#include "glslutils.hpp" #include "renderer/backend/ProgramCache.h" #include "renderer/backend/Device.h" static const char* s_wintell_hsv_frag = R"( #ifdef GL_ES precision mediump float; #endif varying vec2 v_texCoord; varying vec4 v_fragmentColor; // HSV matrix uniform mat3 u_mix_hsv; // filter color RGB values uniform vec3 u_filter_rgb; // force shading HSV values uniform vec3 u_shading_hsv; // whether use force shading uniform int u_force_shading; vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { vec4 pixColor = texture2D(CC_Texture0, v_texCoord); // * v_fragmentColor; vec3 rgbColor = u_mix_hsv * pixColor.rgb; float sum = pixColor.r + pixColor.g + pixColor.b; float rv = pixColor.r / sum; float gv = pixColor.g / sum; float bv = pixColor.b / sum; if( (rv < u_filter_rgb.r && gv < u_filter_rgb.g && bv < u_filter_rgb.b) || pixColor.a < 0.1) { // color filters, resume to original color rgbColor = pixColor.rgb; rgbColor.r *= v_fragmentColor.a; rgbColor.g *= v_fragmentColor.a; rgbColor.b *= v_fragmentColor.a; } else { // shading color if(pixColor.a > 0.0) { if( u_force_shading != 0 ) { // force shading color if(gv > 0.115 && rgbColor.g > 0.115 && !(abs(rv - gv) < 0.10589 && abs(rv - bv) < 0.10589 && abs(gv - bv) < 0.0909) || ( rgbColor.b > 0.6280 && (bv - rv) > 0.0599 ) ) { // currently is yellow, TODO: use hh,ss,vv rgbColor.r = min(1.0, rgbColor.g * 1.2525); rgbColor.b *= rgbColor.b; rgbColor.g *= 0.9025; rgbColor.r *= v_fragmentColor.a; rgbColor.g *= v_fragmentColor.a; rgbColor.b *= v_fragmentColor.a; } } } } rgbColor.rgb = rgbColor.rgb * v_fragmentColor.rgb; gl_FragColor = vec4(rgbColor, pixColor.a * v_fragmentColor.a); } )"; USING_NS_CC; bool glslutils::enableNodeIntelliShading(cocos2d::Node* node, bool noMVP, const cocos2d::Vec3& hsv, const cocos2d::Vec3& filter, bool forceShading, const cocos2d::Vec3& hsvShading) { if (node == nullptr) return false; // TODO: cache it? auto program = newHSVProgram(); if (program == nullptr) { return false; } auto programState = new backend::ProgramState(program); program->release(); node->setProgramState(programState); programState->release(); updateNodeHsv(node, hsv, filter, forceShading, hsvShading); return true; } void glslutils::updateNodeHsv(cocos2d::Node* node, const cocos2d::Vec3& hsv, const cocos2d::Vec3& filter, bool forceShading, const cocos2d::Vec3& hsvShading) { Matrix3f hsvMatrix; setMatrixHueOptimized(&hsvMatrix, hsv.x); setMatrixSat(&hsvMatrix, hsv.y); setMatrixVal(&hsvMatrix, hsv.z); printmat3(hsvMatrix.m); auto programState = node->getProgramState(); programState->setCallbackUniform(programState->getUniformLocation("u_mix_hsv"), [hsvMatrix](backend::ProgramState* programState, const backend::UniformLocation& location) { programState->setUniform(location, &hsvMatrix.m[0], sizeof(hsvMatrix)); }); programState->setUniform(programState->getUniformLocation("u_filter_rgb"), &filter, sizeof(filter)); int32_t value = forceShading ? 1 : 0; programState->setUniform(programState->getUniformLocation("u_force_shading"), &value, sizeof(value)); } backend::Program* glslutils::newHSVProgram() { auto fragSource = s_wintell_hsv_frag; return backend::Device::getInstance()->newProgram(positionTextureColor_vert, fragSource); }