cocos2d 制作光晕特效

*********************.h文件*********************
#include "cocos2d.h"
#include "HelloWorldScene.h"

USING_NS_CC;

class LightCCSprite : public CCSprite
{
public:
static CCSprite *spriteWithFile(const char * filename);
virtual void draw();
};


****************.cpp文件******************
#include "LightCCSprite.h"

CCSprite *LightCCSprite::spriteWithFile(const char * filename){

CCSprite *pobSprite = new LightCCSprite();//这里才会调用draw,而不是CCSprite的draw

if (pobSprite && pobSprite->initWithFile(filename))
{
pobSprite->autorelease();
return pobSprite;
}
CC_SAFE_DELETE(pobSprite);

return NULL;
}


void LightCCSprite::draw(){


//CCSprite::draw();//如果不取消的话如果两个lightCCSPrite对象只有一个会产生亮光

((HelloWorld*)getParent())->darknessLayer->begin();

CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprit e, "CCSprite - draw");

  CCAssert(!m_pobBatchNode, "If CCSprite is being rendered by CCSpriteBatchNode, CCSprite#draw SHOULD NOT be called");

  CC_NODE_DRAW_SETUP();


//glClear(GL_COLOR_BUFFER_BIT);
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
glColorMask(0.0f, 0.0f, 0.0f, 1.0f);//关键句

#define kQuadSize sizeof(m_sQuad.bl)

if (m_pobTexture!= NULL)
{
glBindTexture(GL_TEXTURE_2D, m_pobTexture->getName());
}
else
{
glBindTexture(GL_TEXTURE_2D, 0);
}


  // ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );

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, 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);


glColorMask(1.0f, 1.0f, 1.0f, 1.0f);
((HelloWorld*)getParent())->darknessLayer->end();
}
********************调用处*************************
CCSprite *sprite2=LightCCSprite::spriteWithFile("light.png");//继承ccsprite新建对象
sprite2->setPosition(ccp(100,200));
this->addChild(sprite2,2);
sprite2->runAction(CCRepeatForever::create((CCActionInterval *)CCSequence::create(CCMoveBy::create(3.0f,ccp(300,0)),CCMoveBy::create(0.1f,ccp(-300,0)),NULL)));


darknessLayer = CCRenderTexture::create(size.width, size.height);
darknessLayer->setPosition(ccp( size.width /2 , size.height/2 ));
this->addChild(darknessLayer,20);
darknessLayer->clear(0,0,0,0.5f);//设置黑夜笼罩
*********************最终效果************************
cocos2d <wbr>制作光晕特效
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