CCTexture2D* Util::getGrayTexture(const char* filename){ typedef enum { RED = 0, GREEN = 1, BLUE = 2, ALPHA = 3 } PIXELS; CCImage *image = new CCImage(); image->initWithImageFile(filename); 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* texture = new CCTexture2D(); texture->autorelease(); texture->initWithImage(image); image->release(); return texture; }
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; }
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; }