// 第一种void HelloWorld::spriteToGrey(Sprite* sprite_chess){Point point = sprite_chess->getPosition();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++){// grayint iBPos = iIndex;unsigned int iB = pData[iIndex];iIndex++;unsigned int iG = pData[iIndex];iIndex++;unsigned int iR = pData[iIndex];iIndex++;iIndex++;unsigned int iGray = 0.3 * iR + 0.6 * iG + 0.1 * iB;pData[iBPos] = pData[iBPos + 1] = pData[iBPos + 2] = (unsigned char)iGray;}}Texture2D *texture = new Texture2D;texture->initWithImage(finalImage);delete finalImage;sprite_chess->setTexture(texture);texture->release();sprite_chess->setPosition(point);}
//实现Sprite或者ImageView类型的图片变灰(已修正位置偏移问题)void HelloWorld::spriteToGrey2(Node* tempSp){ImageView* imgView = dynamic_cast<ImageView*>(tempSp);Sprite* imgView2 = dynamic_cast<Sprite*>(tempSp);Sprite* sp = nullptr;if (imgView) {Scale9Sprite* scale9sp = dynamic_cast<Scale9Sprite*>(imgView->getVirtualRenderer());if (scale9sp) {sp = scale9sp->getSprite();}}else if (imgView2) {sp = imgView2;}if (!sp) {return;}const GLchar* pszFragSource ="#ifdef GL_ES \n\precision mediump float; \n\#endif \n\varying vec2 v_texCoord; \n\varying vec4 v_fragmentColor; \n\void main(void) \n\{ \n\// Convert to greyscale using NTSC weightings \n\vec4 col = v_fragmentColor * texture2D(CC_Texture0, v_texCoord); \n\float grey = dot(col.rgb, vec3(0.299, 0.587, 0.114)); \n\gl_FragColor = vec4(grey, grey, grey, col.a); \n\}";GLProgram* pProgram = new GLProgram();pProgram->initWithByteArrays(ccPositionTextureColor_noMVP_vert, pszFragSource);sp->setGLProgram(pProgram);pProgram->release();CHECK_GL_ERROR_DEBUG();sp->getGLProgram()->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);sp->getGLProgram()->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);sp->getGLProgram()->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORD);CHECK_GL_ERROR_DEBUG();sp->getGLProgram()->link();CHECK_GL_ERROR_DEBUG();sp->getGLProgram()->updateUniforms();CHECK_GL_ERROR_DEBUG();}
原文:http://www.cnblogs.com/nfking/p/5615763.html