[.h文件]
USING_NS_CC;
//函数声明
Sprite* MakeSpiteGray(Sprite* ChangeSprite);
[.cpp文件]
//用法
MakeSpiteGray(Sprite::create(people));
//精灵变灰
//函数体
Sprite* 类名::MakeSpiteGray(Sprite* ChangeSprite)
{Sprite* sprite_chess = Sprite::createWithSpriteFrame(ChangeSprite->getSpriteFrame());
sprite_chess->setPosition(sprite_chess->getContentSize().width/2, sprite_chess->getContentSize().height/2);
RenderTexture *render = RenderTexture::create(sprite_chess->getContentSize().width, sprite_chess->getContentSize().height,Texture2D::PixelFormat::RGBA8888);
render->beginWithClear(0.0f, 0.0f, 0.0f, 0.0f);
sprite_chess->visit();
render->end();
Director::getInstance()->getRenderer()->render();
Image *finalImage = render->newImage();
unsigned char *pData = finalImage->getData();
int iIndex = 0;
for (int i = 0; i < finalImage->getHeight(); i ++)
{
for (int j = 0; j < finalImage->getWidth(); j ++)
{
// gray
int iBPos = iIndex;
unsigned int iB = pData[iIndex];
iIndex ++;
unsigned int iG = pData[iIndex];
iIndex ++;
unsigned int iR = pData[iIndex];
iIndex ++;
iIndex ++;
unsigned int iGray = 0.3 * iR + 0.6 * iG + 0.1 * iB;
pData[iBPos] = pData[iBPos + 1] = pData[iBPos + 2] = (unsigned char)iGray;
}
}
Texture2D *texture = new Texture2D;
texture->initWithImage(finalImage);
auto pSprite = Sprite::createWithTexture(texture);
delete finalImage;
texture->release();
return pSprite;
}