cocos2dx spine之二 :spine变色


cocos2dx版本为3.10

1.具体原理和代码可以参考博文《利用shader改变图片色相Hue》,下面的代码根据该博文进行整理优化。

基本原理就是将RGB值转换为HSL值后加上输入的HSL值,再转换为RGB值。

 

2.spine变色的思路有三种:

①spine::SkeletonAnimation调用shader

②读取spine对应的atlas文件,分析该文件得到所需的png图片,将该图片读入内存,修改内存中像素颜色,然后生成texture赋值给spine中的spAtlas->pages->rendererObject

③读取spine对应的atlas文件,分析该文件得到所需的png图片,将该图片读入内存,修改内存中像素颜色,保存为新的png图片;读取atlas文件,修改里面png名字为新png图片名字,保存为新的atlas文件;spine创建时使用新的png图片和新的atlas文件;

以上三种方法都可行,但在实现过程中我选择使用了第③种方法;

第①种方法简单易用,但是打包到一些低端的android手机时发现掉帧很厉害,所以才会有第②和第③种方法。

第②种方法经过测试也是可行的,但是破坏了spine的正常创建流程,导致对源码的修改过于复杂容易导致各种问题。

第③种方法独立在正常创建spine流程之前,更稳当可控。

 

3.根据资料色相H值的范围在[0,360],饱和度S值的范围在[0,1],明度L值的范围在[0,1];在PhotoShop中(快捷键ctrl+u)可调值范围为色相H[-180,180],饱和度A[-100,100],明度I[-100,100];

所以在代码中,H值不进行转换,S值和L值都除以100;在实际测试过程中发现,PS调试出来的效果和程序得到的效果在S/L不为0的情况下还是有区别的,具体原因不懂,估计可能是算法不一致吧。

 

4.第①种方法shader

①shader代码

 1 #ifdef GL_ES  2         precision mediump float;  3 #endif
 4  varying vec2 v_texCoord;  5         uniform float u_dH;  6         uniform float u_dS;  7         uniform float u_dL;  8         void main() {  9             vec4 texColor = texture2D(CC_Texture0, v_texCoord); 10             float r = texColor.r; 11             float g = texColor.g; 12             float b = texColor.b; 13             float a = texColor.a; 14             //convert rgb to hsl 
15             float h; 16             float s; 17             float l; 18  { 19                 float max = max(max(r, g), b); 20                 float min = min(min(r, g), b); 21                 //----h 
22                 if (max == min){ 23                     h = 0.0; 24  } 25                 else if (max == r&&g >= b){ 26                     h = 60.0*(g - b) / (max - min) + 0.0; 27  } 28                 else if (max == r&&g < b){ 29                     h = 60.0*(g - b) / (max - min) + 360.0; 30  } 31                 else if (max == g){ 32                     h = 60.0*(b - r) / (max - min) + 120.0; 33  } 34                 else if (max == b){ 35                     h = 60.0*(r - g) / (max - min) + 240.0; 36  } 37                 //----l 
38                 l = 0.5*(max + min); 39                 //----s 
40                 if (l == 0.0 || max == min){ 41                     s = 0.0; 42  } 43                 else if (0.0 <= l&&l <= 0.5){ 44                     s = (max - min) / (2.0*l); 45  } 46                 else if (l > 0.5){ 47                     s = (max - min) / (2.0 - 2.0*l); 48  } 49  } 50             //(h,s,l)+(dH,dS,dL) -> (h,s,l) 
51             h = h + u_dH; 52             s = min(1.0, max(0.0, s + u_dS)); 53             l = l + u_dL; 54             //convert (h,s,l) to rgb and got final color 
55  vec4 finalColor; 56  { 57                 float q; 58                 if (l < 0.5){ 59                     q = l*(1.0 + s); 60  } 61                 else if (l >= 0.5){ 62                     q = l + s - l*s; 63  } 64                 float p = 2.0*l - q; 65                 float hk = h / 360.0; 66                 
67                 float t[3]; 68                 t[0] = hk + 1.0 / 3.0; 69                 t[1] = hk; 70                 t[2] = hk - 1.0 / 3.0; 71                 
72                 float c[3]; 73                 for (int i = 0; i < 3; i++){ 74                     if (t[i] < 0.0)t[i] += 1.0; 75                     if (t[i] > 1.0)t[i] -= 1.0; 76                     
77                     if (t[i] < 1.0 / 6.0){ 78                         c[i] = p + ((q - p)*6.0*t[i]); 79  } 80                     else if (1.0 / 6.0 <= t[i] && t[i] < 0.5){ 81                         c[i] = q; 82  } 83                     else if (0.5 <= t[i] && t[i] < 2.0 / 3.0){ 84                         c[i] = p + ((q - p)*6.0*(2.0 / 3.0 - t[i])); 85  } 86                     else{ 87                         c[i] = p; 88  } 89  } 90                 finalColor = vec4(c[0], c[1], c[2], a); 91  } 92             finalColor += vec4(u_dL, u_dL, u_dL, 0.0); 93             gl_FragColor = finalColor; 94         }

②调用代码

 

1 auto glprogram = GLProgram::createWithByteArrays(ccPositionTextureColor_vert, shader_content);//如果是Sprite使用这个Shader,则需要换为ccPositionTextureColor_noMVP_vert
2 GLProgramState* glState = GLProgramState::getOrCreateWithGLProgram(glprogram); 3 
4 glState->setUniformFloat("u_dH", h); 5 glState->setUniformFloat("u_dS", s / 100); 6 glState->setUniformFloat("u_dL", l / 100); 7 
8 skeleton_animation->setGLProgramState(glState);

 

 

 

5.第③种方法创建新的png文件和atlas文件

①创建新png文件函数(这里的函数实现和参考博文《利用shader改变图片色相Hue》的实现不一样,参考博文只传了一个H值,这里是直接根据shader进行的移植修改)

 

 1 Image* create_new_image_hsl(Image* image, float u_dH, float u_dS, float u_dL){  2         u_dH = u_dH;  3         u_dS = u_dS / 100.0f;  4         u_dL = u_dL / 100.0f;  5 
 6         bool hasAlpha = image->hasAlpha();  7         Texture2D::PixelFormat pixelFormat = image->getRenderFormat();  8         int bit_per_pixel = image->getBitPerPixel(); //每像素多少位
 9         unsigned int length = image->getWidth()*image->getHeight();  10 
 11         if (hasAlpha){  12             //只处理了RGBA8888的格式
 13             if (pixelFormat == Texture2D::PixelFormat::RGBA8888){  14                 unsigned int* inPixel32 = (unsigned int*)image->getData();  15                 for (unsigned int i = 0; i < length; ++i, ++inPixel32)  16  {  17                     unsigned char cr = (*inPixel32 >> 0) & 0xFF; // R
 18                     unsigned char cg = (*inPixel32 >> 8) & 0xFF; // G
 19                     unsigned char cb = (*inPixel32 >> 16) & 0xFF; // B
 20                     unsigned char ca = (*inPixel32 >> 24) & 0xFF; // A  21                     //透明图层不做处理
 22                     if (ca){  23                         float r = cr*1.0f / 0xFF;  24                         float g = cg*1.0f / 0xFF;  25                         float b = cb*1.0f / 0xFF;  26 
 27                         float h = 0;  28                         float s = 0;  29                         float l = 0;  30  {  31                             float max = r > g ? r : g;  32                             max = max > b ? max : b;  33 
 34                             float min = r < g ? r : g;  35                             min = min < b ? min : b;  36 
 37                             //----h
 38                             if (max == min){  39                                 h = 0;  40  }  41                             else if (max == r && g >= b){  42                                 h = 60.0f*(g - b) / (max - min);  43  }  44                             else if (max == r && g < b){  45                                 h = 60.0f*(g - b) / (max - min) + 360.0f;  46  }  47                             else if (max == g){  48                                 h = 60.0f*(b - r) / (max - min) + 120.0f;  49  }  50                             else if (max == b){  51                                 h = 60.0f*(r - g) / (max - min) + 240.0f;  52  }  53                             //----l
 54                             l = 0.5f*(max + min);  55                             //----s
 56                             if (l == 0 || max == min){  57                                 s = 0;  58  }  59                             else if (0 <= l&&l <= 0.5f){  60                                 s = (max - min) / (2.0f*l);  61  }  62                             else if (l > 0.5f){  63                                 s = (max - min) / (2.0f - 2.0f*l);  64  }  65  }  66                         //(h,s,l)+(dH,dS,dL) -> (h,s,l)
 67                         h = h + u_dH;  68                         s = 0 > s + u_dS ? 0 : s + u_dS;  69                         s = s < 1.0f ? s : 1.0f;  70 
 71                         l = l + u_dL;  72                         //convert (h,s,l) to rgb and got final color  73 
 74                         //vec4 finalColor; 
 75  {  76                             float q;  77                             if (l < 0.5f){  78                                 q = l*(1.0f + s);  79  }  80                             else if (l >= 0.5f){  81                                 q = l + s - l*s;  82  }  83                             float p = 2.0f*l - q;  84                             float hk = h / 360.0f;  85 
 86                             float t[3] = {};  87                             t[0] = hk + 1.0f / 3.0f;  88                             t[1] = hk;  89                             t[2] = hk - 1.0f / 3.0f;  90 
 91                             float c[3] = {};  92                             for (int i = 0; i < 3; i++){  93                                 if (t[i] < 0){  94                                     t[i] += 1.0f;  95  }  96                                 if (t[i] > 1.0f){  97                                     t[i] -= 1.0f;  98  }  99 
100                                 if (t[i] < 1.0f / 6.0f){ 101                                     c[i] = p + ((q - p)*6.0f*t[i]); 102  } 103                                 else if (1.0f / 6.0f <= t[i] && t[i] < 0.5f){ 104                                     c[i] = q; 105  } 106                                 else if (0.5f <= t[i] && t[i] < 2.0f / 3.0f){ 107                                     c[i] = p + ((q - p)*6.0f*(2.0f / 3.0f - t[i])); 108  } 109                                 else{ 110                                     c[i] = p; 111  } 112  } 113                             //finalColor = vec4(c[0], c[1], c[2], a);
114 
115                             r = c[0]; 116                             g = c[1]; 117                             b = c[2]; 118  } 119 
120                         //finalColor += vec4(u_dL, u_dL, u_dL, 0.0);
121                         r += u_dL; 122                         g += u_dL; 123                         b += u_dL; 124                         //限制rgb值的有效范围
125                         if (r > 1.0f) r = 1.0f; 126                         if (g > 1.0f) g = 1.0f; 127                         if (b > 1.0f) b = 1.0f; 128                         if (r < 0) r = 0; 129                         if (g < 0) g = 0; 130                         if (b < 0) b = 0; 131 
132                         unsigned char final_r = r * 0xFF; 133                         unsigned char final_g = g * 0xFF; 134                         unsigned char final_b = b * 0xFF; 135                         unsigned char final_a = ca; 136 
137 
138                         unsigned int val = final_a; 139                         val = val << 8; 140                         val |= final_b; 141                         val = val << 8; 142                         val |= final_g; 143                         val = val << 8; 144                         val |= final_r; 145 
146                         *inPixel32 = val; 147  } 148  } 149  } 150  } 151 
152         return image; 153     }

 

 

 

②分析atlas文件,得到对应的png文件,并生成新png文件和atlas文件

 

 1 bool create_new_png_and_atlas(const char* atlas_name_no_extension, float u_dH, float u_dS, float u_dL)  2  {  3         bool ret = false;  4 
 5         std::string atlas_name = atlas_name_no_extension;  6         atlas_name += ".atlas";  7         std::string atlas_file_full_name = FileUtils::getInstance()->fullPathForFilename(atlas_name);  8         Data data = FileUtils::getInstance()->getDataFromFile(atlas_file_full_name);  9 
 10         if (!data.isNull()){  11             std::string writeable_path = FileUtils::getInstance()->getWritablePath();  12 
 13             char* orginal_atlas_content = new char[data.getSize()]();  14  memcpy(orginal_atlas_content, data.getBytes(), data.getSize());  15 
 16             char sz_new_atlas_path[256] = {};  17             sprintf(sz_new_atlas_path, "%s%s_%d_%d_%d.atlas", writeable_path.c_str(), atlas_name_no_extension, (int)u_dH, (int)u_dS, (int)u_dL);  18 
 19             //为了保证大小,创建一个两倍大小的内存大小(这里可以适当减少大小)
 20             unsigned char* new_atlas_content = new unsigned char[2 * data.getSize()]();  21             memset(new_atlas_content, 0, 2 * data.getSize());  22 
 23             //分析得出png文件名字,可能有分为多个png的情况
 24             std::vector<std::string> png_no_extension_list;  25             int line_start_idx = 0, line_end_idx = 0;  26             int orginal_content_start_idx = 0, new_content_idx = 0, new_content_total_len = 0;  27 
 28             for (int i = 0; i < data.getSize(); ++i){  29                 line_end_idx = i;  30 
 31                 //每一行判断是否为png
 32                 if (orginal_atlas_content[i] == '\n'){  33                     int line_len = line_end_idx - line_start_idx;  34 
 35                     //处理是图片的情况
 36                     if (line_len > 4 && orginal_atlas_content[line_end_idx - 4] == '.' &&
 37                         (orginal_atlas_content[line_end_idx - 3] == 'p' || orginal_atlas_content[line_end_idx - 3] == 'P') &&
 38                         (orginal_atlas_content[line_end_idx - 2] == 'n' || orginal_atlas_content[line_end_idx - 2] == 'N') &&
 39                         (orginal_atlas_content[line_end_idx - 1] == 'g' || orginal_atlas_content[line_end_idx - 1] == 'G')){  40                         //将png行前面的数据拷贝进来
 41                         int cpy_len = line_start_idx - orginal_content_start_idx;  42                         if (cpy_len > 0){  43                             memcpy(new_atlas_content + new_content_idx, orginal_atlas_content + orginal_content_start_idx, cpy_len);  44                             new_content_idx += cpy_len;  45                             new_content_total_len += cpy_len;  46  }  47 
 48                         //没有后缀的png的名字
 49                         char png_name_no_extension[256] = {};  50                         memcpy(png_name_no_extension, orginal_atlas_content + line_start_idx, line_len - 4);  51  png_no_extension_list.push_back(png_name_no_extension);  52 
 53                         //记录列表
 54                         char sz_new_png_name[256] = {};  55                         sprintf(sz_new_png_name, "%s_%d_%d_%d.png\n", png_name_no_extension, (int)u_dH, (int)u_dS, (int)u_dL);  56 
 57                         //将图片名字写入新内容
 58                         cpy_len = strlen(sz_new_png_name);  59                         memcpy(new_atlas_content + new_content_idx, sz_new_png_name, cpy_len);  60                         new_content_idx += cpy_len;  61                         new_content_total_len += cpy_len;  62 
 63                         orginal_content_start_idx = line_end_idx + 1;  64  }  65 
 66                     line_start_idx = line_end_idx + 1;  67  }  68  }  69 
 70             //将最后一个png行到最后那部分数据也拷贝进来
 71             if (data.getSize() > orginal_content_start_idx){  72                 int cpy_len = data.getSize() - orginal_content_start_idx;  73                 memcpy(new_atlas_content + new_content_idx, orginal_atlas_content + orginal_content_start_idx, cpy_len);  74                 new_content_total_len += cpy_len;  75  }  76 
 77 
 78  Data data;  79  data.copy(new_atlas_content, new_content_total_len);  80 
 81             if (!FileUtils::getInstance()->writeDataToFile(data, sz_new_atlas_path)){  82                 cocos2d::log("========!!! save file %s error !!!========.", sz_new_atlas_path);  83  }  84             else{  85                 ret = true;  86  }  87 
 88  data.clear();  89 
 90             delete[]orginal_atlas_content;  91             delete[]new_atlas_content;  92 
 93             if (png_no_extension_list.size() <= 0){  94                 cocos2d::log("========!!! png_name_list is empty error !!!========.");  95                 return false;  96  }  97 
 98             if (!ret){  99                 return false; 100  } 101 
102             //写入新图片
103             for (std::vector<std::string>::iterator it = png_no_extension_list.begin(); it != png_no_extension_list.end(); ++it){ 104                 if (!ret){ 105                     break; 106  } 107 
108                 char sz_new_png_path[256] = {}; 109                 sprintf(sz_new_png_path, "%s%s_%d_%d_%d.png", writeable_path.c_str(), it->c_str(), (int)u_dH, (int)u_dS, (int)u_dL); 110 
111                 char sz_png_name[256] = {}; 112                 sprintf(sz_png_name, "%s.png", it->c_str()); 113                 std::string png_file_full_name = FileUtils::getInstance()->fullPathForFilename(sz_png_name); 114 
115                 Image* image = new Image(); 116                 if (image->initWithImageFile(png_file_full_name)){ 117                     if (Image* new_image = create_new_image_hsl(image, u_dH, u_dS, u_dL)){ 118                         if (!new_image->saveToFile(sz_new_png_path, false)){ 119                             cocos2d::log("========!!! save file %s error !!!========.", sz_new_png_path); 120                             ret = false; 121  } 122  } 123                     else{ 124                         cocos2d::log("========!!! create_new_image_hsl %s error !!!========.", sz_new_png_path); 125                         ret = false; 126  } 127  } 128                 else{ 129                     cocos2d::log("========!!! initWithImageFile %s error !!!========.", png_file_full_name.c_str()); 130                     ret = false; 131  } 132 
133                 delete image; 134  } 135  } 136 
137         return ret; 138     }

 

 

 

6.实现效果

①原图

②PhotoShop中调到115,0,0的效果

③传入参数115,0,0后创建新Image的效果

 可以看到,使用ps修改的效果和程序输出的效果基本一样。

以上,完。

 


免责声明!

本站转载的文章为个人学习借鉴使用,本站对版权不负任何法律责任。如果侵犯了您的隐私权益,请联系本站邮箱yoyou2525@163.com删除。



 
粤ICP备18138465号  © 2018-2025 CODEPRJ.COM