Monday, August 22, 2022
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Set vertex shade of sprite in 3.5 – Cocos Creator


Howdy,

I couldn’t discover an updated instance of how one can set the vertices colours of a sprite in 3.5.
Can somebody clarify to me the way it’s accomplished, or hyperlink me an instance/doc that I might need missed ?
Thanks upfront.


If I adapt the older examples I discovered for the three.5 API, it offers one thing like this :

@ccclass("ColorSprite")
export class ColorSprite extends SpriteComponent {
  @property({ kind: [Color] })
  personal colours: Colour[] = [];


  protected _updateColor() {
    tremendous._updateColor();

    const vData = this.renderData.vertexFormat;
    let colorOffset = 5;
    for (let i = 0; i < 4; i++) 
  }
}

However this provides an error :

Uncaught TypeError: Can not learn properties of undefined (studying ‘format’)
at updateOpacity (utils.ts:83:35)
at Batcher2D.stroll (batcher-2nd.ts:670:13)
at Batcher2D.stroll (batcher-2nd.ts:680:22)
at Batcher2D.stroll (batcher-2nd.ts:680:22)
at Batcher2D.replace (batcher-2nd.ts:204:18)
at Root.frameMove (root.ts:437:31)
at Director.tick (director.ts:715:25)
at callback (recreation.ts:838:26)

By the best way, the explanation I want it is because I need to apply a shader to a sprite that takes its sprite body by means of an atlas. Due to the atlas, I not have entry to uv coordinates from 0 to 1 as a way to know the place I’m within the sprite within the fragment shader.
My thought to counter this was to make use of vertex shade interpolation to simulates a 0 to 1 coordinate.
If somebody has a greater thought for this, let me know.

Okay, I discovered the best way to do it :

import { _decorator, Sprite, Colour } from 'cc';
const { ccclass, property } = _decorator;

@ccclass('ColorSprite')
export class ColorSprite extends Sprite {
    @property([Color])
    personal colours: Array<Colour> = [Color.WHITE, Color.WHITE, Color.WHITE, Color.WHITE];

    begin() {
        let colorOffset = 5;
        const vertexCount = this.renderData.vertexCount;
        if (vertexCount === 0) return;
        const vData = this.renderData.chunk.vb;
        const stride = this.renderData.floatStride;
        for(let i = 0; i < vertexCount; i++) {
            vData[colorOffset] = this.colours[i].r / 255;
            vData[colorOffset + 1] = this.colours[i].g / 255;
            vData[colorOffset + 2] = this.colours[i].b / 255;
            vData[colorOffset + 3] = this.colours[i].a / 255;
            colorOffset += stride;
        }
    }
}

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