cocos图片描边的方法

CCRenderTexture* createStroke(CCSprite* label, int size, ccColor3B color, GLubyte opacity)
 {
 
    CCRenderTexture* rt = CCRenderTexture::renderTextureWithWidthAndHeight(
         label->getTexture()->getContentSize().width + size * 2,
        label->getTexture()->getContentSize().height+size * 2
         );
 
     CCPoint originalPos = label->getPosition();

    ccColor3B originalColor = label->getColor();

    GLubyte originalOpacity = label->getOpacity();

    bool originalVisibility = label->getIsVisible();

    label->setColor(color);

    label->setOpacity(opacity);

    label->setIsVisible(true);

    ccBlendFunc originalBlend = label->getBlendFunc();

    ccBlendFunc bf = {GL_SRC_ALPHA, GL_ONE};

    label->setBlendFunc(bf);

    CCPoint bottomLeft = ccp(
        label->getTexture()->getContentSize().width * label->getAnchorPoint().x + size, 
        label->getTexture()->getContentSize().height * label->getAnchorPoint().y + size);

    CCPoint positionOffset= ccp(
        - label->getTexture()->getContentSize().width / 2,
        - label->getTexture()->getContentSize().height / 2);

    CCPoint position = ccpSub(originalPos, positionOffset);

    rt->begin();

    for (int i=0; i<360; i+= 15) // you should optimize that for your needs
    {
        label->setPosition(
            ccp(bottomLeft.x + sin(CC_DEGREES_TO_RADIANS(i))*size, bottomLeft.y + cos(CC_DEGREES_TO_RADIANS(i))*size)
            );
        label->visit();
    }
    rt->end();

    label->setPosition(originalPos);
    label->setColor(originalColor);
    label->setBlendFunc(originalBlend);
    label->setIsVisible(originalVisibility);
    label->setOpacity(originalOpacity);

    rt->setPosition(position);

    return rt;
}

文字描边的函数,下面是使用方法:

    CCSprite* sprite = CCSprite::spriteWithFile("some_sprite.png");

    addChild(sprite);

    CCRenderTexture* tex = createStroke(sprite, 2 /*size*/, ccc3(0, 255, 0)/*color*/, 50 /*opacity*/);

    addChild(tex, sprite->getZOrder() - 1);


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