用了一段时间的Cocos2d-3.x,遇到一个问题,就是判断触摸的精灵像素是否有效,而cocos并没有获取Sprite某一点像素值的方法。
在网上看到有人通过保存Image像素的方法,来记录像素值。或者通过Image::initWithImageFile 来实现获取像素值。
前者浪费内存,后者浪费性能。今天来分享一下我的实现方法
/**
* 判断Sprite某点像素值是否有效
* @author devefx
* @date 2016/8/13
*/
bool isNonInvalidPixel(Sprite* sprite, const Point& point)
{
Rect rect = sprite->getBoundingBox();
if (rect.containsPoint(point))
{
GLint oldFBO;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &oldFBO);
GLuint frameBuffer;
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sprite->getTexture()->getName(), 0);
CCASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Could not attach texture to framebuffer");
Rect frameRect = sprite->getSpriteFrame()->getRectInPixels();
// subtract anchor point
GLint x = point.x - rect.getMinX();
GLint y = point.y - rect.getMinY();
// convert left-handed
y = frameRect.size.height - 1 - y;
// add frame origin
x = x + frameRect.origin.x;
y = y + frameRect.origin.y;
Color4B color;
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &color);
glBindFramebuffer(GL_FRAMEBUFFER, oldFBO);
glDeleteFramebuffers(1, &frameBuffer);
return color.a != 0;
}
return false;
}
主要是使用FBO关联已经加载的texture,再通过glReadPixels来获取像素值