Files
SmallGame_Cocos2dx/Classes/Util/CCColorUtil.cpp
T
2014-08-20 16:15:02 +08:00

124 lines
3.9 KiB
C++

//
// CCColorUtil.cpp
// OnceAgain
//
// Created by mac on 14-4-16.
//
//
#include "CCColorUtil.h"
void CCColorUtil::addGray(CCSprite* sp)
{
do
{
CCGLProgram* pProgram = CCShaderCache::sharedShaderCache()->programForKey(kCCShader_Position_uColor);
sp->setShaderProgram(pProgram);
CHECK_GL_ERROR_DEBUG();
sp->getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
sp->getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
sp->getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
CHECK_GL_ERROR_DEBUG();
sp->getShaderProgram()->link();
CHECK_GL_ERROR_DEBUG();
sp->getShaderProgram()->updateUniforms();
CHECK_GL_ERROR_DEBUG();
} while (0);
}
void CCColorUtil::removeGray(CCSprite* sp)
{
do
{
CCGLProgram* pProgram = CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor);
sp->setShaderProgram(pProgram);
CHECK_GL_ERROR_DEBUG();
sp->getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
sp->getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
sp->getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
CHECK_GL_ERROR_DEBUG();
sp->getShaderProgram()->link();
CHECK_GL_ERROR_DEBUG();
sp->getShaderProgram()->updateUniforms();
CHECK_GL_ERROR_DEBUG();
} while (0);
}
CCSprite* CCColorUtil::graylightWithCCSprite(CCSprite* oldSprite,bool isLight)
{
//CCSprite转成CCimage
CCPoint ptOldAnchor = oldSprite->getAnchorPoint();
CCPoint ptOld = oldSprite->getPosition();
oldSprite->setAnchorPoint(ccp(0,0));
oldSprite->setPosition(ccp(0,0));
CCRenderTexture *outTexture = CCRenderTexture::create((int)oldSprite->getContentSize().width*1,(int)oldSprite->getContentSize().height*1);
outTexture->begin();
oldSprite->visit();
outTexture->end();
oldSprite->setAnchorPoint(ptOldAnchor);
oldSprite->setPosition(ptOld);
CCImage* finalImage = outTexture->newCCImage();
unsigned char *pData = finalImage->getData();
int iIndex = 0;
if(isLight)
{
for (int i = 0; i < finalImage->getHeight(); i ++)
{
for (int j = 0; j < finalImage->getWidth(); j ++)
{
// highlight
int iHightlightPlus = 50;
int iBPos = iIndex;
unsigned int iB = pData[iIndex];
iIndex ++;
unsigned int iG = pData[iIndex];
iIndex ++;
unsigned int iR = pData[iIndex];
iIndex ++;
//unsigned int o = pData[iIndex];
iIndex ++; //原来的示例缺少
iB = (iB + iHightlightPlus > 255 ? 255 : iB + iHightlightPlus);
iG = (iG + iHightlightPlus > 255 ? 255 : iG + iHightlightPlus);
iR = (iR + iHightlightPlus > 255 ? 255 : iR + iHightlightPlus);
// iR = (iR < 0 ? 0 : iR);
// iG = (iG < 0 ? 0 : iG);
// iB = (iB < 0 ? 0 : iB);
pData[iBPos] = (unsigned char)iB;
pData[iBPos + 1] = (unsigned char)iG;
pData[iBPos + 2] = (unsigned char)iR;
}
}
}else{
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 ++;
//unsigned int o = pData[iIndex];
iIndex ++; //原来的示例缺少
unsigned int iGray = 0.3 * iR + 0.4 * iG + 0.2 * iB;
pData[iBPos] = pData[iBPos + 1] = pData[iBPos + 2] = (unsigned char)iGray;
}
}
}
CCTexture2D *texture = new CCTexture2D;
texture->initWithImage(finalImage);
CCSprite* newSprite = CCSprite::createWithTexture(texture);
delete finalImage;
texture->release();
return newSprite;
}