游戏中人物死掉后要把人物头像变成灰白图,不少游戏也是这样处理,问题来了,怎么将CCsprite生成的图变成灰白呢?web
看了下实现,基本有了办法。CCSprite是在initWithTexture的时候渲染的贴图,若是在这里面设置一个一个灰度Shader,也许能够将图片改为灰白色。ide
GL Shader脚本代码:函数
- #ifdef GL_ES
- precision mediump float;
- #endif
- uniform sampler2D u_texture;
- varying vec2 v_texCoord;
- varying vec4 v_fragmentColor;
- void main(void)
- {
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- 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,因此咱们取出里面的Y值来实现咱们的灰白图。ui
Google了下,vec3(0.299, 0.587, 0.114) 是RGB转YUV的参数值。this
计算完了以后根据原来的纹理alpha值,输出咱们处理后的颜色到gl_FragColor,就能够让shader去渲染黑白图。url
里面主要是在光栅化后的片断进行颜色处理,最后输出的是像素,它不会产生额外纹理,因此不会卡。spa
注意:GLSL1.0的可能有些函数不支持,会crash。不过目前基本能够不考虑。.net
下面就是我写好的类,加入本身的工程就能够了。orm
头文件blog
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- #ifndef Demo_BYGraySprite_h
- #define Demo_BYGraySprite_h
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- #include "cocoa/CCGeometry.h"
- #include "cocos2d.h"
- USING_NS_CC;
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- class BYGraySprite : public CCSprite{
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- public:
- BYGraySprite();
- virtual ~BYGraySprite();
- static BYGraySprite* create(const char* pszFileName);
- bool initWithTexture(CCTexture2D* pTexture, const CCRect& tRect);
- virtual void draw();
-
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- };
-
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- #endif
cpp文件
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- #include "BYGraySprite.h"
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- BYGraySprite::BYGraySprite(){
-
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- }
-
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- BYGraySprite::~BYGraySprite(){
-
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- }
-
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- 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;
- }
- }
-
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- bool BYGraySprite::initWithTexture(CCTexture2D* pTexture, const CCRect& tRect ){
- do{
- CC_BREAK_IF(!CCSprite::initWithTexture(pTexture, tRect));
-
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- 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 \
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- 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 \
- }";
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- CCGLProgram* pProgram = new CCGLProgram();
- pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, pszFragSource);
- this->setShaderProgram(pProgram);
- pProgram->release();
- CHECK_GL_ERROR_DEBUG();
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- this->getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
- this->getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
- this->getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
- CHECK_GL_ERROR_DEBUG();
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- this->getShaderProgram()->link();
- CHECK_GL_ERROR_DEBUG();
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- this->getShaderProgram()->updateUniforms();
- CHECK_GL_ERROR_DEBUG();
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- return true;
- } while (0);
- return false;
- }
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- void BYGraySprite::draw(){
- ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex );
- ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst );
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- this->getShaderProgram()->use();
- this->getShaderProgram()->setUniformForModelViewProjectionMatrix();
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- ccGLBindTexture2D( this->getTexture()->getName() );
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- #define kQuadSize sizeof(m_sQuad.bl)
- long offset = (long)&m_sQuad;
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- int diff = offsetof( ccV3F_C4B_T2F, vertices);
- glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
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- diff = offsetof( ccV3F_C4B_T2F, texCoords);
- glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
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- 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);
2、以前alpha值是直接用的1,因此透明图会渲染成黑色。把原来纹理的alpha取出来并使用。就能够避免该问题。
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 \
改为:
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 \