//----------------------------------------------------------------- //@file gameui/Module/MdGraySprite.h //@date 2013-11-07 //@desc 精灵灰化:shader //@action UI组件 //----------------------------------------------------------------- #ifndef __GAMEUI_MODULE_MDGRAYSPRITE_H__ #define __GAMEUI_MODULE_MDGRAYSPRITE_H__ #include "cocos2d.h" USING_NS_CC; class MdGraySprite : public CCSprite { public: MdGraySprite(); virtual ~MdGraySprite(); static MdGraySprite* create(const char* pszFileName); static MdGraySprite* createWithSpriteFrame(CCSpriteFrame *pSpriteFrame); virtual bool initWithTexture(CCTexture2D* pTexture, const CCRect& tRect); virtual void draw(); }; #endif // __GAMEUI_MODULE_MDGRAYSPRITE_H__
#include "MdGraySprite.h" #include "cocoa/CCGeometry.h" MdGraySprite::MdGraySprite() { } MdGraySprite::~MdGraySprite() { } MdGraySprite* MdGraySprite::create( const char* pszFileName ) { MdGraySprite* graySprite = new MdGraySprite(); if (graySprite && graySprite->initWithFile(pszFileName)) { graySprite->autorelease(); return graySprite; } CC_SAFE_RELEASE(graySprite); return NULL; } MdGraySprite* MdGraySprite::createWithSpriteFrame(CCSpriteFrame *pSpriteFrame) { MdGraySprite* graySprite = new MdGraySprite(); if (graySprite && graySprite->initWithSpriteFrame(pSpriteFrame)) { graySprite->autorelease(); return graySprite; } CC_SAFE_RELEASE(graySprite); return NULL; } bool MdGraySprite::initWithTexture(CCTexture2D* pTexture, const CCRect& tRect ) { do{ CC_BREAK_IF(!CCSprite::initWithTexture(pTexture, tRect)); GLchar* pszFragSource = "#ifdef GL_ES precision mediump float; #endif uniform sampler2D u_texture; varying vec2 v_texCoord; varying vec4 v_fragmentColor; void main(void) { // Convert to greyscale using NTSC weightings vec4 col = texture2D(u_texture, v_texCoord); float grey = dot(col.rgb, vec3(0.299, 0.587, 0.114)); gl_FragColor = vec4(grey, grey, grey, col.a); }"; CCGLProgram* pProgram = new CCGLProgram(); pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, pszFragSource); this->setShaderProgram(pProgram); pProgram->release(); CHECK_GL_ERROR_DEBUG(); this->getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position); this->getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color); this->getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords); CHECK_GL_ERROR_DEBUG(); this->getShaderProgram()->link(); CHECK_GL_ERROR_DEBUG(); this->getShaderProgram()->updateUniforms(); CHECK_GL_ERROR_DEBUG(); return true; } while (0); return false; } void MdGraySprite::draw() { ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex ); ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst ); this->getShaderProgram()->use(); //this->getShaderProgram()->setUniformForModelViewProjectionMatrix(); this->getShaderProgram()->setUniformsForBuiltins(); ccGLBindTexture2D( this->getTexture()->getName() ); #define kQuadSize sizeof(m_sQuad.bl) long offset = (long)&m_sQuad; // vertex int diff = offsetof( ccV3F_C4B_T2F, vertices); glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff)); // texCoods diff = offsetof( ccV3F_C4B_T2F, texCoords); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff)); // color diff = offsetof( ccV3F_C4B_T2F, colors); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff)); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); CC_INCREMENT_GL_DRAWS(1); }