水纹效果

前端之家收集整理的这篇文章主要介绍了水纹效果前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。


//引用 封装的CCRippleSprite.h 类()

//
//  pgeRippleSprite.h
//  rippleDemo
//
//  Created by Lars Birkemose on 02/12/11.
//  Copyright 2011 Protec Electronics. All rights reserved.
//
// --------------------------------------------------------------------------
// import headers

#include "cocos2d.h"
#include <vector>

using namespace std;

// --------------------------------------------------------------------------
// defines

#define RIPPLE_DEFAULT_QUAD_COUNT_X             60
#define RIPPLE_DEFAULT_QUAD_COUNT_Y             40

#define RIPPLE_BASE_GAIN                        0.1f        // an internal constant

#define RIPPLE_DEFAULT_RADIUS                   100
#define RIPPLE_DEFAULT_RIPPLE_CYCLE             0.25f       // timing on ripple ( 1/frequenzy )
#define RIPPLE_DEFAULT_LIFESPAN                 1.4f        // entire ripple lifespan

// #define RIPPLE_BOUNCE                                       // makes ripples bounce off edges
#define RIPPLE_CHILD_MODIFIER                   2.0f        // strength modifier

// --------------------------------------------------------------------------
// typedefs

typedef enum {
    RIPPLE_TYPE_RUBBER,// a soft rubber sheet
    RIPPLE_TYPE_GEL,// high viscosity fluid
    RIPPLE_TYPE_WATER,// low viscosity fluid
} RIPPLE_TYPE;

typedef enum {
    RIPPLE_CHILD_LEFT,RIPPLE_CHILD_TOP,RIPPLE_CHILD_RIGHT,RIPPLE_CHILD_BOTTOM,RIPPLE_CHILD_COUNT
} RIPPLE_CHILD;

USING_NS_CC;

typedef struct _rippleData {
    bool                    parent;                         // ripple is a parent
    bool                    childCreated[ 4 ];              // child created ( in the 4 direction )
    RIPPLE_TYPE             rippleType;                     // type of ripple ( se update: )
    CCPoint                 center;                         // ripple center ( but you just knew that,didn't you? )
    CCPoint                 centerCoordinate;               // ripple center in texture coordinates
    float                   radius;                         // radius at which ripple has faded 100%
    float                   strength;                       // ripple strength
    float                   runtime;                        // current run time
    float                   currentRadius;                  // current radius
    float                   rippleCycle;                    // ripple cycle timing
    float                   lifespan;                       // total life span
} rippleData;

// --------------------------------------------------------------------------
// interface

class pgeRippleSprite : public CCSprite,public CCTargetedTouchDelegate {
public:
   //static methods:
    static pgeRippleSprite* create(const char * filename);
    static pgeRippleSprite* create(CCRenderTexture* rtt,float scale);
    
    pgeRippleSprite();
    ~pgeRippleSprite();
    bool initWithFile(const char* filename);
    bool initWithRendertexture(CCRenderTexture* rtt,float scale);
    
    void tesselate();
    void addRipple(CCPoint pos,RIPPLE_TYPE type,float strength);
    void addRippleChild(rippleData* parent,RIPPLE_CHILD type);
    void update(float dt);
    CCTexture2D* spriteTexture();
    
    virtual void draw();
    virtual void onEnterTransitionDidFinish();
    virtual void onExit();
    
    
    
    virtual bool ccTouchBegan(CCTouch *pTouch,CCEvent *pEvent);
    virtual void ccTouchMoved(CCTouch *pTouch,CCEvent *pEvent);
    virtual void ccTouchEnded(CCTouch *pTouch,CCEvent *pEvent);
    virtual void ccTouchCancelled(CCTouch *pTouch,CCEvent *pEvent);
    
private:
    bool isPointInsideSprite(CCPoint pos);
    bool isTouchInsideSprite(CCTouch* pTouch);
       
    CCTexture2D*            m_texture;
    int                     m_quadCountX;                   // quad count in x and y direction
    int                     m_quadCountY;
    int                     m_VerticesPrStrip;              // number of vertices in a strip
    int                     m_bufferSize;                   // vertice buffer size
    CCPoint*                m_vertice;                      // vertices
    CCPoint*                m_textureCoordinate;            // texture coordinates ( original )
    CCPoint*                m_rippleCoordinate;             // texture coordinates ( ripple corrected )
    bool*                   m_edgeVertice;                  // vertice is a border vertice
    vector<rippleData*>     m_rippleList;                   // list of running ripples
    
    
    CCPoint screenSize;
    float scaleRTT;
    float runTime;
};

CCRippleSprite.cpp类

//
//  CCRippleSprite.cpp
//  RippleDemo-x
//
//  Created by guanghui on 7/30/13.
//
//

#include "CCRippleSprite.h"
#include <string>

using namespace std;




pgeRippleSprite* pgeRippleSprite::create(const char * filename)
{
    pgeRippleSprite *pSprite = new pgeRippleSprite();
    if (pSprite && pSprite->initWithFile(filename)) {
        pSprite->autorelease();
        return pSprite;
    }
    else
    {
        delete pSprite;
        pSprite = NULL;
        return NULL;
    }
}


pgeRippleSprite::pgeRippleSprite()
:m_texture(NULL),m_quadCountX(0),m_quadCountY(0),m_VerticesPrStrip(0),m_bufferSize(0),m_vertice(NULL),m_textureCoordinate(NULL),m_rippleCoordinate(NULL),m_edgeVertice(NULL),scaleRTT(0),screenSize(CCPointZero),runTime(0)
{
    
}
pgeRippleSprite::~pgeRippleSprite()
{
    rippleData* runningRipple;
    
    free(m_vertice);
    free(m_textureCoordinate);
    free(m_rippleCoordinate);
    free(m_edgeVertice);
    
    for (int count = 0; count < m_rippleList.size(); count++) {
        runningRipple = m_rippleList.at(count);
        free(runningRipple);
    }
    
    m_texture->release();
    
    
}
bool pgeRippleSprite::initWithFile(const char* filename)
{
    bool bRet = true;
    
    do {
        
        if (!CCSprite::init()) {
            bRet = false;
            break;
        }
        
        scaleRTT = 1.0f;
        
        
        //load texture
        m_texture = CCTextureCache::sharedTextureCache()->addImage(filename);
        m_texture->retain();
        
   
        
        //reset internal data
        m_vertice = NULL;
        m_textureCoordinate = NULL;
        //builds the vertice and texture-coordinate array
        m_quadCountX = RIPPLE_DEFAULT_QUAD_COUNT_X;
        m_quadCountY = RIPPLE_DEFAULT_QUAD_COUNT_Y;
        this->tesselate();
        
       screenSize = ccp(m_texture->getContentSize().width / scaleRTT,m_texture->getContentSize().height / scaleRTT);
        
        this->setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTexture));
       
        
    } while (0);
    
    
    return bRet;


}


void pgeRippleSprite::tesselate()
{
    int vertexPos = 0;
    CCPoint normalized;
    
    // clear buffers ( yeah,clearing nil buffers first time around )
    free( m_vertice );
    free( m_textureCoordinate );
    free( m_rippleCoordinate );
    free( m_edgeVertice );
    
    // calculate vertices pr strip
    m_VerticesPrStrip = 2 * ( m_quadCountX + 1 );
    
    // calculate buffer size
    m_bufferSize = m_VerticesPrStrip * m_quadCountY;
    
    // allocate buffers
    m_vertice = (CCPoint*)malloc( m_bufferSize * sizeof( CCPoint ) );
    m_textureCoordinate = (CCPoint*)malloc( m_bufferSize * sizeof( CCPoint ) );
    m_rippleCoordinate = (CCPoint*)malloc( m_bufferSize * sizeof( CCPoint ) );
    m_edgeVertice = (bool*)malloc( m_bufferSize * sizeof( bool ) );
    
    // reset vertice pointer
    vertexPos = 0;
    
    // create all vertices and default texture coordinates
    // scan though y quads,and create an x-oriented triangle strip for each
    for ( int y = 0; y < m_quadCountY; y ++ ) {
        
        // x counts to quadcount + 1,because number of vertices is number of quads + 1
        for ( int x = 0; x < ( m_quadCountX + 1 ); x ++ ) {
            
            // for each x vertex,an upper and lower y position is calculated,to create the triangle strip
            // upper + lower + upper + lower
            for ( int yy = 0; yy < 2; yy ++ ) {
                
                // first simply calculate a normalized position into rectangle
                normalized.x = ( float )x / ( float )m_quadCountX;
                normalized.y = ( float )( y + yy ) / ( float )m_quadCountY;
                
                // calculate vertex by multiplying rectangle ( texture ) size
                m_vertice[vertexPos] = ccp(normalized.x * m_texture->getContentSize().width / scaleRTT,normalized.y *
                                           m_texture->getContentSize().height / scaleRTT );
                
                // adjust texture coordinates according to texture size
                // as a texture is always in the power of 2,maxS and maxT are the fragment of the size actually used
                // invert y on texture coordinates
                m_textureCoordinate[vertexPos] = ccp(normalized.x * m_texture->getMaxS(),m_texture->getMaxT() - normalized.y *
                                                     m_texture->getMaxT());
                
                // check if vertice is an edge vertice,because edge vertices are never modified to keep outline consistent
                m_edgeVertice[ vertexPos ] = (
                                              ( x == 0 ) ||
                                              ( x == m_quadCountX ) ||
                                              ( ( y == 0 ) && ( yy == 0 ) ) ||
                                              ( ( y == ( m_quadCountY - 1 ) ) && ( yy > 0 ) ) );
                
                // next buffer pos
                vertexPos ++;
                
            }
        }
    }
 
}
void pgeRippleSprite::addRipple(CCPoint pos,float strength)
{
    rippleData* newRipple;
    
    // allocate new ripple
    newRipple = (rippleData*)malloc( sizeof( rippleData ) );
    
    // initialize ripple
    newRipple->parent = true;
    for ( int count = 0; count < 4; count ++ ) newRipple->childCreated[ count ] = false;
    newRipple->rippleType = type;
    newRipple->center = pos;
    newRipple->centerCoordinate = ccp(pos.x / m_texture->getContentSize().width * m_texture->getMaxS() / scaleRTT,m_texture->getMaxT() - (pos.y / m_texture->getContentSize().height * m_texture->getMaxT()/scaleRTT));
    newRipple->radius = RIPPLE_DEFAULT_RADIUS; // * strength;
    newRipple->strength = strength;
    newRipple->runtime = 0;
    newRipple->currentRadius = 0;
    newRipple->rippleCycle = RIPPLE_DEFAULT_RIPPLE_CYCLE;
    newRipple->lifespan = RIPPLE_DEFAULT_LIFESPAN;
    
    // add ripple to running list
    m_rippleList.push_back(newRipple);
    
    
}
void pgeRippleSprite::addRippleChild(rippleData* parent,RIPPLE_CHILD type)
{
    rippleData* newRipple;
    CCPoint pos;
    
    //CGSize screenSize = [CCDirector sharedDirector].winSize;
    
    // allocate new ripple
    newRipple = (rippleData*)malloc( sizeof( rippleData ) );
    
    // new ripple is pretty much a copy of its parent
    memcpy( newRipple,parent,sizeof( rippleData ) );
    
    // not a parent
    newRipple->parent = false;
    
    // mirror position
    switch ( type ) {
        case RIPPLE_CHILD_LEFT:
            pos = ccp( -parent->center.x,parent->center.y );
            break;
        case RIPPLE_CHILD_TOP:
            pos = ccp( parent->center.x,screenSize.y + ( screenSize.y - parent->center.y ) );
            break;
        case RIPPLE_CHILD_RIGHT:
            pos = ccp( screenSize.x + ( screenSize.x - parent->center.x ),parent->center.y );
            break;
        case RIPPLE_CHILD_BOTTOM:
        default:
            pos = ccp( parent->center.x,-parent->center.y );
            break;
    }
    
    newRipple->center = pos;
    newRipple->centerCoordinate = ccp(pos.x / m_texture->getContentSize().width * m_texture->getMaxS(),m_texture->getMaxT() - (pos.y / m_texture->getContentSize().height * m_texture->getMaxT()));
    newRipple->strength *= RIPPLE_CHILD_MODIFIER;
    
    // indicate child used
    parent->childCreated[ type ] = true;
    
    // add ripple to running list
    m_rippleList.push_back(newRipple);
}

void pgeRippleSprite::update(float dt)
{
    
    //runTime += dt;
    
    rippleData* ripple;
    CCPoint pos;
    float distance,correction;
    //CGSize screenSize = [CCDirector sharedDirector].winSize;
    
    // test if any ripples at all
    if ( m_rippleList.size() == 0 ) return;
    
    // ripples are simulated by altering texture coordinates
    // on all updates,an entire new array is calculated from the base array
    // not maintainng an original set of texture coordinates,could result in accumulated errors
    memcpy( m_rippleCoordinate,m_textureCoordinate,m_bufferSize * sizeof( CCPoint ) );
    
    // scan through running ripples
    // the scan is backwards,so that ripples can be removed on the fly
    for ( int count = ( m_rippleList.size() - 1 ); count >= 0; count -- ) {
        
        // get ripple data
        ripple = m_rippleList[count];
        
        // scan through all texture coordinates
        for ( int count = 0; count < m_bufferSize; count ++ ) {
            
            // dont modify edge vertices
            if ( m_edgeVertice[ count ] == false ) {
                
                // calculate distance
                // you might think it would be faster to do a Box check first
                // but it really isnt,// ccpDistance is like my sexlife - BAM! - and its all over
                distance = ccpDistance( ripple->center,m_vertice[ count ] );
                
                // only modify vertices within range
                if ( distance <= ripple->currentRadius ) {
                    
                    // load the texture coordinate into an easy to use var
                    pos = m_rippleCoordinate[ count ];
                    
                    // calculate a ripple
                    switch ( ripple->rippleType ) {
                            
                        case RIPPLE_TYPE_RUBBER:
                            // method A
                            // calculate a sinus,based only on time
                            // this will make the ripples look like poking a soft rubber sheet,since sinus position is fixed
                            correction = sinf( 2 * M_PI * ripple->runtime / ripple->rippleCycle );
                            break;
                            
                        case RIPPLE_TYPE_GEL:
                            // method B
                            // calculate a sinus,based both on time and distance
                            // this will look more like a high viscosity fluid,since sinus will travel with radius
                            correction = sinf( 2 * M_PI * ( ripple->currentRadius - distance ) / ripple->radius * ripple->lifespan / ripple->rippleCycle );
                            break;
                            
                        case RIPPLE_TYPE_WATER:
                        default:
                            // method c
                            // like method b,but faded for time and distance to center
                            // this will look more like a low viscosity fluid,like water
                            
                            correction = ( ripple->radius * ripple->rippleCycle / ripple->lifespan ) / ( ripple->currentRadius - distance );
                            if ( correction > 1.0f ) correction = 1.0f;
                            
                            // fade center of quicker
                            correction *= correction;
                            
                            correction *= sinf( 2 * M_PI * ( ripple->currentRadius - distance ) / ripple->radius * ripple->lifespan / ripple->rippleCycle );
                            break;
                            
                    }
                    
                    // fade with distance
                    correction *= 1 - ( distance / ripple->currentRadius );
                    
                    // fade with time
                    correction *= 1 - ( ripple->runtime / ripple->lifespan );
                    
                    // adjust for base gain and user strength
                    correction *= RIPPLE_BASE_GAIN;
                    correction *= ripple->strength;
                    
                    // finally modify the coordinate by interpolating
                    // because of interpolation,adjustment for distance is needed,correction /= ccpDistance( ripple->centerCoordinate,pos );
                    pos = ccpAdd( pos,ccpMult( ccpSub( pos,ripple->centerCoordinate ),correction ) );
                    
                    // another approach for applying correction,would be to calculate slope from center to pos
                    // and then adjust based on this
                    
                    // clamp texture coordinates to avoid artifacts
                    pos = ccpClamp( pos,CCPointZero,ccp( m_texture->getMaxS(),m_texture->getMaxT() ) );
                    
                    // save modified coordinate
                    m_rippleCoordinate[ count ] = pos;
                    
                }
            }
        }
        
        // calculate radius
        ripple->currentRadius = ripple->radius * ripple->runtime / ripple->lifespan;
        
        // check if ripple should expire
        ripple->runtime += dt;
        if ( ripple->runtime >= ripple->lifespan ) {
            
            // free memory,and remove from list
            free( ripple );
            m_rippleList.erase(m_rippleList.begin() + count);
            
        } else {
            
#ifdef RIPPLE_BOUNCE
            // check for creation of child ripples
            if ( ripple->parent == true ) {
                
                // left ripple
                if ( ( ripple->childCreated[ RIPPLE_CHILD_LEFT ] == false ) && ( ripple->currentRadius > ripple->center.x ) ) {
                    this->addRippleChild(ripple,RIPPLE_CHILD_LEFT);
                }
                
                // top ripple
                if ( ( ripple->childCreated[ RIPPLE_CHILD_TOP ] == false ) && ( ripple->currentRadius > screenSize.y - ripple->center.y ) ) {
                    this->addRippleChild(ripple,RIPPLE_CHILD_TOP);
                }
                
                // right ripple
                if ( ( ripple->childCreated[ RIPPLE_CHILD_RIGHT ] == false ) && ( ripple->currentRadius > screenSize.x - ripple->center.x ) ) {
                    this->addRippleChild(ripple,RIPPLE_CHILD_RIGHT);
                }
                
                // bottom ripple
                if ( ( ripple->childCreated[ RIPPLE_CHILD_BOTTOM ] == false ) && ( ripple->currentRadius > ripple->center.y ) ) {
                    this->addRippleChild(ripple,RIPPLE_CHILD_BOTTOM);
                }
                
                
                
            }
#endif
            
        }
        
    }
    

}
CCTexture2D* pgeRippleSprite::spriteTexture()
{
    return m_texture;
}







void pgeRippleSprite::draw()
{
    
    if (!this->isVisible()) {
        return;
    }
    
    CC_NODE_DRAW_SETUP();
	ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position | kCCVertexAttribFlag_TexCoords );
	
    ccGLBindTexture2D(m_texture->getName() );
    
        
    // vertex
    glVertexAttribPointer(kCCVertexAttrib_Position,2,GL_FLOAT,GL_FALSE,(void*) m_vertice);
    
    // if no ripples running,use original coordinates ( Yay,dig that kewl old school C Syntax )
    glVertexAttribPointer(kCCVertexAttrib_TexCoords,( m_rippleList.size() == 0 ) ? m_textureCoordinate : m_rippleCoordinate);
    
    // draw as many triangle fans,as quads in y direction
    for ( int strip = 0; strip < m_quadCountY; strip++ ) {
        glDrawArrays( GL_TRIANGLE_STRIP,strip * m_VerticesPrStrip,m_VerticesPrStrip );
    }
 
}





bool pgeRippleSprite::isPointInsideSprite(cocos2d::CCPoint pos)
{
    float maxX = m_texture->getContentSize().width / scaleRTT;
    float maxY = m_texture->getContentSize().height / scaleRTT;
    
    
    if(pos.x < 0 || pos.y < 0 ||
       pos.x > maxX || pos.y > maxY) {
        return false;
    }
    else {
        return true;
    }
 
}

bool pgeRippleSprite::isTouchInsideSprite(cocos2d::CCTouch *pTouch)
{
    CCPoint pos;
    pos = pTouch->getLocationInView();
    pos = CCDirector::sharedDirector()->convertToGL(pos);
    pos = this->convertToNodeSpace(pos);
    
    return this->isPointInsideSprite(pos);
}

#pragma mark - touch events

bool pgeRippleSprite::ccTouchBegan(cocos2d::CCTouch *pTouch,cocos2d::CCEvent *pEvent)
{
    if (!this->isTouchInsideSprite(pTouch)) {
        return false;
    }
    
    this->ccTouchMoved(pTouch,pEvent);
    return true;
}


void pgeRippleSprite::ccTouchMoved(cocos2d::CCTouch *pTouch,cocos2d::CCEvent *pEvent)
{
    CCPoint pos;
    pos = pTouch->getLocationInView();
    pos = CCDirector::sharedDirector()->convertToGL(pos);
    pos = this->convertToNodeSpace(pos);
    
   this->addRipple(pos,RIPPLE_TYPE_WATER,2.0f);
    
    //runTime += 1.0 / 60.0f;
    
}


void pgeRippleSprite::ccTouchCancelled(cocos2d::CCTouch *pTouch,cocos2d::CCEvent *pEvent)
{
    //no-op
}


void pgeRippleSprite::ccTouchEnded(cocos2d::CCTouch *pTouch,cocos2d::CCEvent *pEvent)
{
   //no-op
}


void pgeRippleSprite::onEnterTransitionDidFinish()
{
    CCSprite::onEnterTransitionDidFinish();
    
    CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,true);
}


void pgeRippleSprite::onExit()
{
    CCSprite::onExit();
    
    CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
}

实现效果
rippleSprite = pgeRippleSprite::create("image.png");
	rippleSprite->setScale(480.0 / 320);
	this->addChild(rippleSprite);

void HelloWorld::update( float dt )
{
	//-----------start(水纹效果相关)-------------------
	  rippleSprite->update(dt);
	//---------------end---------------------------------

	//------------CCParallaxNode(相关代码)-----------------
	/*float x = parallax_->getPositionX()-1;
	parallax_->setPositionX(x);*/
	//----------------end-------------------

}

猜你在找的Cocos2d-x相关文章