灰色圖片

第一種實現

 
 
 
 
 
// 第一種void HelloWorld::spriteToGrey(Sprite* sprite_chess){ Point point = sprite_chess->getPosition(); sprite_chess->setPosition(sprite_chess->getContentSize().width / 2, sprite_chess->getContentSize().height / 2); RenderTexture *render = RenderTexture::create(sprite_chess->getContentSize().width, sprite_chess->getContentSize().height, Texture2D::PixelFormat::RGBA8888); render->beginWithClear(0.0f, 0.0f, 0.0f, 0.0f); sprite_chess->visit(); render->end(); Director::getInstance()->getRenderer()->render(); Image *finalImage = render->newImage(); unsigned char *pData = finalImage->getData(); int iIndex = 0; 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++; iIndex++; unsigned int iGray = 0.3 * iR + 0.6 * iG + 0.1 * iB; pData[iBPos] = pData[iBPos + 1] = pData[iBPos + 2] = (unsigned char)iGray; } } Texture2D *texture = new Texture2D; texture->initWithImage(finalImage); delete finalImage; sprite_chess->setTexture(texture); texture->release(); sprite_chess->setPosition(point);}

第二種實現 - 第二種實現較好

 
 
 
 
 
//實現Sprite或者ImageView類型的圖片變灰(已修正位置偏移問題)void HelloWorld::spriteToGrey2(Node* tempSp){ ImageView* imgView = dynamic_cast<ImageView*>(tempSp); Sprite* imgView2 = dynamic_cast<Sprite*>(tempSp); Sprite* sp = nullptr; if (imgView) { Scale9Sprite* scale9sp = dynamic_cast<Scale9Sprite*>(imgView->getVirtualRenderer()); if (scale9sp) { sp = scale9sp->getSprite(); } } else if (imgView2) { sp = imgView2; } if (!sp) { return; } const GLchar* pszFragSource = "#ifdef GL_ES \n\ precision mediump float; \n\#endif \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 = v_fragmentColor * texture2D(CC_Texture0, 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\ }"; GLProgram* pProgram = new GLProgram(); pProgram->initWithByteArrays(ccPositionTextureColor_noMVP_vert, pszFragSource); sp->setGLProgram(pProgram); pProgram->release(); CHECK_GL_ERROR_DEBUG(); sp->getGLProgram()->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); sp->getGLProgram()->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR); sp->getGLProgram()->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD); CHECK_GL_ERROR_DEBUG(); sp->getGLProgram()->link(); CHECK_GL_ERROR_DEBUG(); sp->getGLProgram()->updateUniforms(); CHECK_GL_ERROR_DEBUG();}


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