }
    
    
    vec4 antiAlias(vec4 color1, vec4 color2, float distance) {
        distance *= scale;
        if (distance < 0.0) return color2;
        if (distance > 2.0) return color1;
        float dd = pow(1.0 - distance / 2.0, sharpness);
        return ((color2 - color1) * dd) + color1;
    }
    
    float distanceToEdge(vec3 point) {
        float dx = abs(point.x > 0.5 ? 1.0 - point.x : point.x);
        float dy = abs(point.y > 0.5 ? 1.0 - point.y : point.y);
        if (point.x < 0.0) dx = -point.x;
        if (point.x > 1.0) dx = point.x - 1.0;
        if (point.y < 0.0) dy = -point.y;
        if (point.y > 1.0) dy = point.y - 1.0;
        if ((point.x < 0.0 || point.x > 1.0) && (point.y < 0.0 || point.y > 1.0)) return sqrt(dx * dx + dy * dy);
        return min(dx, dy);
    }
    
    vec4 seeThrough(float yc, vec2 p, mat3 rotation, mat3 rrotation) {
        float hitAngle = PI - (acos(yc / cylinderRadius) - cylinderAngle);
        vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation);
    
        if (yc <= 0.0 && (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0)) {
            return texture2D(targetTex, v_texCoord);
        }
    
        if (yc > 0.0) return texture2D(sourceTex, p);
    
        vec4 color = texture2D(sourceTex, point.xy);
        vec4 tcolor = vec4(0.0);
    
        return antiAlias(color, tcolor, distanceToEdge(point));
    }
    
    vec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation) {
        float shadow = distanceToEdge(point) * 30.0;
        shadow = (1.0 - shadow) / 3.0;
        if (shadow < 0.0) shadow = 0.0;
        else shadow *= amount;
    
        vec4 shadowColor = seeThrough(yc, p, rotation, rrotation);
        shadowColor.r -= shadow;
        shadowColor.g -= shadow;
        shadowColor.b -= shadow;
        return shadowColor;
    }
    
    vec4 backside(float yc, vec3 point) {
        vec4 color = texture2D(targetTex, point.xy);
        float gray = (color.r + color.b + color.g) / 15.0;
        gray += (8.0 / 10.0) * (pow(1.0 - abs(yc / cylinderRadius), 2.0 / 10.0) / 2.0 + (5.0 / 10.0));
        //color.rgb = vec3(gray);
        return color;
    }
    
    vec4 behindSurface(float yc, vec3 point, mat3 rrotation) {
        float shado = (1.0 - ((-cylinderRadius - yc) / amount * 7.0)) / 6.0;
        shado *= 1.0 - abs(point.x - 0.5);
    
        yc = (-cylinderRadius - cylinderRadius - yc);
    
        float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;
        point = hitPoint(hitAngle, yc, point, rrotation);
    
        if (yc < 0.0 && point.x >= 0.0 && point.y >= 0.0 && point.x <= 1.0 && point.y <= 1.0 && (hitAngle < PI || amount > 0.5)){
            shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / (71.0 / 100.0));
            shado *= pow(-yc / cylinderRadius, 3.0);
            shado *= 0.5;
        } else
            shado = 0.0;
    
        return vec4(texture2D(targetTex, v_texCoord).rgb - shado, 1.0);
    }
    
    void main(void) {
        const float angle = 30.0 * PI / 180.0;
        float c = cos(-angle);
        float s = sin(-angle);
    
        mat3 rotation = mat3(
            c, s, 0,
            -s, c, 0,
            0.12, 0.258, 1
        );
    
        c = cos(angle);
        s = sin(angle);
    
        mat3 rrotation = mat3(
            c, s, 0,
            -s, c, 0,
            0.15, -0.5, 1
        );
    
        vec3 point = rotation * vec3(v_texCoord, 1.0);
    
        float yc = point.y - cylinderCenter;
    
        if (yc < - cylinderRadius) {
            // Behind surface
            gl_FragColor = behindSurface(yc, point, rrotation);
            return;
        }
    
        if (yc > cylinderRadius) {
            // Flat surface
            gl_FragColor = texture2D(sourceTex, v_texCoord);
            return;
        }
    
        float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;
    
        float hitAngleMod = mod(hitAngle, 2.0 * PI);
        if ((hitAngleMod > PI && amount < 0.5) || (hitAngleMod > PI/2.0 && amount < 0.0)) {
            gl_FragColor = seeThrough(yc, v_texCoord, rotation, rrotation);
            return;
        }
    
        point = hitPoint(hitAngle, yc, point, rrotation);
    
        if (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0) {
            gl_FragColor = seeThroughWithShadow(yc, v_texCoord, point, rotation, rrotation);
            //gl_FragColor = vec4(1.0, 0.0, 0.0, 0.1);
            return;
        }
    
        vec4 color = backside(yc, point);
    
        vec4 otherColor;
        if (yc < 0.0) {
            float shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / 0.71);
            shado *= pow(-yc / cylinderRadius, 3.0);
            shado *= 0.5;
            otherColor = vec4(0.0, 0.0, 0.0, shado);
        } else {
            otherColor = texture2D(sourceTex, v_texCoord);
        }
    
        color = antiAlias(color, otherColor, cylinderRadius - abs(yc));
    
        vec4 cl = seeThroughWithShadow(yc, v_texCoord, point, rotation, rrotation);
        float dist = distanceToEdge(point);
    
        gl_FragColor = antiAlias(color, cl, dist);
    }
    ]]
    
      local shaderKey = 'pageCurl'
      local glCache = cc.GLProgramCache:getInstance()
      local glProgram = glCache:getGLProgram(shaderKey)
      if not glProgram then
        glProgram = cc.GLProgram:createWithByteArrays(vertex, fragment)
        glProgram:link()
        glProgram:updateUniforms()
        glCache:addGLProgram(glProgram, shaderKey)
      end
      if not glProgram then print('glProgram is nil') return end
    
      local glProgramState = cc.GLProgramState:getOrCreateWithGLProgram(glProgram)
      if not glProgramState then print('glProgramState is nil') return end
    
      local time = 0
      glProgramState:setUniformFloat('time', time)
    
      local cache = cc.Director:getInstance():getTextureCache()
      glProgramState:setUniformTexture('sourceTex', cache:addImage('/Users/admin/card_back.png'))
      glProgramState:setUniformTexture('targetTex', cache:addImage('/Users/admin/card_fort.png'))
      sprite:setGLProgramState(glProgramState)
    
      -- 测试
      local x = 0.01
      sprite:rotation(90)
      sprite:schedule(function (  )
        if time >= 1.0 then x = -x end
        if time < 0 then x = -x end
        time = time + x
        glProgramState:setUniformFloat('time', time)
      end,1.0/60.0)
    end
    

    优化:

    1. 翻牌区域
    2. 隐藏底牌

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