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Cocos2d-x使用CCGLProgram和Shader文件实现精灵置灰

发布时间:2020-12-14 17:22:27 所属栏目:百科 来源:网络整理
导读:1. 实现方法: 继承自覆盖和方法实现置灰。 方法和属性声明: 是否置灰 保存置灰的GL程序 2. shader字符串: 可以像官方那样写在一个.h文件中 3. 核心代码: 覆盖父类的和方法,根据调用对应GL程序进行渲染绘制精灵 4. lua使用示例 需手写.pkg文件,使用tolua

1. 实现方法:

继承自覆盖和方法实现置灰。
方法和属性声明:


 
 
  • 是否置灰
  • 保存置灰的GL程序

2. shader字符串:

可以像官方那样写在一个.h文件中

3. 核心代码:

  • 覆盖父类的和方法,根据调用对应GL程序进行渲染绘制精灵

4. lua使用示例

  • 需手写.pkg文件,使用tolua++工具导出Lua binding文件,在AppDelegate::applicationDidFinishLaunching()注册后,方可在lua层使用
     
     
     


查看原文:http://www.51xyyx.com/3195.htmlCCGraySpriteCCSpriteinitWithTexturedrawclass CCGraySprite : public CCSprite{ public: CCGraySprite(); virtual ~CCGraySprite(); static CCGraySprite* create(const char* pszFileName); bool initWithTexture(CCTexture2D* pTexture,const CCRect& tRect); static CCGraySprite* createWithSprite(CCSprite *pSprite); static CCGraySprite* createWithNodeAndItChild(CCNode *pNode); void setGray(bool isGray); virtual void draw(); private: bool m_isGray; CCGLProgram* pProgram; };m_isGraypProgramGLchar* pszFragSource = (GLchar*) "#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 vec4 col = texture2D(u_texture,v_texCoord); n float grey = dot(col.rgb,vec3(0.299,0.587,0.114)); n gl_FragColor = vec4(grey,grey,col.a); n }";initWithTexturedrawm_isGrayvoid CCGraySprite::setGray(bool isGray) { m_isGray = isGray; if (isGray == true) { this->setShaderProgram(pProgram); }else { this->setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor)); } } bool CCGraySprite::initWithTexture(CCTexture2D* pTexture,const CCRect& tRect ){ m_isGray = true; do{ CC_BREAK_IF(!CCSprite::initWithTexture(pTexture,tRect)); GLchar* pszFragSource = (GLchar*) "#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 vec4 col = texture2D(u_texture,v_texCoord); n float grey = dot(col.rgb,vec3(0.299,0.587,0.114)); n gl_FragColor = vec4(grey,col.a); n }"; pProgram = new CCGLProgram(); pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert,pszFragSource); this->setShaderProgram(pProgram); 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 CCGraySprite::draw(){ if (this->getTexture() == NULL) { return; } if(m_isGray == false){ CCSprite::draw(); return; } ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex ); ccGLBlendFunc( m_sBlendFunc.src,m_sBlendFunc.dst ); this->getShaderProgram()->use(); this->getShaderProgram()->setUniformsForBuiltins(); 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,(void*)(offset + diff)); // color diff = offsetof( ccV3F_C4B_T2F,colors); glVertexAttribPointer(kCCVertexAttrib_Color,4,GL_UNSIGNED_BYTE,GL_TRUE,(void*)(offset + diff)); glDrawArrays(GL_TRIANGLE_STRIP,0,4); CC_INCREMENT_GL_DRAWS(1); }local nameBgSp = CCGraySprite:create("images/namebg.png")local normalSp = CCSprite:create("images/namebg.png") local graySp = CCGraySprite:createWithNodeAndItChild(normalSp)local frameSp = CCGraySprite:create("images/frame.png") frameSp:setGray(isGray)

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