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;
// 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);
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。