Home Game Development Set vertex colour of sprite in 3.5 – Cocos Creator

Set vertex colour of sprite in 3.5 – Cocos Creator

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Set vertex colour of sprite in 3.5 – Cocos Creator

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Hello,

I couldn’t discover an updated instance of how you can set the vertices colours of a sprite in 3.5.
Can somebody clarify to me the way it’s achieved, 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 SpriteElement {
  @property({ kind: [Color] })
  non-public colours: Color[] = [];


  protected _updateColor() {
    tremendous._updateColor();

    const vData = this.renderData.vertexFormat;
    let colorOffset = 5;
    for (let i = 0; i < 4; i++)  this.colour;
      const colorR = colour.r / 255;
      const colorG = colour.g / 255;
      const colorB = colour.b / 255;
      const colorA = this.node._uiProps.opacity;
      vData![colorOffset] = colorR;
      vData![colorOffset + 1] = colorG;
      vData![colorOffset + 2] = colorB;
      vData![colorOffset + 3] = colorA;
      colorOffset += 9;
    
  }
}

But this offers an error :

Uncaught TypeError: Cannot 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 (sport.ts:838:26)

By the way in which, the explanation I would like it’s because I need to apply a shader to a sprite that takes its sprite body by means of an atlas. Because of 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 thought to counter this was to make use of vertex colour interpolation to simulates a 0 to 1 coordinate.
If somebody has a greater thought for this, let me know.

Ok, I discovered the way in which to do it :

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

@ccclass('ColorSprite')
export class ColorSprite extends Sprite {
    @property([Color])
    non-public colours: Array<Color> = [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 works properly on sprites and labels that use ttf fonts. Both in 3.5 and three.6.
However, when a label makes use of a bitmap font, it seems to be like one thing resets the vertices colours.
I don’t discover a solution to counter that.
Any assist ?

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