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); }
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 Demo_BYGraySprite_h #define Demo_BYGraySprite_h #include "cocoa/CCGeometry.h" #include "cocos2d.h" USING_NS_CC; class BYGraySprite : public CCSprite{ public: BYGraySprite(); virtual ~BYGraySprite(); static BYGraySprite* create(const char* pszFileName); bool initWithTexture(CCTexture2D* pTexture, const CCRect& tRect); virtual void draw(); }; #endif
// // BYGraySprite.cpp // Demo // // Created by Yanghui Liu on 12-11-2. // Copyright (c) 2012年 BoyoJoy. All rights reserved. // #include "BYGraySprite.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 \ 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 \ }"; 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()->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); }
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 \
这里感谢网友whitespace,发现该问题。并留言提供方法。