Cocos2dx - CCSprite使用 shader生成自己想要的颜色的图片
来源:互联网 发布:淘宝网c2c模式分析 编辑:程序博客网 时间:2024/06/05 19:00
- 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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