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。
下面说说实现的另一种方法~~
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,uint32_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,uint32_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*1000000+tv.tv_usec;
//如果想改变尾巴的长度,请改写下面的50000~ if(ct-pretime>50000) { pretime=ct; arrcount=0; for(int i=0;i<20;i+=4) { Vertices[i].Position[0]=Vertices[i+4].Position[0]; Vertices[i].Position[1]=Vertices[i+4].Position[1]; Vertices[i+1].Position[0]=Vertices[i+5].Position[0]; Vertices[i+1].Position[1]=Vertices[i+5].Position[1]; Vertices[i+2].Position[0]=Vertices[i+6].Position[0]; Vertices[i+2].Position[1]=Vertices[i+6].Position[1]; Vertices[i+3].Position[0]=Vertices[i+7].Position[0]; Vertices[i+3].Position[1]=Vertices[i+7].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[20].Position[0]=c*pos.x-s*pos.y+(1-c)*midp.x+s*midp.y; Vertices[20].Position[1]=s*pos.x+c*pos.y-s*midp.x+(1-c)*midp.y; Vertices[21].Position[0]=c*(pos.x+sz.width)-s*pos.y+(1-c)*midp.x+s*midp.y; Vertices[21].Position[1]=s*(pos.x+sz.width)+c*pos.y-s*midp.x+(1-c)*midp.y; Vertices[22].Position[0]=c*pos.x-s*(pos.y+sz.height)+(1-c)*midp.x+s*midp.y; Vertices[22].Position[1]=s*pos.x+c*(pos.y+sz.height)-s*midp.x+(1-c)*midp.y; Vertices[23].Position[0]=c*(pos.x+sz.width)-s*(pos.y+sz.height)+(1-c)*midp.x+s*midp.y; Vertices[23].Position[1]=s*(pos.x+sz.width)+c*(pos.y+sz.height)-s*midp.x+(1-c)*midp.y; float tempx=0,tempy=0; if(bfx) { tempx=Vertices[20].Position[0]; tempy=Vertices[20].Position[1]; Vertices[20].Position[0]=Vertices[21].Position[0]; Vertices[20].Position[1]=Vertices[21].Position[1]; Vertices[21].Position[0]=tempx; Vertices[21].Position[1]=tempy; tempx=Vertices[22].Position[0]; tempy=Vertices[22].Position[1]; Vertices[22].Position[0]=Vertices[23].Position[0]; Vertices[22].Position[1]=Vertices[23].Position[1]; Vertices[23].Position[0]=tempx; Vertices[23].Position[1]=tempy; } if(bfy) { tempx=Vertices[20].Position[0]; tempy=Vertices[20].Position[1]; Vertices[20].Position[0]=Vertices[22].Position[0]; Vertices[20].Position[1]=Vertices[22].Position[1]; Vertices[22].Position[0]=tempx; Vertices[22].Position[1]=tempy; tempx=Vertices[21].Position[0]; tempy=Vertices[21].Position[1]; Vertices[21].Position[0]=Vertices[23].Position[0]; Vertices[21].Position[1]=Vertices[23].Position[1]; Vertices[23].Position[0]=tempx; Vertices[23].Position[1]=tempy; } for(int i=16;i>=0;i-=4) { if(Vertices[i].Position[0]==Vertices[20].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[]={0,1,2,3, 0+4,1+4,2+4,3+4, 0+8,1+8,2+8,3+8, 0+12,1+12,2+12,3+12, 0+16,1+16,2+16,3+16}; glBindBuffer(GL_ARRAY_BUFFER,vertexBuffer); glBufferData(GL_ARRAY_BUFFER,sizeof(Vertex)*20,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,GL_FLOAT,GL_FALSE,sizeof(Vertex),(GLvoid*)offsetof(Vertex,Position)); glVertexAttribPointer(_colorLocation,4,Color)); glVertexAttribPointer(_textureLocation, (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,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.x+rc.size.width)/dd.width,(rc.origin.y+rc.size.height)/dd.height); srcsz=sf->getRectInPixels().size; } else { texture2d=tex; texrc=Rect(0,1); 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<24;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[i+1].Position[0]=pos.x+sz.width; Vertices[i+1].Position[1]=pos.y; Vertices[i+1].Position[2]=0; Vertices[i+1].TexCoord[0]=texrc.size.width; Vertices[i+1].TexCoord[1]=texrc.size.height; Vertices[i+2].Position[0]=pos.x; Vertices[i+2].Position[1]=pos.y+sz.height; Vertices[i+2].Position[2]=0; Vertices[i+2].TexCoord[0]=texrc.origin.x; Vertices[i+2].TexCoord[1]=texrc.origin.y; Vertices[i+3].Position[0]=pos.x+sz.width; Vertices[i+3].Position[1]=pos.y+sz.height; Vertices[i+3].Position[2]=0; Vertices[i+3].TexCoord[0]=texrc.size.width; Vertices[i+3].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*1000000+tv.tv_usec; pretime=ct; arrcount=0; Vertices=new Vertex[4*6]; for(int i=0;i<24;i+=4) { Vertices[i].Color[3]=0.2*(i/4+1); Vertices[i].TexCoord[0]=0; Vertices[i].TexCoord[1]=1; Vertices[i+1].Color[3]=0.2*(i/4+1); Vertices[i+1].TexCoord[0]=1; Vertices[i+1].TexCoord[1]=1; Vertices[i+2].Color[3]=0.2*(i/4+1); Vertices[i+2].TexCoord[0]=0; Vertices[i+2].TexCoord[1]=0; Vertices[i+3].Color[3]=0.2*(i/4+1); Vertices[i+3].TexCoord[0]=1; Vertices[i+3].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。 (编辑:李大同)
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