CCRenderTexture,它允许你来动态创建纹理,并且可以在游戏中重用这些纹理。
使用 CCRenderTexture非常简单 – 你只需要做以下5步就行了:
- 创建一个新的CCRenderTexture. 这里,你可以指定将要创建的纹理的宽度和高度。.
- 调用 CCRenderTexture:begin. 这个方法会启动OpenGL,并且接下来,任何绘图的命令都会渲染到CCRenderTexture里面去,而不是画到屏幕上。
- 绘制纹理. 你可以使用原始的OpenGL调用来绘图,或者你也可以使用cocos2d对象里面已经定义好的visit方法。(这个visit方法就会调用一些opengl命令来绘制cocos2d对象)
- 调用 CCRenderTexture:end. 这个方法会渲染纹理,并且会关闭渲染至CCRenderTexture的通道。
- 从生成的纹理中创建一个sprite. 你现在可以用CCRenderTexture的sprite.texture属性来轻松创建新的精灵了。
class RenderTextureSave : public RenderTextureTest { public: RenderTextureSave(); ~RenderTextureSave(); virtual std::string title(); virtual std::string subtitle(); virtual void onTouchesMoved(const std::vector<Touch*>& touches, Event* event); void clearImage(Object *pSender); void saveImage(Object *pSender); private: RenderTexture *_target; Sprite *_brush; };
void RenderTextureSave::onTouchesMoved(const std::vector<Touch*>& touches, Event* event) { auto touch = touches[0]; auto start = touch->getLocation(); auto end = touch->getPreviousLocation(); // begin drawing to the render texture _target->begin(); // for extra points, we'll draw this smoothly from the last position and vary the sprite's // scale/rotation/offset float distance = start.getDistance(end); if (distance > 1) { int d = (int)distance; for (int i = 0; i < d; i++) { float difx = end.x - start.x; float dify = end.y - start.y; float delta = (float)i / distance; _brush->setPosition(Point(start.x + (difx * delta), start.y + (dify * delta))); _brush->setRotation(rand() % 360); float r = (float)(rand() % 50 / 50.f) + 0.25f; _brush->setScale(r); /*_brush->setColor(Color3B(CCRANDOM_0_1() * 127 + 128, 255, 255));*/ // Use CCRANDOM_0_1() will cause error when loading libtests.so on android, I don't know why. _brush->setColor(Color3B(rand() % 127 + 128, 255, 255)); // Call visit to draw the brush, don't call draw.. _brush->visit(); } } // finish drawing and return context back to the screen _target->end(); }
void RenderTextureSave::saveImage(cocos2d::Object *sender) { static int counter = 0; char png[20]; sprintf(png, "image-%d.png", counter); char jpg[20]; sprintf(jpg, "image-%d.jpg", counter); _target->saveToFile(png, Image::Format::PNG); _target->saveToFile(jpg, Image::Format::JPG); auto image = _target->newImage(); auto tex = TextureCache::getInstance()->addImage(image, png); CC_SAFE_DELETE(image); auto sprite = Sprite::createWithTexture(tex); sprite->setScale(0.3f); addChild(sprite); sprite->setPosition(Point(40, 40)); sprite->setRotation(counter * 3); CCLOG("Image saved %s and %s", png, jpg); counter++; }