我需要动态创建这样的大纲:
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:
- 将 CCNode 的内容复制到纹理中(如
canvasBitmapData.draw(sourceDisplayObject)
在 AS3 中) - 使用生成的纹理创建 CCSprite
- 给精灵着色以勾勒颜色并放大一点
- 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?
我需要动态创建这样的大纲:
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:
canvasBitmapData.draw(sourceDisplayObject)
在 AS3 中)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?
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):
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;
}
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;
}