<转+备份>Cocos2d-x精灵加亮及灰度调整

来源:互联网 发布:淘宝店装修步骤 编辑:程序博客网 时间:2024/06/05 09:07

原文地址:http://i.kimiazhu.info/?p=280

转一篇,不过本位介绍的加亮和之前我想做的加亮闪缩效果还是有差别。


主要的思路是通过CCImage先载入图片,然后getData()获取图片数据,接着逐一获取各像素的RGB值(代码基于jpg,若是png则需要获取RGBA值),通过相应方法修改各像素点的值。之后将该CCImange加载到CCTexture2D中,再由CCSprite载入,然后即可自由操作CCSprite。


以上相当于是在生成CCSprite时载入已加亮或变灰了的图片,至于如何将已有的CCSprite加亮或变灰,尚等研究。


C++ Code:

//根据现有CCSprite,变亮和变灰static CCSprite* graylightWithCCSprite(CCSprite* oldSprite,bool isLight){    //CCSprite转成CCimage    CCPoint p = oldSprite->getAnchorPoint();    oldSprite->setAnchorPoint(ccp(0,0));    CCRenderTexture *outTexture = CCRenderTexture::create((int)oldSprite->getContentSize().width,(int)oldSprite->getContentSize().height);    outTexture->begin();    oldSprite->visit();    outTexture->end();    oldSprite->setAnchorPoint(p);    CCImage* finalImage = outTexture->newCCImage();    unsigned char *pData = finalImage->getData();    int iIndex = 0;    if(isLight)    {        for (int i = 0; i < finalImage->getHeight(); i ++)        {            for (int j = 0; j < finalImage->getWidth(); j ++)            {                // highlight                int iHightlightPlus = 50;                int iBPos = iIndex;                unsigned int iB = pData[iIndex];                iIndex ++;                unsigned int iG = pData[iIndex];                iIndex ++;                unsigned int iR = pData[iIndex];                iIndex ++;                //unsigned int o = pData[iIndex];                iIndex ++;  //原来的示例缺少                iB = (iB + iHightlightPlus > 255 ? 255 : iB + iHightlightPlus);                iG = (iG + iHightlightPlus > 255 ? 255 : iG + iHightlightPlus);                iR = (iR + iHightlightPlus > 255 ? 255 : iR + iHightlightPlus);                //            iR = (iR < 0 ? 0 : iR);                //            iG = (iG < 0 ? 0 : iG);                //            iB = (iB < 0 ? 0 : iB);                pData[iBPos] = (unsigned char)iB;                pData[iBPos + 1] = (unsigned char)iG;                pData[iBPos + 2] = (unsigned char)iR;            }        }    }else{        for (int i = 0; i < finalImage->getHeight(); i ++)        {            for (int j = 0; j < finalImage->getWidth(); j ++)            {                // gray                int iBPos = iIndex;                unsigned int iB = pData[iIndex];                iIndex ++;                unsigned int iG = pData[iIndex];                iIndex ++;                unsigned int iR = pData[iIndex];                iIndex ++;                //unsigned int o = pData[iIndex];                iIndex ++; //原来的示例缺少                unsigned int iGray = 0.3 * iR + 0.4 * iG + 0.2 * iB;                pData[iBPos] = pData[iBPos + 1] = pData[iBPos + 2] = (unsigned char)iGray;            }        }    }    CCTexture2D *texture = new CCTexture2D;    texture->initWithImage(finalImage);    CCSprite* newSprite = CCSprite::createWithTexture(texture);    delete finalImage;    texture->release();    return newSprite;}
<pre name="code" class="cpp">CCTexture2D* GetGaryTexture( string fileName ){string garyFileName;for( int i = 0; i < fileName.size(); i++ ){if( fileName[ i ] == '.' ){garyFileName += "_Gary";}garyFileName += fileName[ i ];}CCTexture2D* pTexture = CCTextureCache::sharedTextureCache()->textureForKey( garyFileName.c_str() );if ( !pTexture ){CCImage* pImg = NULL;pImg = new CCImage();pImg->initWithImageFile( fileName.c_str() );unsigned char *pData = pImg->getData();int iIndex = 0;for (int i = 0; i < pImg->getHeight(); i ++){for (int j = 0; j < pImg->getWidth(); j ++){int iBPos = iIndex;unsigned int iB = pData[iIndex];iIndex ++;unsigned int iG = pData[iIndex];iIndex ++;unsigned int iR = pData[iIndex];iIndex ++;#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)iIndex ++;#elseif( pImg->hasAlpha() )iIndex++;#endifunsigned int iGray = 0.3 * iR + 0.6 * iG + 0.1 * iB;pData[iBPos] = pData[iBPos + 1] = pData[iBPos + 2] = (unsigned char)iGray;}}pTexture = CCTextureCache::sharedTextureCache()->addUIImage(pImg, garyFileName.c_str() );//加入缓存中pImg->release();}return pTexture;}


                                             
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