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  • cocos2dx 获取精灵的高亮效果

    转自:http://blog.csdn.net/tyxkzzf/article/details/38703883

    CCSprite* getHighlightSprite(CCSprite* normalsprite) {
        if ( !normalsprite) {
            return CreateDefaultSprite();
        }
        //CCSprite转成CCimage
        CCPoint p = normalsprite->getAnchorPoint();
        normalsprite->setAnchorPoint(ccp(0, 0));
        CCRenderTexture *outTexture = CCRenderTexture::create((int)normalsprite->getContentSize().width, (int)normalsprite->getContentSize().height);
        outTexture->begin();
        normalsprite->visit();
        outTexture->end();
        normalsprite->setAnchorPoint(p);
        
        CCImage* finalImage = outTexture->newCCImage();
        unsigned char *pData = finalImage->getData();
        int iIndex = 0;
        
        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;
            }
        }
        
        CCTexture2D *texture = new CCTexture2D;
        texture->initWithImage(finalImage);
        CCSprite* newSprite = CCSprite::createWithTexture(texture);
        delete finalImage;
        texture->release();
        
        return newSprite;
    }

    这里有更详细的一片介绍文章《Cocos2dx如何反白高亮CCSprite》点击打开链接

    在做游戏时遇到需要使用纯白色高亮精灵的场合,尝试了很多办法没有解决问题,目前有以下几种解法:  最简单当然是切换成和精灵图片一样的另一张纯白图片。 另外就是使用glTexEnvi,具体如下:

    重写一个类继承CCSprite, 改写draw 函数,如下代码:

    void YourSprite::setHightlight(bool hightlight)
    {
        if (m_hightlight != hightlight)
        {
            m_hightlight = hightlight;
            if (m_hightlight)
            {
                ccBlendFunc blendFunc = {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA};
                setBlendFunc(blendFunc);
            }
            else
            {
                ccBlendFunc blendFunc = {CC_BLEND_SRC, CC_BLEND_DST};
                setBlendFunc(blendFunc);
            }
        }
    }
        void     YourSprite::draw()
    
    {
    
         CCNode::draw();
    
    
        CCAssert(! m_bUsesBatchNode, "");
    
    
        // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
        // Needed states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
        // Unneeded states: -
        bool newBlend = m_sBlendFunc.src != CC_BLEND_SRC || m_sBlendFunc.dst != CC_BLEND_DST;
        if (newBlend)
        {
            glBlendFunc(m_sBlendFunc.src, m_sBlendFunc.dst);
        }
    
    
    #define kQuadSize sizeof(m_sQuad.bl)
        if (m_pobTexture)
        {
            glBindTexture(GL_TEXTURE_2D, m_pobTexture->getName());
        }
        else
        {
            glBindTexture(GL_TEXTURE_2D, 0);
        }
    
    
        if (m_hightlight)
        {
            glActiveTexture( GL_TEXTURE0 );
    
    
            //the magic
            glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
            glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD); //you can change me... GL_REPLACE, GL_SUBSTRACT produce nice effects
            glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS); //setColor
            glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE); //your texture
        }
        long offset = (long)&m_sQuad;
    
    
        // vertex
        int diff = offsetof(ccV3F_C4B_T2F, vertices);
        glVertexPointer(3, GL_FLOAT, kQuadSize, (void*)(offset + diff));
    
    
        // color
        diff = offsetof( ccV3F_C4B_T2F, colors);
        glColorPointer(4, GL_UNSIGNED_BYTE, kQuadSize, (void*)(offset + diff));
    
    
        // tex coords
        diff = offsetof( ccV3F_C4B_T2F, texCoords);
        glTexCoordPointer(2, GL_FLOAT, kQuadSize, (void*)(offset + diff));
    
    
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    
    
        if( newBlend )
        {
            glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
        }
    
    
    #if CC_SPRITE_DEBUG_DRAW == 1
        // draw bounding box
        CCSize s = m_tContentSize;
        CCPoint vertices[4] = {
            ccp(0,0), ccp(s.width,0),
            ccp(s.width,s.height), ccp(0,s.height)
        };
        ccDrawPoly(vertices, 4, true);
    #elif CC_SPRITE_DEBUG_DRAW == 2
        // draw texture box
        const CCSize& s = m_obRect.size;
        const CCPoint& offsetPix = getOffsetPositionInPixels();
        CCPoint vertices[4] = {
            ccp(offsetPix.x,offsetPix.y), ccp(offsetPix.x+s.width,offsetPix.y),
            ccp(offsetPix.x+s.width,offsetPix.y+s.height), ccp(offsetPix.x,offsetPix.y+s.height)
        };
        ccDrawPoly(vertices, 4, true);
    #endif // CC_SPRITE_DEBUG_DRAW
    
    
        if (m_hightlight)
        {
            glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        }
    
    }
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  • 原文地址:https://www.cnblogs.com/sevenyuan/p/4146540.html
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