5

我需要动态创建这样的大纲:

红色 2px 轮廓

不是针对一个 CCSprite,而是针对联合在一个 CCNode 中的多个动画 CCSprite。我在想:

  1. 将 CCNode 的内容复制到纹理中(如canvasBitmapData.draw(sourceDisplayObject)在 AS3 中)
  2. 使用生成的纹理创建 CCSprite
  3. 给精灵着色以勾勒颜色并放大一点
  4. 将精灵放在节点中其他精灵的后面

我不知道如何执行第 1 步。也许在第 3 步中围绕纹理的不透明像素而不是色调比例绘制“真实笔触”会更快?

4

2 回答 2

2

我完全忘了发布这个问题的答案。这是非常平滑的笔划的代码。它并不快,但对于第一台 iPad 上的几个大精灵来说效果很好。

这个想法是在精灵周围绘制微小的彩色和模糊球,并将它们放置在自己的纹理上。它可以用于 CCNode 和 CCSprite。该代码还会移动锚点,因为生成的精灵将具有更大的宽度和高度。

生成的轮廓(身体和两只手,iPad1 上大约 0.3 秒):

大纲

白球示例:

CCNode 类别,适用于 Cocos2d-iPhone 2.1:

@implementation CCNode (Outline)

- (CCSprite*) outline
{
    return [self outlineRect:CGRectMake(0, 0, self.contentSize.width, self.contentSize.height)];
}

- (CCSprite*) outlineRect:(CGRect)rect
{
    NSInteger gap = dscale(4);
    CGPoint positionShift = ccp(gap - rect.origin.x, gap - rect.origin.y);
    CGSize canvasSize = CGSizeMake(rect.size.width + gap * 2, rect.size.height + gap * 2);

    CCRenderTexture* renderedSpriteTexture = [self renderTextureFrom:self shiftedFor:positionShift onCanvasSized:canvasSize];
    CGSize textureSize = renderedSpriteTexture.sprite.contentSize;
    CGSize textureSizeInPixels = renderedSpriteTexture.sprite.texture.contentSizeInPixels;

    NSInteger bitsPerComponent = 8;
    NSInteger bytesPerPixel = (bitsPerComponent * 4) / 8;
    NSInteger bytesPerRow = bytesPerPixel * textureSizeInPixels.width;
    NSInteger myDataLength = bytesPerRow * textureSizeInPixels.height;

    NSMutableData* buffer = [[NSMutableData alloc] initWithCapacity:myDataLength];
    Byte* bytes = (Byte*)[buffer mutableBytes];

    [renderedSpriteTexture begin];
    glReadPixels(0, 0, textureSizeInPixels.width, textureSizeInPixels.height, GL_RGBA, GL_UNSIGNED_BYTE, bytes);
    [renderedSpriteTexture end];

    //SEE ATTACHMENT TO GET THE FILES
    NSString* spriteFrameName;
    if (IS_IPAD) spriteFrameName = (CC_CONTENT_SCALE_FACTOR() == 1) ? @"10f.png" : @"20f.png";
    else spriteFrameName = (CC_CONTENT_SCALE_FACTOR() == 1) ? @"5f.png" : @"10f.png";

    CCSprite* circle = [CCSprite spriteWithSpriteFrameName:spriteFrameName];
    circle.anchorPoint = ccp(0.48, 0.48);
    float retinaScale = (CC_CONTENT_SCALE_FACTOR() == 1) ? 1.0 : 0.5;

    CCRenderTexture* strokeTexture = [CCRenderTexture renderTextureWithWidth:textureSize.width height:textureSize.height pixelFormat:kCCTexture2DPixelFormat_RGBA8888];
    [strokeTexture beginWithClear:0 g:0 b:0 a:0];
    for (NSInteger x = 0; x < textureSizeInPixels.width; x++)
    {
        for (NSInteger y = 0; y < textureSizeInPixels.height; y++)
        {
            NSInteger idx = y * bytesPerRow + x * bytesPerPixel + 3;
            NSInteger w = 1;
            if (bytes[idx] <= 254)
            {
                BOOL shouldBeStroked = NO;
                for (NSInteger nx = -w; nx <= w; nx++)
                {
                    for (NSInteger ny = -w; ny <= w; ny++)
                    {
                        if (x + nx < 0 || y + ny < 0 || x + nx >= textureSizeInPixels.width || y + ny >= textureSizeInPixels.height)
                            continue;

                        if (bytes[idx + nx * bytesPerPixel + ny * bytesPerRow] == 255)
                        {
                            shouldBeStroked = YES;
                            break;
                        }
                    }
                }

                if (shouldBeStroked == YES)
                {
                    circle.position = ccp(x * retinaScale, y * retinaScale);
                    [circle visit];
                }
            }
        }
    }
    [strokeTexture end];

    CCSprite* resultSprite = [CCSprite spriteWithTexture:strokeTexture.sprite.texture];
    [resultSprite.texture setAntiAliasTexParameters];
    resultSprite.flipY = YES;

    if ([self isKindOfClass:[CCSprite class]]) {
        CGPoint oldAnchorInPixels = ccp(roundf(self.contentSize.width * self.anchorPoint.x), roundf(self.contentSize.height * self.anchorPoint.y));
        resultSprite.anchorPoint = ccp((oldAnchorInPixels.x + gap) / resultSprite.contentSize.width, (oldAnchorInPixels.y + gap) / resultSprite.contentSize.height);
        resultSprite.position = self.position;
    } else { //CCNode
        resultSprite.anchorPoint = CGPointZero;
        resultSprite.position = ccpAdd(self.position, ccp(rect.origin.x - gap, rect.origin.y - gap));
    }
    return resultSprite;
}

- (CCRenderTexture*) renderTextureFrom:(CCNode*)node shiftedFor:(CGPoint)posShift onCanvasSized:(CGSize)size
{
    SoftAssertion(!CGSizeEqualToSize(size, CGSizeZero), @"node has zero size");

    BOOL isSprite = [node isMemberOfClass:[CCSprite class]];
    CGPoint apSave = node.anchorPoint;
    CGPoint posSave = node.position;
    BOOL wasVisible = node.visible;

    CCRenderTexture* rtx = [CCRenderTexture renderTextureWithWidth:size.width
                                                            height:size.height
                                                       pixelFormat:kCCTexture2DPixelFormat_RGBA8888];
    [rtx beginWithClear:0 g:0 b:0 a:0];

    node.anchorPoint = CGPointZero;
    node.position = posShift;
    node.visible = YES;

    if (isSprite) [node visit];
    else [[self cloneCCNode:node] visit];

    node.anchorPoint = apSave;
    node.position = posSave;
    node.visible = wasVisible;

    [rtx end];
    return rtx;
}

- (CCNode*) cloneCCNode:(CCNode*)source
{
    CCNode* clone = [CCNode node];

    void (^copyCCNodeProperties)(CCNode*, CCNode*) = ^(CCNode* source, CCNode* clone)
    {
        clone.visible = source.visible;
        clone.rotation = source.rotation;
        clone.position = source.position;
        clone.anchorPoint = source.anchorPoint;
        clone.zOrder = source.zOrder;
        clone.tag = source.tag;
    };

    for (CCNode* srcSubnode in source.children) {

        CCNode* subNode;

        if ([srcSubnode isMemberOfClass:[CCSprite class]]) {
            CCSprite* srcSprite = (CCSprite*)srcSubnode;
            subNode = [CCSprite spriteWithTexture:srcSprite.texture];
            CCSprite* subSprite = (CCSprite*)subNode;
            subSprite.flipX = srcSprite.flipX;
            subSprite.flipY = srcSprite.flipY;
            subSprite.displayFrame = srcSprite.displayFrame;
            subSprite.opacity = srcSprite.opacity;
        }
        else if ([srcSubnode isMemberOfClass:[CCLabelTTF class]]) {
            CCLabelTTF* srcLabel = (CCLabelTTF*)srcSubnode;
            subNode = [CCLabelTTF labelWithString:srcLabel.string fontName:srcLabel.fontName fontSize:srcLabel.fontSize dimensions:srcLabel.dimensions hAlignment:srcLabel.horizontalAlignment vAlignment:srcLabel.verticalAlignment];
            CCSprite* subLabel = (CCSprite*)subNode;
            subLabel.flipX = srcLabel.flipX;
            subLabel.flipY = srcLabel.flipY;
            subLabel.color = srcLabel.color;
        }
        else {
            subNode = [self cloneCCNode:srcSubnode];
        }

        copyCCNodeProperties(srcSubnode, subNode);
        [clone addChild:subNode];
    }
    copyCCNodeProperties(source, clone);

    return clone;
}
于 2014-12-10T01:40:05.417 回答
1

我有一个从各种来源建立的通用功能(我很惭愧地说我不能在这里引用)。它的作用是获取一个 CCSprite,创建一个可以放在它后面的笔画,然后在 CCRenderTexture 中返回。如果传入的精灵有孩子(就像你的那样),我看不出它为什么不能做你想做的事,但我没有尝试过。

这是它的工作原理:

@implementation Cocosutil

+(CCRenderTexture*) createStrokeForSprite:(CCSprite*)sprite  size:(float)size  color:(ccColor3B)cor
{
    CCRenderTexture* rt = [CCRenderTexture renderTextureWithWidth:sprite.texture.contentSize.width+size*2  height:sprite.texture.contentSize.height+size*2];
    CGPoint originalPos = [sprite position];
    ccColor3B originalColor = [sprite color];
    BOOL originalVisibility = [sprite visible];
    [sprite setColor:cor];
    [sprite setVisible:YES];
    ccBlendFunc originalBlend = [sprite blendFunc];
    [sprite setBlendFunc:(ccBlendFunc) { GL_SRC_ALPHA, GL_ONE }];
    CGPoint bottomLeft = ccp(sprite.texture.contentSize.width * sprite.anchorPoint.x + size, sprite.texture.contentSize.height * sprite.anchorPoint.y + size);
    CGPoint positionOffset = ccp(sprite.texture.contentSize.width * sprite.anchorPoint.x - sprite.texture.contentSize.width/2,sprite.texture.contentSize.height * sprite.anchorPoint.y - sprite.texture.contentSize.height/2);
    CGPoint position = ccpSub(originalPos, positionOffset);

    [rt begin];
    for (int i=0; i<360; i+=30)
    {
        [sprite setPosition:ccp(bottomLeft.x + sin(CC_DEGREES_TO_RADIANS(i))*size, bottomLeft.y + cos(CC_DEGREES_TO_RADIANS(i))*size)];
        [sprite visit];
    }
    [rt end];
    [sprite setPosition:originalPos];
    [sprite setColor:originalColor];
    [sprite setBlendFunc:originalBlend];
    [sprite setVisible:originalVisibility];
    [rt setPosition:position];
    return rt;
}

@end

这是我使用它的代码:

- (id) initWithSprite:(CCSprite*)sprite color:(ccColor3B)color strokeSize:(float)strokeSize strokeColor:(ccColor3B)strokeColor {
    self = [super init];

    if (self != nil) {
        strokeColor_ = strokeColor;
        strokeSize_ = strokeSize;
        CCRenderTexture *stroke = [CocosUtil createStrokeForSprite:sprite size:strokeSize color:strokeColor];
        [self addChild:stroke z:kZStroke tag:kStroke];
        [self addChild:sprite z:kZLabel tag:kLabel];
        [self setContentSize:[sprite contentSize]];
    }    

    return self;
}
于 2013-03-20T02:29:58.567 回答