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:
// ShaderBlur
class SpriteBlur : public CCSprite
{
public:
~SpriteBlur();
void setBlurSize(float f);
bool initWithTexture(CCTexture2D* texture, const CCRect& rect);
void draw();
void initProgram();
void listenBackToForeground(CCObject *obj);
static SpriteBlur* create(const char *pszFileName);
CCPoint blur_;
GLfloat sub_[4];
GLuint blurLocation;
GLuint subLocation;
};
实现:
SpriteBlur::~SpriteBlur()
{
CCNotificationCenter::sharedNotificationCenter()->removeObserver(this, EVENT_COME_TO_FOREGROUND);
}
SpriteBlur* SpriteBlur::create(const char *pszFileName)
{
SpriteBlur* pRet = new SpriteBlur();
if (pRet && pRet->initWithFile(pszFileName))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
void SpriteBlur::listenBackToForeground(CCObject *obj)
{
setShaderProgram(NULL);
initProgram();
}
bool SpriteBlur::initWithTexture(CCTexture2D* texture, const CCRect& rect)
{
if( CCSprite::initWithTexture(texture, rect) )
{
CCNotificationCenter::sharedNotificationCenter()->addObserver(this,
callfuncO_selector(SpriteBlur::listenBackToForeground),
EVENT_COME_TO_FOREGROUND,
NULL);
CCSize s = getTexture()->getContentSizeInPixels();
blur_ = ccp(1/s.width, 1/s.height);
sub_[0] = sub_[1] = sub_[2] = sub_[3] = 0;
this->initProgram();
return true;
}
return false;
}
void SpriteBlur::initProgram()
{
GLchar * fragSource = (GLchar*) CCString::createWithContentsOfFile(
CCFileUtils::sharedFileUtils()->fullPathForFilename("Shaders/example_Blur.fsh").c_str())->getCString();
CCGLProgram* pProgram = new CCGLProgram();
pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, fragSource);
setShaderProgram(pProgram);
pProgram->release();
CHECK_GL_ERROR_DEBUG();
getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
CHECK_GL_ERROR_DEBUG();
getShaderProgram()->link();
CHECK_GL_ERROR_DEBUG();
getShaderProgram()->updateUniforms();
CHECK_GL_ERROR_DEBUG();
subLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "substract");
blurLocation = glGetUniformLocation( getShaderProgram()->getProgram(), "blurSize");
CHECK_GL_ERROR_DEBUG();
}
void SpriteBlur::draw()
{
ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex );
ccBlendFunc blend = getBlendFunc();
ccGLBlendFunc(blend.src, blend.dst);
getShaderProgram()->use();
getShaderProgram()->setUniformsForBuiltins();
getShaderProgram()->setUniformLocationWith2f(blurLocation, blur_.x, blur_.y);
getShaderProgram()->setUniformLocationWith4fv(subLocation, sub_, 1);
ccGLBindTexture2D( getTexture()->getName());
//
// Attributes
//
#define kQuadSize sizeof(m_sQuad.bl)
long offset = (long)&m_sQuad;
// vertex
int diff = offsetof( ccV3F_C4B_T2F, vertices);
glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
// texCoods
diff = offsetof( ccV3F_C4B_T2F, texCoords);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
// color
diff = offsetof( ccV3F_C4B_T2F, colors);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
CC_INCREMENT_GL_DRAWS(1);
}
void SpriteBlur::setBlurSize(float f)
{
CCSize s = getTexture()->getContentSizeInPixels();
blur_ = ccp(1/s.width, 1/s.height);
blur_ = ccpMult(blur_,f);
}
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:
static SpriteBlur* createWithTexture(CCTexture2D *pTexture);
实现:
SpriteBlur* SpriteBlur::createWithTexture(CCTexture2D *pTexture)
{
CCAssert(pTexture != NULL, "Invalid texture for sprite");
CCRect rect = CCRectZero;
rect.size = pTexture->getContentSize();
SpriteBlur* pRet = new SpriteBlur();
if (pRet && pRet->initWithTexture(pTexture,rect))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
用法:
SpriteBlur *bluredSpr = SpriteBlur::createWithTexture(tex);
bluredSpr->setPosition(ccp(sz.width/2,sz.height/2));
bluredSpr->setBlurSize(0.9f); // 这里稍微设小一点
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