1. 实现方法:
CCGraySprite
继承自 CCSprite
覆盖initWithTexture
和draw
方法实现置灰。
方法和属性声明:
class CCGraySprite : public CCSprite{
public:
CCGraySprite();
virtual ~CCGraySprite();
static CCGraySprite* create(const char* pszFileName);
bool initWithTexture(CCTexture2D* pTexture, const CCRect& tRect);
static CCGraySprite* createWithSprite(CCSprite *pSprite);
static CCGraySprite* createWithNodeAndItChild(CCNode *pNode);
void setGray(bool isGray);
virtual void draw();
private:
bool m_isGray;
CCGLProgram* pProgram;
};
-
m_isGray
是否置灰 -
pProgram
保存置灰的GL程序
2. shader字符串:
可以像官方那样写在一个.h文件中
GLchar* pszFragSource = (GLchar*)
"#ifdef GL_ES \n \
precision mediump float; \n \
#endif \n \
uniform sampler2D u_texture; \n \
varying vec2 v_texCoord; \n \
varying vec4 v_fragmentColor; \n \
void main(void) \n \
{ \n \
// Convert to greyscale using NTSC weightings \n \
vec4 col = texture2D(u_texture, v_texCoord); \n \
float grey = dot(col.rgb, vec3(0.299, 0.587, 0.114)); \n \
gl_FragColor = vec4(grey, grey, grey, col.a); \n \
}";
3. 核心代码:
- 覆盖父类的
initWithTexture
和draw
方法,根据m_isGray
调用对应GL程序进行渲染绘制精灵
void CCGraySprite::setGray(bool isGray) {
m_isGray = isGray;
if (isGray == true) {
this->setShaderProgram(pProgram);
}else
{
this->setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
}
}
bool CCGraySprite::initWithTexture(CCTexture2D* pTexture, const CCRect& tRect ){
m_isGray = true;
do{
CC_BREAK_IF(!CCSprite::initWithTexture(pTexture, tRect));
GLchar* pszFragSource = (GLchar*)
"#ifdef GL_ES \n \
precision mediump float; \n \
#endif \n \
uniform sampler2D u_texture; \n \
varying vec2 v_texCoord; \n \
varying vec4 v_fragmentColor; \n \
void main(void) \n \
{ \n \
// Convert to greyscale using NTSC weightings \n \
vec4 col = texture2D(u_texture, v_texCoord); \n \
float grey = dot(col.rgb, vec3(0.299, 0.587, 0.114)); \n \
gl_FragColor = vec4(grey, grey, grey, col.a); \n \
}";
pProgram = new CCGLProgram();
pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, pszFragSource);
this->setShaderProgram(pProgram);
CHECK_GL_ERROR_DEBUG();
this->getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
this->getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
this->getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
CHECK_GL_ERROR_DEBUG();
this->getShaderProgram()->link();
CHECK_GL_ERROR_DEBUG();
this->getShaderProgram()->updateUniforms();
CHECK_GL_ERROR_DEBUG();
return true;
} while (0);
return false;
}
void CCGraySprite::draw(){
if (this->getTexture() == NULL) {
return;
}
if(m_isGray == false){
CCSprite::draw();
return;
}
ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex );
ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst );
this->getShaderProgram()->use();
this->getShaderProgram()->setUniformsForBuiltins();
ccGLBindTexture2D( this->getTexture()->getName() );
#define kQuadSize sizeof(m_sQuad.bl)
long offset = (long)&m_sQuad;
// vertex
int diff = offsetof( ccV3F_C4B_T2F, vertices);
glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
// texCoods
diff = offsetof( ccV3F_C4B_T2F, texCoords);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
// color
diff = offsetof( ccV3F_C4B_T2F, colors);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
CC_INCREMENT_GL_DRAWS(1);
}
4. lua使用示例
- 需手写.pkg文件,使用tolua++工具导出Lua binding文件,在AppDelegate::applicationDidFinishLaunching()注册后,方可在lua层使用
local nameBgSp = CCGraySprite:create("images/namebg.png")
local normalSp = CCSprite:create("images/namebg.png")
local graySp = CCGraySprite:createWithNodeAndItChild(normalSp)
local frameSp = CCGraySprite:create("images/frame.png")
frameSp:setGray(isGray)
原文链接:http://blog.keepmovingxin.com/2016/04/27/cocos2d-x-GraySprite/