cocos2dx图片变灰

图片变灰, 采用shader就可以实现,  

有2中方法,

1,  像CCSprite一样create

2.  把CCSprite传进来, 并把图片要不要变灰的flag传进来, 具体实现看代码和后面的使用方法


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GraySprite.h

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//
//  GraySprite.h
//  goddess
//
//  Created by rekoo on 13-7-23.
//
//
#ifndef __goddess__GraySprite__
#define __goddess__GraySprite__
#include "cocos2d.h"
#include "cocos-ext.h"
USING_NS_CC;
USING_NS_CC_EXT;
classGraySprite :publicCCSprite
{
public:
    GraySprite();
    ~GraySprite();
                                            
    boolinitWithTexture(CCTexture2D* texture,constCCRect&  rect);
    voiddraw();
    voidinitProgram();
    voidlistenBackToForeground(CCObject *obj);
                                            
    staticGraySprite* create(constchar*pszFileName);
                                            
};
#endif /* defined(__goddess__GraySprite__) */


GraySprite.cpp

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//
//  GraySprite.cpp
//  goddess
//
//  Created by rekoo on 13-7-23.
//
//
// 用shader创建灰度图, 用法跟sprite一样
//  lua用法: local sprite = GraySprite:create("pic.png")
#include "GraySprite.h"
GraySprite::GraySprite()
{
}
GraySprite::~GraySprite()
{
}
GraySprite* GraySprite::create(constchar*pszFileName)
{
    GraySprite* pRet =newGraySprite();
    if(pRet && pRet->initWithFile(pszFileName))
    {
        pRet->autorelease();
    }
    else
    {
        CC_SAFE_DELETE(pRet);
    }
                                        
    returnpRet;
}
voidGraySprite::listenBackToForeground(CCObject *obj)
{
    setShaderProgram(NULL);
    initProgram();
}
boolGraySprite::initWithTexture(CCTexture2D* texture,constCCRect& rect)
{
    if( CCSprite::initWithTexture(texture, rect) )
    {
                                                    
        CCSize s = getTexture()->getContentSizeInPixels();
                                         
        this->initProgram();
                                            
        returntrue;
    }
                                        
    returnfalse;
}
voidGraySprite::initProgram()
{
//    GLchar * fragSource = (GLchar*) CCString::createWithContentsOfFile(
//                                                                       CCFileUtils::sharedFileUtils()->fullPathForFilename("Shaders/example_Blur.fsh").c_str())->getCString();
                                        
  const GLchar * pfrag =    "#ifdef GL_ES \n \
    precision mediumpfloat; \n \
    #endif \n\
    uniform sampler2D u_texture; \n \
    varying vec2 v_texCoord; \n \
    varying vec4 v_fragmentColor; \n \
    voidmain(void) \n \
    { \n \
    floatalpha = texture2D(u_texture, v_texCoord).a; \n \
    floatgrey = dot(texture2D(u_texture, v_texCoord).rgb, vec3(0.299,0.587,0.114)); \n \
    gl_FragColor = vec4(grey, grey, grey,alpha); \n \
    } ";
                                        
                                     
    CCGLProgram* pProgram =newCCGLProgram();
    pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, pfrag);
    setShaderProgram(pProgram);
    pProgram->release();
                                        
    CHECK_GL_ERROR_DEBUG();
                                        
    getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
    getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
    getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
                                        
    CHECK_GL_ERROR_DEBUG();
                                        
    getShaderProgram()->link();
                                        
    CHECK_GL_ERROR_DEBUG();
                                        
    getShaderProgram()->updateUniforms();
                                        
}
voidGraySprite::draw()
{
    ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex );
    ccBlendFunc blend = getBlendFunc();
    ccGLBlendFunc(blend.src, blend.dst);
                                        
    getShaderProgram()->use();
    getShaderProgram()->setUniformsForBuiltins();
                                        
                                        
    ccGLBindTexture2D( getTexture()->getName());
                                        
    //
    // Attributes
    //
#define kQuadSize sizeof(m_sQuad.bl)
    longoffset = (long)&m_sQuad;
                                        
    // vertex
    intdiff = 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);
}



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使用例子:

1.  GraySprite * gs = GraySprite::create("01.png");

剩下跟CCSprite一样, 设置位置, addChild等等

2. CCSprite * cs = CCSprite::create("02.png");

GraySprite::setGray(cs, 1);   //变灰

GraySprite::setGray(cs, 0);  //原色


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把GraySprte暴露出去, lua就可以调用, 很方便