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Sprite我正在尝试基于另一个创建黑白Sprite。由于在创建和缓存后我无法访问精灵像素数据,因此我正在通过创建一个新的Image来解决它黑与白。ImageTextureSprite

问题是,当我使用从Image生成的时RenderTexture,它实际上并没有绘制它,但是当我使用RenderTexture::saveToFile之后生成的 png 图像时,它可以正常工作。

似乎我应该能够看到就好了,因为它的构建方式几乎相同,唯一的区别是它output_sprite是从磁盘上的现有文件构建的,而不是从.sceneImageRenderTexture

cocos2d::Sprite* anvil_sprite = cocos2d::Sprite::createWithSpriteFrameName("anvil.png");
anvil_sprite->setAnchorPoint(Vec2::ZERO);
anvil_sprite->setPosition(0,0);

RenderTexture* rt = RenderTexture::create(anvil_sprite->getContentSize().width, anvil_sprite->getContentSize().height);
rt->begin();
anvil_sprite->visit();
rt->end();

//generates a file so I can confirm it's generating correctly in the OS's
//image viewer
rt->saveToFile("test_FILE.png");

Image* output_image = new Image;

// Either use the png generated from a previous run's RenderTexture (which works) 
// or use a new Image generated on this run.
// If I use the existing png, this works as intended, but I'd like to be 
// able to use the texture I generate right away instead of needing to save 
// it to disk first

/* OPTION A */
output_image->initWithImageFile("test_FILE.png"); // works
/* OPTION B */
output_image = rt->newImage(); //doesn't render anything

auto output_texture = new Texture2D;
output_texture->initWithImage(output_image);

Sprite* output_sprite = cocos2d::Sprite::createWithTexture(output_texture);
scene->addChild(output_sprite);

除了可能 GPU 在使用之前没有机会渲染纹理之外Sprite,我不确定会发生什么。我正在寻找选项 A 和 B 以相同的方式呈现,但现在只有一个以预先存在的文件作为源的选项Image正在工作。

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1 回答 1

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尝试这个:

auto anvil_sprite = cocos2d::Sprite::create("player.png");
anvil_sprite->setAnchorPoint(Vec2::ZERO);

auto rt = RenderTexture::create(anvil_sprite->getTexture()->getPixelsWide(), anvil_sprite->getTexture()->getPixelsHigh());
rt->begin();
//Draw
anvil_sprite->visit();
rt->end();

cocos2d::Director::getInstance()->getRenderer()->render();

auto img = rt->newImage(); //Generate Image
auto texture = new cocos2d::Texture2D();
texture->initWithImage(img); //Texture sprite

auto sp = cocos2d::Sprite::createWithTexture(texture); //New Sprite
sp->setPosition(cocos2d::Director::getInstance()->getWinSize().width, cocos2d::Director::getInstance()->getWinSize().height);
this->addChild(sp);

可以使用“getData”访问同一个精灵的像素,并根据需要使用循环或 memset 编辑此向量...

auto anvil_sprite = cocos2d::Sprite::create("player.png");
anvil_sprite->setAnchorPoint(Vec2::ZERO);

auto rt = RenderTexture::create(anvil_sprite->getTexture()->getPixelsWide(), anvil_sprite->getTexture()->getPixelsHigh());
rt->begin();
anvil_sprite->visit();
rt->end();

cocos2d::Director::getInstance()->getRenderer()->render();

auto img = rt->newImage(); //Generate Image

auto data = img->getData();
for (size_t i = 0; i < img->getDataLen(); i++)
{
    data[i] = 400;
}
//memset(data, 400, img->getDataLen());

我对像素“颜色”知之甚少,但如果你愿意,你可以用更多的颜色记录自己;0

于 2017-01-14T01:31:55.217 回答