1. render texture 相关lua代码:
function TestButtonMediator:getBlurRenderTexture() -- body logTimeBegin("getBlurRenderTexture") local size = cc.Director:getInstance():getWinSize() local rendTexture = cc.RenderTexture:create(size.width,size.height,3,35056) -- #define GL_DEPTH24_STENCIL8 0x88F0 (35056) rendTexture:setAnchorPoint(cc.p(0,0)) rendTexture:setPosition(size.width/2,size.height/2) rendTexture:begin() CCDirector:sharedDirector():getRunningScene():visit(); rendTexture:endToLua(false) local spr =BlurShader:create(rendTexture:getSprite()) spr:setBlurRadius(3) spr:setSampleNum(3) spr:getTexture():setAntiAliasTexParameters() -- local colorView = ccui.Layout:create(); -- colorView:setContentSize(size) -- colorView:setBackGroundColor(cc.c3b(0,0)) -- colorView:setBackGroundColorType(1) -- colorView:setBackGroundColorOpacity(250) -- colorView:setAnchorPoint(cc.p(0,0)) -- colorView:setPosition(0,0) -- rendTexture:addChild(colorView) logTimeEnd("getBlurRenderTexture") return rendTexture,spr end
把 render texture 加到 node 上
local rendTexture,spr = self:getBlurRenderTexture() self:getView():addChild(rendTexture)
2. shader 相关代码
vs ccShader_PositionTextureColor_noMVP.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; }
fs: example_Blur.fsh
#ifdef GL_ES precision mediump float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform float blurRadius; uniform float sampleNum; uniform float test; uniform vec2 resolution; vec4 blur(vec2); void main(void) { vec4 col = blur(v_texCoord); //* v_fragmentColor.rgb; gl_FragColor = vec4(col) * v_fragmentColor; } vec4 blur(vec2 p) { //sampleNum = 2.0; //blurRadius = 3.5; if (blurRadius > 0.0 && sampleNum > 1.0) { vec4 col = vec4(0); vec4 colaphale = vec4(0); vec2 unit = 1.0 / resolution.xy; float r = blurRadius; float sampleStep = r / sampleNum; float count = 0.0; for(float x = -r; x < r; x += sampleStep) { for(float y = -r; y < r; y += sampleStep) { float weight = (r - abs(x)) * (r - abs(y)); col += texture2D(CC_Texture0,p + vec2(x * unit.x,y * unit.y)) * weight; count += weight; #ifdef USE_ETC colaphale += texture2D(CC_Texture1,y * unit.y)) * weight; #endif } } #ifdef USE_ETC col.a = colaphale.r; #endif return col / count; } vec4 texColor = texture2D(CC_Texture0,p); #ifdef USE_ETC texColor = FormatEtc(texColor); #endif return texColor; }
3. shader lua 交互相关代码
BlurShader = {} function BlurShader:create(sprite) local shader = SpriteShader:create("BlurShader",sprite:isEtc()) shaderState = sprite:setLuaGLProgram(shader) sprite.setResolution = function (self,width,height) shaderState:setUniformVec2("resolution",cc.p(width,height)) end sprite.setBlurRadius = function (self,radius) shaderState:setUniformFloat("blurRadius",radius) end sprite.setSampleNum = function (self,sampleNum) shaderState:setUniformFloat("sampleNum",sampleNum) end self:setDefaultValue(sprite) return sprite end原文链接:https://www.f2er.com/cocos2dx/338747.html