cocos2dx 3.2精灵变灰代码

//精灵变灰
Sprite* CUserData::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 ++;

        unsigned int iG = pData;

        iIndex ++;

        unsigned int iR = pData;

        iIndex ++;
        iIndex ++;

        unsigned int iGray = 0.3 * iR + 0.6 * iG + 0.1 * iB;

        pData = pData = pData = (unsigned char)iGray;
    }

}


Texture2D *texture = new Texture2D;

texture->initWithImage(finalImage);

auto pSprite = Sprite::createWithTexture(texture);

delete finalImage;

texture->release();

return pSprite;

}

我这里用的是 Sprite::createWithSpriteFrame,主要是为了从已加载的 texturepacker打包的plist中 获取的精灵,所以用了RenderTexture绘制。。。
如果是用的散图,就简单多了,直接new Image;在调用initwithfile(“xx.png”),然后getData(),后面代码一样了;

虽然看不是很懂,但感觉好厉害:874:

不错,简单,很好用

为嘛不用shader?附shader代码:

#ifdef GL_ES
precision mediump float;
#endif

varying vec4 v_fragmentColor;
varying vec2 v_texCoord;

void main()
{
vec4 normalColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord);

float gray = dot(normalColor.rgb, vec3(0.299 * 0.5, 0.587 * 0.5, 0.114 * 0.5));
gl_FragColor = vec4(gray, gray, gray, normalColor.a);

}

我看了好久都不知道shader是怎么用的, 还是像撸主那样直接修改像素点简单粗暴