openGL置灰

js
FilterUtil = {
gray: function (node) {
if (node instanceof cc.Node) {
var GRAY_VERTEX_SHADER =
"attribute vec4 a_position; \n" +
"attribute vec2 a_texCoord; \n" +
"attribute vec4 a_color; \n" +
"#ifdef GL_ES \n" +
"varying lowp vec4 v_fragmentColor; \n" +
"varying mediump vec2 v_texCoord; \n" +
"#else \n" +
"varying vec4 v_fragmentColor; \n" +
"varying vec2 v_texCoord; \n" +
"#endif \n" +

"void main() \n" +
"{ \n" +
"gl_Position = CC_PMatrix * a_position; \n" +
"v_fragmentColor = a_color; \n" +
"v_texCoord = a_texCoord; \n" +
"} \n"

var GRAY_FRAGMENT_SHADER =
"#ifdef GL_ES \n" +
"precision mediump float; \n" +
"#endif \n" +
"varying vec4 v_fragmentColor; \n" +
"varying vec2 v_texCoord; \n" +

"void main(void) \n" +
"{ \n" +
"vec4 c = texture2D(CC_Texture0, v_texCoord); \n" +
"gl_FragColor.xyz = vec3(0.3*c.r + 0.3*c.g +0.3*c.b); \n" +
"gl_FragColor.w = c.w; \n" +
"}"

var shader = cc.GLProgram.createWithByteArrays(GRAY_VERTEX_SHADER,GRAY_FRAGMENT_SHADER);
shader.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
shader.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
shader.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_FLAG_TEX_COORDS);
shader.retain(); //jsb需要retain一下,否则会被回收了
shader.link();
shader.updateUniforms();
node.setShaderProgram(shader);
}
},

ungray: function (node) {
var shader = cc.shaderCache.getProgram("ShaderPositionTextureColor_noMVP");
node.setGLProgramState(cc.GLProgramState.getOrCreateWithGLProgram(shader));
}

}

lua

local NodeUtil = {}
--[[--
--节点变灰
--@param node 想要改变节点(控件)
--@param flag 是否变灰
--]]
function NodeUtil:darkNode(node, flag)
if not tolua.cast(node,"cc.Node") then
print("参数node不是一个节点")
return
end

if flag then
local vertDefaultSource = [[

attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;

#ifdef GL_ES
varying lowp vec4 v_fragmentColor;
varying mediump vec2 v_texCoord;
#else
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
#endif

void main()
{
gl_Position = CC_PMatrix * a_position;
v_fragmentColor = a_color;
v_texCoord = a_texCoord;
}

]]

local pszFragSource = [[

#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;

void main(void)
{
vec4 c = texture2D(CC_Texture0, v_texCoord);
gl_FragColor.xyz = vec3(0.4*c.r + 0.4*c.g +0.4*c.b);
gl_FragColor.w = c.w;
}

]]

local pProgram = cc.GLProgram:createWithByteArrays(vertDefaultSource, pszFragSource)

pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_FLAG_TEX_COORDS)
pProgram:link()
pProgram:updateUniforms()
node:setGLProgram(pProgram)
else
node:setGLProgramState(cc.GLProgramState:getOrCreateWithGLProgram(cc.GLProgramCache:getInstance():getGLProgram("ShaderPositionTextureColor_noMVP")))
end
end

return NodeUtil

posted @ 2017-09-26 10:02  木水枫  阅读(693)  评论(0编辑  收藏  举报