//-----------------------------------------------------------------
//@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 \n \
precision mediump float; \n \
#endif \n \
uniform sampler2D u_texture; \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 = texture2D(u_texture, 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 \
}";
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);
}