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  • 【转】Cocos2d-x 2.x CCSprite 灰白图的生成(利用shader设置)——2013-08-27 21

    猴子原创,欢迎转载。转载请注明: 转载自Cocos2D开发网–Cocos2Dev.com,谢谢!

    原文地址: http://www.cocos2dev.com/?p=325

    1

    游戏中人物死掉后要把人物头像变成灰白图,很多游戏也是这样处理,问题来了,怎么将CCsprite生成的图变成灰白呢?

    看了下实现,基本有了办法。CCSprite是在initWithTexture的时候渲染的贴图,如果在这里面设置一个一个灰度Shader,也许可以将图片改成灰白色。

    GL Shader脚本代码:

    #ifdef GL_ES

    precision mediump float;

    #endif

    uniform sampler2D u_texture;

    varying vec2 v_texCoord;

    varying vec4 v_fragmentColor;

    void main(void)

    {

    // Convert to greyscale using NTSC weightings

    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,所以我们取出里面的Y值来实现我们的灰白图。

    Google了下,vec3(0.299, 0.587, 0.114) 是RGB转YUV的参数值。

    计算完了之后根据原来的纹理alpha值,输出我们处理后的颜色到gl_FragColor,就可以让shader去渲染黑白图。

    里面主要是在光栅化后的片段进行颜色处理,最后输出的是像素,它不会产生额外纹理,所以不会卡。

    注意:GLSL1.0的可能有些函数不支持,会crash。不过目前基本可以不考虑。

    下面就是我写好的类,加入自己的工程就可以了。

    头文件

    //
    // BYGraySprite.h
    // Demo
    //
    // Created by Yanghui Liu on 12-11-2.
    // Copyright (c) 2012年 BoyoJoy. All rights reserved.
    //
    
    #ifndef _BYGraySprite_h
    #define _BYGraySprite_h
    
    #include "cocoa/CCGeometry.h"
    #include "cocos2d.h"
    USING_NS_CC;
    
    class BYGraySprite : public cocos2d::CCSprite {
    public:
        BYGraySprite();
        virtual ~BYGraySprite();
    
        static BYGraySprite* create(const char* pszFileName);
        bool initWithTexture(CCTexture2D* pTexture, const CCRect& tRect);
        virtual void draw();    
    };
    
    #endif//_BYGraySprite_h

    cpp文件

    //
    // BYGraySprite.cpp
    // Demo
    //
    // Created by Yanghui Liu on 12-11-2.
    // Copyright (c) 2012年 BoyoJoy. All rights reserved.
    //
    
    #include "BYGraySprite.h"
    #include "cocoa/CCGeometry.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 
     
                precision mediump float; 
     
                #endif 
     
                uniform sampler2D u_texture; 
     
                varying vec2 v_texCoord; 
     
                varying vec4 v_fragmentColor; 
     
                void main(void) 
     
                { 
     
                // Convert to greyscale using NTSC weightings 
     
                vec4 col = texture2D(u_texture, v_texCoord); 
     
                float grey = dot(col.rgb, vec3(0.299, 0.587, 0.114)); 
     
                gl_FragColor = vec4(grey, grey, grey, col.a); 
     
                }";
    
            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()->setUniformsForBuiltins();//  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);
    }

    使用方法:

    BYGraySprite* graySprite = BYGraySprite::create("Icon.png");
    
    graySprite->setPosition( ccp(size.width/2, size.height/2) );
    
    this->addChild(graySprite);

    2012.11.14更新
    二、之前alpha值是直接用的1,所以透明图会渲染成黑色。把原来纹理的alpha取出来并使用。就可以避免该问题。
    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)); 
     
    
    gl_FragColor = vec4(grey, grey, grey, 1.0); 
     

    改成:

    vec4 col = texture2D(u_texture, v_texCoord); 
     
    
    float grey = dot(col.rgb, vec3(0.299, 0.587, 0.114)); 
     
    
    gl_FragColor = vec4(grey, grey, grey, col.a); 
     
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  • 原文地址:https://www.cnblogs.com/yssgyw/p/3285995.html
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