Cocos2dx - CCSprite使用 shader生成自己想要的颜色的图片
来源:互联网 发布:golang编程圣经 编辑:程序博客网 时间:2024/05/16 15:44
class BYGraySprite : public CCSprite{ public: BYGraySprite(); virtual ~BYGraySprite(); static BYGraySprite* create(const char* pszFileName); bool initWithTexture(CCTexture2D* pTexture, const CCRect& tRect); virtual void draw();};
#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).rgba, vec4(0.5, 0.0, 0.0,0.7)); \n \ gl_FragColor = vec4(grey, 0.0, 0.0, 0.0); \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);}
使用
BYGraySprite* graySprite = BYGraySprite::create("boss.png"); graySprite->setPosition(ccp(480,320) ); addChild(graySprite);
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