Cocos2d-x 2.x CCSprite 灰白图的生成(利用shader设置)——2013-08-27 21

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原文地址: http://www.cocos2dev.com/?p=325

1

游戏中人物死掉后要把人物头像变成灰白图,很多游戏也是这样处理,问题来了,怎么将CCsprite生成的图变成灰白呢?

看了下实现,基本有了办法。CCSprite是在initWithTexture的时候渲染的贴图,如果在这里面设置一个一个灰度Shader,也许可以将图片改成灰白色。

GL Shader脚本代码:

#ifdef GL_ES

precision mediump float;

#endif

uniform sampler2D u_texture;

varying vec2 v_texCoord;

varying vec4 v_fragmentColor;

void main(void)

{

// Convert to greyscale using NTSC weightings

float alpha = texture2D(u_texture, v_texCoord).a;

float grey = dot(texture2D(u_texture, v_texCoord).rgb, vec3(0.299, 0.587, 0.114));

gl_FragColor = vec4(grey, grey, grey, alpha);

}

这个主要目的是将RGB值转换为YUV值,Y就是灰度,所以我们取出里面的Y值来实现我们的灰白图。

Google了下,vec3(0.299, 0.587, 0.114) 是RGB转YUV的参数值。

计算完了之后根据原来的纹理alpha值,输出我们处理后的颜色到gl_FragColor,就可以让shader去渲染黑白图。

里面主要是在光栅化后的片段进行颜色处理,最后输出的是像素,它不会产生额外纹理,所以不会卡。

注意:GLSL1.0的可能有些函数不支持,会crash。不过目前基本可以不考虑。

下面就是我写好的类,加入自己的工程就可以了。

头文件

//

// BYGraySprite.h

// Demo

//

// Created by Yanghui Liu on 12-11-2.

// Copyright (c) 2012年 BoyoJoy. All rights reserved.

//



#ifndef _BYGraySprite_h

#define _BYGraySprite_h



#include "cocoa/CCGeometry.h"

#include "cocos2d.h"

USING_NS_CC;



class BYGraySprite : public cocos2d::CCSprite {

public:

    BYGraySprite();

    virtual ~BYGraySprite();



    static BYGraySprite* create(const char* pszFileName);

    bool initWithTexture(CCTexture2D* pTexture, const CCRect& tRect);

    virtual void draw();    

};



#endif//_BYGraySprite_h

cpp文件

//

// BYGraySprite.cpp

// Demo

//

// Created by Yanghui Liu on 12-11-2.

// Copyright (c) 2012年 BoyoJoy. All rights reserved.

//



#include "BYGraySprite.h"

#include "cocoa/CCGeometry.h"



BYGraySprite::BYGraySprite() {

}



BYGraySprite::~BYGraySprite() {

}



BYGraySprite* BYGraySprite::create( const char* pszFileName ) {

    BYGraySprite* graySprite = new BYGraySprite;

    if (graySprite && graySprite->initWithFile(pszFileName)) {

        graySprite->autorelease();

        return graySprite;

    } else {

        CC_SAFE_RELEASE(graySprite);

        return NULL;

    }

}



bool BYGraySprite::initWithTexture(CCTexture2D* pTexture, const CCRect& tRect ) {

    do {

        CC_BREAK_IF(!CCSprite::initWithTexture(pTexture, tRect));



        GLchar* pszFragSource =

            "#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 \

            }";



        CCGLProgram* pProgram = new CCGLProgram();

        pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, pszFragSource);

        this->setShaderProgram(pProgram);

        pProgram->release();

        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 BYGraySprite::draw() {

    ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex );

    ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst );



    this->getShaderProgram()->use();

    this->getShaderProgram()->setUniformsForBuiltins();//  this->getShaderProgram()->setUniformForModelViewProjectionMatrix();



    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);

}

使用方法:

BYGraySprite* graySprite = BYGraySprite::create("Icon.png");



graySprite->setPosition( ccp(size.width/2, size.height/2) );



this->addChild(graySprite);

2012.11.14更新
二、之前alpha值是直接用的1,所以透明图会渲染成黑色。把原来纹理的alpha取出来并使用。就可以避免该问题。
也就是将GL脚本代码中的

float grey = dot(texture2D(u_texture, v_texCoord).rgb, vec3(0.299, 0.587, 0.114)); \n \



gl_FragColor = vec4(grey, grey, grey, 1.0); \n \

改成:

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 \

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