static CCSprite* createMaskSprite(CCLayerColor* base,
                                      const std::vector<CCRect>& cutoutList)
    {
        CCSize winSize = CCDirector::sharedDirector()->getWinSize();
        
//        CCRenderTexture* rt = CCRenderTexture::create(winSize.width, winSize.height);
        
        // use a low-precision format
        CCRenderTexture* rt = CCRenderTexture::create(winSize.width,
                                                      winSize.height,
                                                      kTexture2DPixelFormat_RGBA8888);
        rt->setAnchorPoint(ccp(0, 0));
        rt->setPosition(ccp(0, 0));
        
        ccBlendFunc cutoutBlend = {GL_DST_ALPHA, GL_ZERO};
        
        // render to texture
        rt->begin();
        base->visit();

        CCSprite* s = CCSprite::create("ui/1x1_b.png");
        s->setAnchorPoint(ccp(0, 0));
        s->setOpacity(0);
        
        for(const CCRect& cutout : cutoutList)
        {
            s->setPosition(cutout.origin);
            s->setScaleX(cutout.size.width * contentScale());
            s->setScaleY(cutout.size.height * contentScale());

            s->setBlendFunc(cutoutBlend);
            s->visit();
        }
        rt->end();
        // render to texture done
        
        std::string randName = std::string("mask_image_") + boost::lexical_cast<std::string>(rand());

        CCImage* img = rt->newCCImage(false);
        img->autorelease();
        
        CCTexture2D* tex = CCTextureCache::sharedTextureCache()->addUIImage(img,
                                                                            randName.c_str());
        CCSprite *mask = CCSprite::createWithTexture(tex);
        mask->setFlipY(true);
        mask->setAnchorPoint(ccp(0, 0));
        mask->setPosition(ccp(0, 0));
        
        return mask;
    }
CCTexture2D* Util::getGrayTexture(CCTexture2D* texture){
		typedef enum {  
			RED = 0,  
			GREEN = 1,  
			BLUE = 2,  
			ALPHA = 3  
		} PIXELS;  
		CCSize textSize = texture->getContentSize();
		CCSprite *temporarySprite = CCSprite::createWithTexture(texture);
		//就这么一小句搞了我半天了,不过能出来也值了
		temporarySprite->setAnchorPoint(ccp(0,0));
		CCRenderTexture *rt = CCRenderTexture::create(textSize.width, textSize.height);
		rt->begin();
		temporarySprite->visit();
		rt->end();
		
		CCImage *image = rt->newCCImage();
		unsigned char* pixels = image->getData();
		int len = image->getDataLen();
		uint32_t *p = (uint32_t *)pixels;
		for(int i=0;i<len;i++){
			uint8_t *rgbaPixel = (uint8_t *) &p[i];
			//uint32_t gray = 0.3 * rgbaPixel[RED] + 0.59 * rgbaPixel[GREEN] + 0.11 * rgbaPixel[BLUE];
			uint32_t gray = 1.2*rgbaPixel[RED] + 1.0*rgbaPixel[GREEN] + 0.0*rgbaPixel[BLUE];
			// set the pixels to gray  
			rgbaPixel[RED] = gray;  
			rgbaPixel[GREEN] = gray;  
			rgbaPixel[BLUE] = gray;  
		}
		CCTexture2D* newtexture = new CCTexture2D();  
		newtexture->autorelease();
		newtexture->initWithImage(image);

		image->release();
		return newtexture;
}
Exemple #3
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CCSprite * BSAddStrokeToLabel(cocos2d::CCLabelTTF * label, float size, cocos2d::ccColor3B color, GLubyte opacity) {
    CCPoint originalPos = label->getPosition();
    ccColor3B originalColor = label->getColor();
    GLubyte originalOpacity = label->getOpacity();
    bool originalVisibility = label->isVisible();
    ccBlendFunc originalBlend = label->getBlendFunc();
    
    label->setColor(color);
    label->setOpacity(opacity);
    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);
    CCRenderTexture* rt = CCRenderTexture::create(label->getTexture()->getContentSize().width + size * 2,
                                                  label->getTexture()->getContentSize().height + size * 2);
    /* 在原始位置绘制文字,用于镂空用 */
    label->setPosition(bottomLeft);
    rt->begin();
    label->visit();
    rt->end();
    CCImage * originText = rt->newCCImage();
    glBlendEquation(GL_BLEND_EQUATION_ALPHA);
    /* 在各个方向上移动文字,重叠得到未镂空的描边 */
    rt->begin();
    /* Bresenham's circle algorithm */
    int radis = 3 * size;
    for (int x = 0, y = radis, d = 3 - 2 * radis; x <= y; ++x) {
        float xx = x / 3.0F, yy = y / 3.0F;
        label->setPosition(ccp(bottomLeft.x + xx, bottomLeft.y + yy)); label->visit();
        label->setPosition(ccp(bottomLeft.x - xx, bottomLeft.y + yy)); label->visit();
        label->setPosition(ccp(bottomLeft.x + xx, bottomLeft.y - yy)); label->visit();
        label->setPosition(ccp(bottomLeft.x - xx, bottomLeft.y - yy)); label->visit();
        label->setPosition(ccp(bottomLeft.x + yy, bottomLeft.y + xx)); label->visit();
        label->setPosition(ccp(bottomLeft.x - yy, bottomLeft.y + xx)); label->visit();
        label->setPosition(ccp(bottomLeft.x + yy, bottomLeft.y - xx)); label->visit();
        label->setPosition(ccp(bottomLeft.x - yy, bottomLeft.y - xx)); label->visit();
        if (d < 0) {
            d = d + 4 * x + 6;
        } else {
            d = d + 4 * (x - y) + 10;
            y --;
        }
    }
    rt->end();
    
    /* TODO: ugly workaround. rendertexture多次绘制颜色叠加,需要取色值大的那个,需要通过glBlendEquation(GL_MAX)实现。
     * see http://stackoverflow.com/questions/2143690/is-it-possible-to-achieve-maxas-ad-opengl-blending */
    CCImage * strokedText = rt->newCCImage();
    unsigned char * pStorke = strokedText->getData();
    unsigned char * pErase = originText->getData();
    for (int i = 0; i < strokedText->getDataLen(); ++i) {
        if ((unsigned int) pErase[i * 4] != 0) {
            *(unsigned int *) &pStorke[i * 4] = 0;
        } else if ((unsigned int) pStorke[i * 4] != 0) {
            unsigned char * pixel = &pStorke[i * 4];
            (*pixel++) = color.r;
            (*pixel++) = color.g;
            (*pixel++) = color.b;
             *pixel    = opacity;
        }
    }
    originText->release();
    
    /* 用RenderTexture构造一个Sprite,以实现支持透明度 FadeIn FadeOut */
    CCTexture2D * texture2D = new CCTexture2D();
    texture2D->initWithImage(strokedText);
    strokedText->release();
    CCSprite * sprite = CCSprite::createWithTexture(texture2D);
    texture2D->release();
    
    label->setPosition(originalPos);
    label->setColor(originalColor);
    label->setBlendFunc(originalBlend);
    label->setVisible(originalVisibility);
    label->setOpacity(originalOpacity);
    
    sprite->setPosition(ccp(label->getTexture()->getContentSize().width / 2, label->getTexture()->getContentSize().height / 2));
    label->addChild(sprite, -1);
    
    return sprite;
}
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;
}
Exemple #5
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CCRect GameUtil::getFitRect(CCSprite* pSprite)
{
	// 원본의 원래위치 백업
	CCPoint ptOrg = pSprite->getPosition();

	// 원본 스프라이트 위치를 Center로 설정
	pSprite->setPosition(ccp(pSprite->getContentSize().width/2, pSprite->getContentSize().height/2));

	// CCImage를 만들기 위해서 RenderTexture 생성
	CCRenderTexture * rtNew = CCRenderTexture::create((int)pSprite->getContentSize().width, (int)pSprite->getContentSize().height);
	rtNew->begin();
	pSprite->visit();
    rtNew->end();

	// CCImage 생성
	CCImage *pImage = rtNew->newCCImage();
	int width = pImage->getWidth();
	int height = pImage->getHeight();

	int bytesPerComponent = pImage->getBitsPerComponent() / 8; // 기본값 8bit
	bool bAlpha = pImage->hasAlpha();

	int nRGBA = 4;
	if (!bAlpha)
		nRGBA = 3;

	// 픽셀 데이터 (RGBA 순서, 각각 bytesPerComponent 크기만큼)
	unsigned char* pData = pImage->getData();

	int index = 0;
	int l=5000;	// left
	int r=0;	// right
	int t=5000;	// top
	int b=0;	// bottom

	unsigned char* ptr;

	for (int x=0; x<width; x++) {
		for (int y=0; y<height; y++) {

			index = (y*width + x) * bytesPerComponent * nRGBA;

			ptr = pData + index;

			if (0 != ptr[0] || 0 != ptr[1] || 0 != ptr[2]) 
			{
				l = min(l, x); // left
				r = max(r, x); // right
				t = min(t, y); // top
				b = max(b, y); // bottpm
			}
		}
	}

	// 좌표계 보정 (픽셀데이터는 좌상단을 0,0 으로 하기때문에)
	int b2 = pSprite->getContentSize().height - t;
	int t2 = pSprite->getContentSize().height - b;

	CC_SAFE_DELETE(pImage);

	// 원래 위치로 설정
	pSprite->setPosition(ptOrg);

	CCRect rc;
	rc.origin.x = l;
	rc.origin.y = t2;
	rc.size.width = r - l;
	rc.size.height = b2 - t2;

	return rc;
}
Exemple #6
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CCSprite* GameUtil::fitSprite(CCSprite* pSprite)
{
	// 원본의 원래위치 백업
	CCPoint ptOrg = pSprite->getPosition();

	// 원본 스프라이트 위치를 Center로 설정
	pSprite->setPosition(ccp(pSprite->getContentSize().width/2, pSprite->getContentSize().height/2));

	// CCImage를 만들기 위해서 RenderTexture 생성
	CCRenderTexture * rtNew = CCRenderTexture::create((int)pSprite->getContentSize().width, (int)pSprite->getContentSize().height);
	rtNew->begin();
	pSprite->visit();
    rtNew->end();

	// CCImage 생성
	CCImage *pImage = rtNew->newCCImage();
	int width = pImage->getWidth();
	int height = pImage->getHeight();

	int bytesPerComponent = pImage->getBitsPerComponent() / 8; // 기본값 8bit
	bool bAlpha = pImage->hasAlpha();

	int nRGBA = 4;
	if (!bAlpha)
		nRGBA = 3;

	// 픽셀 데이터 (RGBA 순서, 각각 bytesPerComponent 크기만큼)
	unsigned char* pData = pImage->getData();

	int index = 0;
	int l=5000;	// left
	int r=0;	// right
	int t=0;	// top
	int b=5000;	// bottom

	unsigned char* ptr;

	for (int x=0; x<width; x++) {
		for (int y=0; y<height; y++) {

			index = (y*width + x) * bytesPerComponent * nRGBA;

			ptr = pData + index;

			if (0 != ptr[0] || 0 != ptr[1] || 0 != ptr[2]) 
			{
				l = min(l, x); // left
				r = max(r, x); // right
				t = max(t, y); // top
				b = min(b, y); // bottom
			}
		}
	}

	// 좌표계 보정 (픽셀데이터는 좌상단을 0,0 으로 하기때문에)
	int b2 = pSprite->getContentSize().height - t;
	int t2 = pSprite->getContentSize().height - b;

	CC_SAFE_DELETE(pImage);

	// 원래 위치로 설정
	pSprite->setPosition(ptOrg);

	// 스프라이트로 생성
	CCSprite* pCrop = CCSprite::createWithTexture(pSprite->getTexture());
	pCrop->setTextureRect(CCRect(l, b2, r-l, t2-b2));
	pCrop->setPosition(ccp(pCrop->getContentSize().width/2, pCrop->getContentSize().height/2));
	pCrop->setFlipY(true);

	// 크기에 꼭 맞는 새로운 RenderTexture를 만든다.
	CCRenderTexture * rtNew2 = CCRenderTexture::create(r-l, t2-b2);
	rtNew2->begin();
	pCrop->visit();
    rtNew2->end();

	// 크기에 꼭 맞는 새로운 Sprite를 만든다.
	CCSprite *retSprite = CCSprite::createWithTexture(rtNew2->getSprite()->getTexture());
	retSprite->setFlipY(true);

	rtNew2->release();
	pCrop->release();
	
	return retSprite;
}