您现在的位置是:主页 > news > 塘沽网红图书馆地址/广东知名seo推广多少钱
塘沽网红图书馆地址/广东知名seo推广多少钱
admin2025/5/3 20:16:44【news】
简介塘沽网红图书馆地址,广东知名seo推广多少钱,湛江做网站哪家专业,会议网站怎么做猴子原创,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/?p325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࿰…
原文地址: http://www.cocos2dev.com/?p=325
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 Demo_BYGraySprite_h
#define Demo_BYGraySprite_h#include "cocoa/CCGeometry.h"
#include "cocos2d.h"
USING_NS_CC;class BYGraySprite : public CCSprite{public:BYGraySprite();virtual ~BYGraySprite();static BYGraySprite* create(const char* pszFileName);bool initWithTexture(CCTexture2D* pTexture, const CCRect& tRect);virtual void draw();};#endif
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"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).rgb, vec3(0.299, 0.587, 0.114)); \n \gl_FragColor = vec4(grey, grey, grey, 1.0); \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;// vertexint diff = offsetof( ccV3F_C4B_T2F, vertices);glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));// texCoodsdiff = offsetof( ccV3F_C4B_T2F, texCoords);glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));// colordiff = 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)); \n \
gl_FragColor = vec4(grey, grey, grey, 1.0); \n \
改成:
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, grey, col.a); \n \
这里感谢网友whitespace,发现该问题。并留言提供方法。