cocos2dx阴影层的实现
效果图
//ShadowLayer.h
class ShadowLayer : public CCLayer { protected: ShadowLayer() :m_pRender(NULL) ,m_pShadow(NULL) {} ~ShadowLayer() { CC_SAFE_RELEASE(m_pRender); CC_SAFE_RELEASE(m_pShadow); } public: static ShadowLayer* create(CCNode* pRender,const CCPoint& ptOffset=ccp(-5.0f,-5.0f),const ccColor4F& col = ccc4f(0,0,0,0.5f) ); virtual bool init(); virtual void update(float delta)override; virtual void setOffset(const CCPoint& ptOffset); virtual void setShadowColor(const ccColor4F& col); CC_SYNTHESIZE_RETAIN(CCNode*,m_pRender,Render); private: CCRenderTexture* m_pRT; CCRenderTexture* m_pShadow; };
//ShadowLayer.h
ShadowLayer* ShadowLayer::create(CCNode* pRender,const CCPoint& ptOffset/*t=ccp(-5.0f,-5.0f)*/,const ccColor4F& col/* = ccc4f(0,0,0,0.5f)*/ ) { ShadowLayer *pRet = new ShadowLayer(); if (pRet && pRet->init()) { pRet->autorelease(); pRet->setRender(pRender); pRet->setShadowColor(col); pRet->setOffset(ptOffset); return pRet; } else { delete pRet; pRet = NULL; return NULL; } } bool ShadowLayer::init() { if (CCLayer::init()) { CCSize sz = getContentSize(); m_pRT = CCRenderTexture::create(sz.width,sz.height); m_pRT->setPosition(sz.width/2,sz.height/2); addChild(m_pRT); m_pShadow = CCRenderTexture::create(sz.width,sz.height); m_pShadow->setPosition(ccp(sz.width/2,sz.height/2)); ccBlendFunc tBlendFunc = {GL_DST_ALPHA, GL_NONE}; //ccBlendFunc tBlendFunc = {GL_ONE, GL_NONE}; m_pShadow->getSprite()->setBlendFunc(tBlendFunc); m_pShadow->retain(); scheduleUpdate(); } return true; } void ShadowLayer::update(float delta) { m_pRT->clear(0,0,0,0); m_pRT->begin(); if (m_pRender) { m_pRender->visit(); } m_pShadow->visit(); m_pRT->end(); } void ShadowLayer::setShadowColor(const ccColor4F& col) { m_pShadow->beginWithClear(col.r,col.g,col.b,col.a); m_pShadow->end(); } void ShadowLayer::setOffset( const CCPoint& ptOffset ) { setPosition(ptOffset); }