转载: http://blog.csdn.net/u011281572/article/details/44999609
图片描边需求如下:
1. 可指定描边宽度 2. 可指定描边颜色3. 可用于字体
图片描边我所知道的方式有以下几种:
1. Cocos2d-x 3.x中,字体用FreeType库,字体描边可以用FreeType自带的描边功能,实际效果没测过,但只能用于字体。
2. 用RenderTexture,方法大概是把原图做一圈的偏移,渲染到同一张纹理上,他们相隔中心点的距离都是r,最后再把自己渲染到中间,核心代码大概这样:
[cpp] view plain copy- rt->begin();
- for(int i = 0; i < 360; i += 15)
- {
- float rad = CC_DEGREES_TO_RADIANS(i);
- m_label->setPosition(ccp(
- textureSize.width * 0.5f + sin(rad) * r,
- textureSize.height * 0.5f + cos(rad) * r));
- m_label->visit();
- }
- m_label->setColor(col);
- m_label->setBlendFunc(originalBlend);
- m_label->setPosition(ccp(textureSize.width * 0.5f, textureSize.height * 0.5f));
- m_label->visit();
- rt->end();
这种方法可以作为一个比较好的解决方案,但是我认为这种方式在生成描边图片时,需要绘制多个图片,效率不是很好。
以下我分享一种我认为比较好的描边算法:
在片段着色器里面,对于每个像素:1. 如果它是不透明的像素,则不管,维持原本颜色;2. 如果透明,是360度判断它四周有没有不透明的像素,如果有,则把它设成描边颜色,否则保持透明。
我为代码加了比较详细的注释,希望大家能理解
stroke.fsh:描边片段着色器
[cpp] view plain copy- varying vec4 v_fragmentColor; // vertex shader传入,setColor设置的颜色
- varying vec2 v_texCoord; // 纹理坐标
- uniform float outlineSize; // 描边宽度,以像素为单位
- uniform vec3 outlineColor; // 描边颜色
- uniform vec2 textureSize; // 纹理大小(宽和高),为了计算周围各点的纹理坐标,必须传入它,因为纹理坐标范围是0~1
- uniform vec3 foregroundColor; // 主要用于字体,可传可不传,不传默认为白色
- // 判断在这个角度上距离为outlineSize那一点是不是透明
- int getIsStrokeWithAngel(float angel)
- {
- int stroke = 0;
- float rad = angel * 0.01745329252; // 这个浮点数是 pi / 180,角度转弧度
- float a = texture2D(CC_Texture0, vec2(v_texCoord.x + outlineSize * cos(rad) / textureSize.x, v_texCoord.y + outlineSize * sin(rad) / textureSize.y)).a; // 这句比较难懂,outlineSize * cos(rad)可以理解为在x轴上投影,除以textureSize.x是因为texture2D接收的是一个0~1的纹理坐标,而不是像素坐标
- if (a >= 0.5)// 我把alpha值大于0.5都视为不透明,小于0.5都视为透明
- {
- stroke = 1;
- }
- return stroke;
- }
- void main()
- {
- vec4 myC = texture2D(CC_Texture0, vec2(v_texCoord.x, v_texCoord.y)); // 正在处理的这个像素点的颜色
- myC.rgb *= foregroundColor;
- if (myC.a >= 0.5) // 不透明,不管,直接返回
- {
- gl_FragColor = v_fragmentColor * myC;
- return;
- }
- // 这里肯定有朋友会问,一个for循环就搞定啦,怎么这么麻烦!其实我一开始也是用for的,但后来在安卓某些机型(如小米4)会直接崩溃,查找资料发现OpenGL es并不是很支持循环,while和for都不要用
- int strokeCount = 0;
- strokeCount += getIsStrokeWithAngel(0.0);
- strokeCount += getIsStrokeWithAngel(30.0);
- strokeCount += getIsStrokeWithAngel(60.0);
- strokeCount += getIsStrokeWithAngel(90.0);
- strokeCount += getIsStrokeWithAngel(120.0);
- strokeCount += getIsStrokeWithAngel(150.0);
- strokeCount += getIsStrokeWithAngel(180.0);
- strokeCount += getIsStrokeWithAngel(210.0);
- strokeCount += getIsStrokeWithAngel(240.0);
- strokeCount += getIsStrokeWithAngel(270.0);
- strokeCount += getIsStrokeWithAngel(300.0);
- strokeCount += getIsStrokeWithAngel(330.0);
- if (strokeCount > 0) // 四周围至少有一个点是不透明的,这个点要设成描边颜色
- {
- myC.rgb = outlineColor;
- myC.a = 1.0;
- }
- gl_FragColor = v_fragmentColor * myC;
- }
我的utilShader.cpp:
[cpp] view plain copy- const char* shaderNameStroke = "ShjyShader_Stroke";
- namespace utilShader
- {
- // 传入描边宽度(像素为单位),描边颜色,图片大小,获得GLProgramState
- cocos2d::GLProgramState* getStrokeProgramState( float outlineSize, cocos2d::Color3B outlineColor, cocos2d::Size textureSize, cocos2d::Color3B foregroundColor/* = cocos2d::Color3B::WHITE*/ )
- {
- auto glprogram = GLProgramCache::getInstance()->getGLProgram(shaderNameStroke);
- if (!glprogram)
- {
- std::string fragmentSource = FileUtils::getInstance()->getStringFromFile(FileUtils::getInstance()->fullPathForFilename("shaders/stroke.fsh"));
- glprogram = GLProgram::createWithByteArrays(ccPositionTextureColor_noMVP_vert, fragmentSource.c_str());
- GLProgramCache::getInstance()->addGLProgram(glprogram, shaderNameStroke);
- }
- auto glprogramState = GLProgramState::create(glprogram);
- glprogramState->setUniformFloat("outlineSize", outlineSize);
- glprogramState->setUniformVec3("outlineColor", Vec3(outlineColor.r / 255.0f, outlineColor.g / 255.0f, outlineColor.b / 255.0f));
- glprogramState->setUniformVec2("textureSize", Vec2(textureSize.width, textureSize.height));
- glprogramState->setUniformVec3("foregroundColor", Vec3(foregroundColor.r / 255.0f, foregroundColor.g / 255.0f, foregroundColor.b / 255.0f));
- return glprogramState;
- }
- }
调用的地方: [cpp] view plain copy
- Sprite* spr = Sprite::create("elephant1_Diffuse.png");
- spr->setPosition(200, 200);
- spr->setGLProgramState(utilShader::getStrokeProgramState(5, Color3B::GREEN, spr->getContentSize()));
- this->addChild(spr, 1);
效果:
效果还算是比较好的,经测试,此算法在安卓多个机型上也表现良好。
这样一套完整的描边算法就完成了,如果描述有不当之处,或有更优方法,欢迎吐槽。
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谢谢complex_ok的吐槽,应该预先计算好sin和cos值,无需每次计算。优化后的 stroke.fsh 如下:
[cpp] view plain copy- varying vec4 v_fragmentColor;
- varying vec2 v_texCoord;
- uniform float outlineSize;
- uniform vec3 outlineColor;
- uniform vec2 textureSize;
- uniform vec3 foregroundColor;
- const float cosArray[12] = {1, 0.866, 0.5, 0, -0.5, -0.866, -0.1, -0.866, -0.5, 0, 0.5, 0.866};
- const float sinArray[12] = {0, 0.5, 0.866, 1, 0.866, 0.5, 0, -0.5, -0.866, -1, -0.866, -0.5};
- int getIsStrokeWithAngelIndex(int index)
- {
- int stroke = 0;
- float a = texture2D(CC_Texture0, vec2(v_texCoord.x + outlineSize * cosArray[index] / textureSize.x, v_texCoord.y + outlineSize * sinArray[index] / textureSize.y)).a;
- if (a >= 0.5)
- {
- stroke = 1;
- }
- return stroke;
- }
- void main()
- {
- vec4 myC = texture2D(CC_Texture0, vec2(v_texCoord.x, v_texCoord.y));
- myC.rgb *= foregroundColor;
- if (myC.a >= 0.5)
- {
- gl_FragColor = v_fragmentColor * myC;
- return;
- }
- int strokeCount = 0;
- strokeCount += getIsStrokeWithAngelIndex(0);
- strokeCount += getIsStrokeWithAngelIndex(1);
- strokeCount += getIsStrokeWithAngelIndex(2);
- strokeCount += getIsStrokeWithAngelIndex(3);
- strokeCount += getIsStrokeWithAngelIndex(4);
- strokeCount += getIsStrokeWithAngelIndex(5);
- strokeCount += getIsStrokeWithAngelIndex(6);
- strokeCount += getIsStrokeWithAngelIndex(7);
- strokeCount += getIsStrokeWithAngelIndex(8);
- strokeCount += getIsStrokeWithAngelIndex(9);
- strokeCount += getIsStrokeWithAngelIndex(10);
- strokeCount += getIsStrokeWithAngelIndex(11);
- bool stroke = false;
- if (strokeCount > 0)
- {
- stroke = true;
- }
- if (stroke)
- {
- myC.rgb = outlineColor;
- myC.a = 1.0;
- }
- gl_FragColor = v_fragmentColor * myC;
- }