quick-cocos2d-x 学习系列之九filter
一看这例子,就感觉适合做电影镜头之类的特效,那种模模糊糊的感觉。
主要定义了一个变量:
MainScene._FILTERS = {
-- custom
{"CUSTOM"},
-- {"CUSTOM",json.encode({frag ="Shaders/example_Flower.fsh",
-- center= {display.cx,display.cy},
-- resolution= {480,320}})},
{{"CUSTOM", "CUSTOM"},
{json.encode({frag = "Shaders/example_Blur.fsh",
shaderName = "blurShader",
resolution = {480,320},
blurRadius = 10,
sampleNum = 5}),
json.encode({frag = "Shaders/example_sepia.fsh",
shaderName = "sepiaShader",})}},
-- colors
{"GRAY",{0.2,0.3,0.5, 0.1}},
{"RGB",{1,0.3}},
{"HUE",{90}},
{"BRIGHTNESS",{0.3}},
{"SATURATION",{0}},
{"CONTRAST",{2}},
{"EXPOSURE",
{"GAMMA",
{"HAZE",{0.1,0.2}},
--{"SEPIA",{}},
-- blurs
{"GAUSSIAN_VBLUR",{7}},
{"GAUSSIAN_HBLUR",
{"ZOOM_BLUR",{4,0.7,0.7}},
{"MOTION_BLUR",{5,135}},
-- others
{"SHARPEN",1}},
{{"GRAY", "GAUSSIAN_VBLUR","GAUSSIAN_HBLUR"},{nil,{10},{10}}},
{{"BRIGHTNESS", "CONTRAST"},{{0.1},{4}}},
{{"HUE", "SATURATION","BRIGHTNESS"},{{240},{1.5},{-0.4}}},
}
包含了里面多个过滤实例。
1.ctor
self:_addUI()
self:_createFilters()
self:_showFilter()
2._addUI
创建close按钮,创建向前、向后、重播按钮。
创建clear filter按钮,用于调用函数 _onClearFilter。
创建场景的title.
3._createFilters
设置变量如下:
self._curFilter = 1
self._filterCount = #self._FILTERS
curFilter变量时设置索引,filterCount变量时设置总数。
4._showFilter
该函数是本例子的核心。
先判断_filterSprite变量是否存在,存在则设置为nil.
然后通过_curFilter创建当前过滤镜。
通过newFilteredSprite创建带过滤的精灵。
最后创建一个TITLE。
5._onClearFilter
将精灵的滤镜删除。
self._filterSprite:clearFilter()
6.newFilteredSprite函数
display.newFilteredSprite()
@H_532_301@display.newFilteredSprite(filename,filters,params)
Create a Filtered Sprite
Parameters
·mixedfilenameAssame a the first parameter for display.newSprite
·mixedfiltersOne ofthe following:
·A Filter name;
·More Filter names(in atable);
·An instance of Filter;
·Some instances of Filter(in atable);
·A Array inclueds someinstances of Filter.
·tableparamsA orsome parameters for Filter.
Returns
·An instance of FilteredSprite
原文链接:https://www.f2er.com/cocos2dx/344102.html