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推荐整理分享cocos2dx 关于拖影(类似dnf传承武器的拖尾效果)的快速实现(cocos2dx drawcall优化),希望有所帮助,仅作参考,欢迎阅读内容。
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序:
当初看到dnf 中有些 拖影的效果,感觉很炫,所以到后面自己做游戏的时候自然的就想到了 那种炫 的拖尾效果~, 于是 我就想 要将效果 的实现写下来,以后 自己做游戏 也可以 用的了啊~~~~, 希望 对大家 有 的用处 ,哈哈~
正文:
先来一张效果图~。
就是 蓝色 的 影子了,直观的看就是几张尾巴的图片坐标不同,透明度不一样,可能还有旋转的角度,是否翻转了。
一般的做法,可能会想到多建立几个精灵对象,然后跟着目标走,每一个精灵逐渐改变透明度等等,没错这是直接的 实现,虽然可以 达到目的,但是仔细想想 会很麻烦,而且不利于通用到每一个 游戏中。
下面从gl的角度说说如果 方便的实现 这种炫炫的 效果~~~
gl贴图,用4个点表示然后映射纹理坐标,想要几个尾巴就 对应的多建立几个顶点 了。每一组顶点要对应的改变属性,透明度这里用透明通道改变,翻转就是交换左右或者上下顶点的位置,旋转只要跟随目标的 旋转度就行了,基本上计算就不复杂了。
下面就直接贴出完整代码.(3.x版本,2.x需要适当做些修改)
//SmariShadow.h
#ifndef __SMRITISHADOW_H__#define __SMRITISHADOW_H__#include "cocos2d.h"#include "global.h"USING_NS_CC;class SmritiShadow:public Node{public:~SmritiShadow();void draw(Renderer *renderer, const Mat4 &transform, uint_t flags); CREATE_FUNC(SmritiShadow)bool init();void onDraw();
//设置跟随目标,spr就是跟随的对象,tex尾巴的纹理,如果为null,那么就给出第三个参数精灵帧。void setTarget(Sprite* spr,Texture2D* tex,SpriteFrame *sf=0);
//因为用到了自定义shader,所以这里写个重置shader程序的函数,以便在程序切换前台的时候恢复。static void reset();static GLProgram* pg;Sprite* target;Texture2D *texture2d;Size srcsz;CustomCommand _customCommand;Vertex *Vertices;long pretime;int arrcount;GLuint vertexBuffer;GLuint indexBuffer;};#endif
//SmariShadow.cpp
#include "SmritiShadow.h"GLProgram* SmritiShadow::pg=0;void SmritiShadow::draw(Renderer *renderer, const Mat4 &transform, uint_t flags){_customCommand.init(_globalZOrder);_customCommand.func = CC_CALLBACK_0(SmritiShadow::onDraw, this);renderer->addCommand(&_customCommand);}void SmritiShadow::onDraw(){ struct timeval tv;gettimeofday(&tv,NULL); long ct=tv.tv_sec*tv.tv_usec;
//如果想改变尾巴的长度,请改写下面的~if(ct-pretime>){pretime=ct;arrcount=0;for(int i=0;i<;i=4){Vertices[i].Position[0]=Vertices[i4].Position[0];Vertices[i].Position[1]=Vertices[i4].Position[1];Vertices[i1].Position[0]=Vertices[i5].Position[0];Vertices[i1].Position[1]=Vertices[i5].Position[1];Vertices[i2].Position[0]=Vertices[i6].Position[0];Vertices[i2].Position[1]=Vertices[i6].Position[1];Vertices[i3].Position[0]=Vertices[i7].Position[0];Vertices[i3].Position[1]=Vertices[i7].Position[1];}Size sz=srcsz;Vec2 pos=target->getPosition();Vec2 midp=pos;Size sz1=target->getContentSize();bool bfx=target->isFlippedX();bool bfy=target->isFlippedY();Vec2 ap=target->getAnchorPoint();float rad=CC_DEGREES_TO_RADIANS(target->getRotation());pos.x-=sz1.width*ap.x;pos.y-=sz1.height*ap.y;float s=sin(-rad);float c=cos(-rad);Vertices[].Position[0]=c*pos.x-s*pos.y(1-c)*midp.xs*midp.y;Vertices[].Position[1]=s*pos.xc*pos.y-s*midp.x(1-c)*midp.y;Vertices[].Position[0]=c*(pos.xsz.width)-s*pos.y(1-c)*midp.xs*midp.y;Vertices[].Position[1]=s*(pos.xsz.width)c*pos.y-s*midp.x(1-c)*midp.y;Vertices[].Position[0]=c*pos.x-s*(pos.ysz.height)(1-c)*midp.xs*midp.y;Vertices[].Position[1]=s*pos.xc*(pos.ysz.height)-s*midp.x(1-c)*midp.y;Vertices[].Position[0]=c*(pos.xsz.width)-s*(pos.ysz.height)(1-c)*midp.xs*midp.y;Vertices[].Position[1]=s*(pos.xsz.width)c*(pos.ysz.height)-s*midp.x(1-c)*midp.y;float tempx=0,tempy=0;if(bfx){tempx=Vertices[].Position[0];tempy=Vertices[].Position[1];Vertices[].Position[0]=Vertices[].Position[0];Vertices[].Position[1]=Vertices[].Position[1];Vertices[].Position[0]=tempx;Vertices[].Position[1]=tempy;tempx=Vertices[].Position[0];tempy=Vertices[].Position[1];Vertices[].Position[0]=Vertices[].Position[0];Vertices[].Position[1]=Vertices[].Position[1];Vertices[].Position[0]=tempx;Vertices[].Position[1]=tempy;}if(bfy){tempx=Vertices[].Position[0];tempy=Vertices[].Position[1];Vertices[].Position[0]=Vertices[].Position[0];Vertices[].Position[1]=Vertices[].Position[1];Vertices[].Position[0]=tempx;Vertices[].Position[1]=tempy;tempx=Vertices[].Position[0];tempy=Vertices[].Position[1];Vertices[].Position[0]=Vertices[].Position[0];Vertices[].Position[1]=Vertices[].Position[1];Vertices[].Position[0]=tempx;Vertices[].Position[1]=tempy;}for(int i=;i>=0;i-=4){if(Vertices[i].Position[0]==Vertices[].Position[0]){arrcount=1;}}}glEnable(GL_BLEND);BlendFunc bf=BlendFunc::ALPHA_NON_PREMULTIPLIED;glBlendFunc(GL_ONE,GL_ONE);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LEQUAL);pg->use();pg->setUniformsForBuiltins();GLushort iarr[]={0,1,2,1,2,3,04,14,24,14,24,34,08,18,28,18,28,38,0,1,2,1,2,3,0,1,2,1,2,3};glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);glBufferData(GL_ARRAY_BUFFER,sizeof(Vertex)*,Vertices, GL_STATIC_DRAW);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(iarr),iarr,GL_STATIC_DRAW);GLint _positionLocation = glGetAttribLocation(pg->getProgram(), "a_position");GLint _colorLocation = glGetAttribLocation(pg->getProgram(), "a_color");GLint _textureLocation = glGetAttribLocation(pg->getProgram(), "a_texCoord");GLint _textureUniform = glGetUniformLocation(pg->getProgram(), "CC_Texture0");glEnableVertexAttribArray(_positionLocation);glEnableVertexAttribArray(_colorLocation);glEnableVertexAttribArray(_textureLocation);glVertexAttribPointer(_positionLocation, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Position));glVertexAttribPointer(_colorLocation, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex),(GLvoid*)offsetof(Vertex, Color));glVertexAttribPointer(_textureLocation, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),(GLvoid*)offsetof(Vertex, TexCoord));GL::bindTexture2DN(0, texture2d->getName());glUniform1i(_textureUniform, 0);glDrawElements(GL_TRIANGLES,sizeof(iarr)/sizeof(GLushort)-arrcount*6, GL_UNSIGNED_SHORT, 0);glDisable(GL_DEPTH_TEST);glBlendFunc(bf.src, bf.dst);glEnable(GL_DEPTH_TEST);glBindBuffer(GL_ARRAY_BUFFER, 0);}SmritiShadow::~SmritiShadow(){glDeleteBuffers(1, &vertexBuffer);glDeleteBuffers(1, &indexBuffer);delete[] Vertices;}void SmritiShadow::setTarget(Sprite* spr,Texture2D* tex,SpriteFrame *sf){target=spr;Rect texrc;if(sf!=0){texture2d=sf->getTexture();Rect rc=sf->getRectInPixels();Size dd=texture2d->getContentSize();texrc=Rect(rc.origin.x/dd.width,rc.origin.y/dd.height,(rc.origin.xrc.size.width)/dd.width,(rc.origin.yrc.size.height)/dd.height);srcsz=sf->getRectInPixels().size;}else{ texture2d=tex;texrc=Rect(0,0,1,1);srcsz=texture2d->getContentSize();}Size sz=srcsz;Size sz1=spr->getContentSize();Vec2 pos=spr->getPosition();CCPoint ap=target->getAnchorPoint();pos.x-=sz1.width*ap.x;pos.y-=sz1.height*ap.y;for(int i=0;i<;i=4){Vertices[i].Position[0]=pos.x;Vertices[i].Position[1]=pos.y;Vertices[i].Position[2]=0;Vertices[i].TexCoord[0]=texrc.origin.x;Vertices[i].TexCoord[1]=texrc.size.height;Vertices[i1].Position[0]=pos.xsz.width;Vertices[i1].Position[1]=pos.y;Vertices[i1].Position[2]=0;Vertices[i1].TexCoord[0]=texrc.size.width;Vertices[i1].TexCoord[1]=texrc.size.height;Vertices[i2].Position[0]=pos.x;Vertices[i2].Position[1]=pos.ysz.height;Vertices[i2].Position[2]=0;Vertices[i2].TexCoord[0]=texrc.origin.x;Vertices[i2].TexCoord[1]=texrc.origin.y;Vertices[i3].Position[0]=pos.xsz.width;Vertices[i3].Position[1]=pos.ysz.height;Vertices[i3].Position[2]=0;Vertices[i3].TexCoord[0]=texrc.size.width;Vertices[i3].TexCoord[1]=texrc.origin.y;}}void SmritiShadow::reset(){if(pg==0){pg=new CCGLProgram();}pg->reset();pg->initWithVertexShaderByteArray(vertshader,fragshader);pg->link();pg->updateUniforms();}bool SmritiShadow::init(){struct timeval tv;gettimeofday(&tv,NULL); long ct=tv.tv_sec*tv.tv_usec;pretime=ct;arrcount=0;Vertices=new Vertex[4*6];for(int i=0;i<;i=4){Vertices[i].Color[3]=0.2*(i/41);Vertices[i].TexCoord[0]=0;Vertices[i].TexCoord[1]=1;Vertices[i1].Color[3]=0.2*(i/41);Vertices[i1].TexCoord[0]=1;Vertices[i1].TexCoord[1]=1;Vertices[i2].Color[3]=0.2*(i/41);Vertices[i2].TexCoord[0]=0;Vertices[i2].TexCoord[1]=0;Vertices[i3].Color[3]=0.2*(i/41);Vertices[i3].TexCoord[0]=1;Vertices[i3].TexCoord[1]=0;}glGenBuffers( 1, &vertexBuffer );glGenBuffers( 1, &indexBuffer );texture2d=0;target=0; if(pg==0){pg=new GLProgram();pg->initWithVertexShaderByteArray(vertshader,fragshader);pg->link();pg->updateUniforms();}return true;}
用法:
SmritiShadow* temp=SmritiShadow::create();
temp->setTarget(obj,tex);//obj跟随对象,tex设置的尾巴纹理。
如果 有 什么 不懂的或者 有啥问题 可以 互相 交流交流~~,end。
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