Hi there,
I couldn’t discover an updated instance of the way to set the vertices colours of a sprite in 3.5.
Can somebody clarify to me the way it’s executed, 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 provides one thing like this :
@ccclass("ColorSprite")
export class ColorSprite extends SpriteComponent {
@property({ sort: [Color] })
non-public colours: Shade[] = [];
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’t learn properties of undefined (studying ‘format’)
at updateOpacity (utils.ts:83:35)
at Batcher2D.stroll (batcher-Second.ts:670:13)
at Batcher2D.stroll (batcher-Second.ts:680:22)
at Batcher2D.stroll (batcher-Second.ts:680:22)
at Batcher2D.replace (batcher-Second.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 would like it’s because I need to apply a shader to a sprite that takes its sprite body by an atlas. Due to the atlas, I not have entry to uv coordinates from 0 to 1 with a view to know the place I’m within the sprite within the fragment shader.
My concept to counter this was to make use of vertex shade interpolation to simulates a 0 to 1 coordinate.
If somebody has a greater concept for this, let me know.
Okay, I discovered the best way to do it :
import { _decorator, Sprite, Shade } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('ColorSprite')
export class ColorSprite extends Sprite {
@property([Color])
non-public colours: Array<Shade> = [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 % 4].r / 255;
vData[colorOffset + 1] = this.colours[i % 4].g / 255;
vData[colorOffset + 2] = this.colours[i % 4].b / 255;
vData[colorOffset + 3] = this.colours[i % 4].a / 255;
colorOffset += stride;
}
}
}
It really works effectively on sprites and labels that use ttf fonts. Each in 3.5 and three.6.
Nevertheless, when a label makes use of a bitmap font, it appears to be like like one thing resets the vertices colours.
I don’t discover a strategy to counter that.
Any assist ?
I needed to learn a variety of supply recordsdata to discover a answer, however right here it’s :
import {
_decorator,
Shade,
Label,
} from "cc";
const { ccclass, property } = _decorator;
@ccclass("ColorBitmapFontLabel")
export class ColorBitmapFontLabel extends Label {
@property([Color])
non-public colours: Array<Shade> = [Color.RED, Color.RED, Color.BLUE, Color.BLUE];
non-public originalFillBuffer: Operate;
begin() {
this.originalFillBuffer = this._assembler.fillBuffers;
this._assembler.fillBuffers = (comp: Label, renderer) => {
this.originalFillBuffer(comp, renderer);
this.setVerticesColors();
};
}
setVerticesColors() {
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 % 4].r / 255;
vData[colorOffset + 1] = this.colours[i % 4].g / 255;
vData[colorOffset + 2] = this.colours[i % 4].b / 255;
vData[colorOffset + 3] = this.colours[i % 4].a / 255;
colorOffset += stride;
}
}
}
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