晚上无事在研究lua直接调用GL的API来使用shader让精灵变灰,然后发现了一篇帖子,copy过来测试了下,果然可以,原帖在此
http://www.superyyl.com/?p=267
我只是做了搬运,然后稍微添加了一个恢复的按钮,最终代码如下:
function MainScene:ctor()
self.btn = cc.ui.UIPushButton.new("ui_btn_start.png")
:onButtonClicked(function(event)
if not self.dark then
self.dark = true
self:darkNode(self.sp)
else
self.dark = false
self.sp:setGLProgramState(cc.GLProgramState:getOrCreateWithGLProgram(cc.GLProgramCache:getInstance():getGLProgram("ShaderPositionTextureColor_noMVP")))
end
end)
:pos(display.cx, display.cy)
:addTo(self)
self.sp = display.newSprite("ui_btn_start.png"):addTo(self)
self.sp:setPosition(display.cx, 300)
self.dark = false
end
function MainScene:darkNode(node)
local vertDefaultSource = "\n"..
"attribute vec4 a_position; \n" ..
"attribute vec2 a_texCoord; \n" ..
"attribute vec4 a_color; \n"..
"#ifdef GL_ES \n"..
"varying lowp vec4 v_fragmentColor;\n"..
"varying mediump vec2 v_texCoord;\n"..
"#else \n" ..
"varying vec4 v_fragmentColor; \n" ..
"varying vec2 v_texCoord; \n"..
"#endif \n"..
"void main() \n"..
"{\n" ..
"gl_Position = CC_PMatrix * a_position; \n"..
"v_fragmentColor = a_color;\n"..
"v_texCoord = a_texCoord;\n"..
"}"
local pszFragSource = "#ifdef GL_ES \n" ..
"precision mediump float; \n" ..
"#endif \n" ..
"varying vec4 v_fragmentColor; \n" ..
"varying vec2 v_texCoord; \n" ..
"void main(void) \n" ..
"{ \n" ..
"vec4 c = texture2D(CC_Texture0, v_texCoord); \n" ..
"gl_FragColor.xyz = vec3(0.4*c.r + 0.4*c.g +0.4*c.b); \n"..
"gl_FragColor.w = c.w; \n"..
"}"
local pProgram = cc.GLProgram:createWithByteArrays(vertDefaultSource,pszFragSource)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS)
pProgram:link()
pProgram:updateUniforms()
node:setGLProgram(pProgram)
end
```
点击按钮来切换精灵的状态
再次感谢原文的作者

