在实际的开发过程中,我们有时可以看到同样的按钮,按钮图片在不同状态表现也不一样!我们需要考虑优化这种问题。就是相同的图片只做一张图就可以了,没有必要多做很多灰度图片。我们该怎么做呢?先卖一个关子,嘻嘻(#.#)
上面我们已经发现问题了,猜想一下呗?好的,你没猜错。就是shader,通过一段代码,来改变图片的色值。班门弄斧了,废话少说我们直接上代码:
function setSpriteGray(sp,flag) -- 默认vert local vertShaderByteArray = "\n".. "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".. "}" -- 置灰frag local flagShaderByteArray = "#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(0.4*c.r + 0.4*c.g +0.4*c.b); \n".. "gl_FragColor.w = c.w; \n".. "}" -- 移除置灰frag local pszRemoveGrayShader = "#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" .. "gl_FragColor = texture2D(CC_Texture0, v_texCoord); \n" .. "}" if flag then local glProgram = cc.GLProgram:createWithByteArrays(vertShaderByteArray,flagShaderByteArray) glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION) glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR) glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS) glProgram:link() glProgram:updateUniforms() sp:getVirtualRenderer():getSprite():setGLProgram(glProgram) else local glProgram = cc.GLProgram:createWithByteArrays(vertShaderByteArray,pszRemoveGrayShader) glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION) glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR) glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS) glProgram:link() glProgram:updateUniforms() sp:getVirtualRenderer():getSprite():setGLProgram(glProgram) end end使用就很简单了,直接传入按钮或者图片纹理和是否置灰就可以了!
setSpriteGray(self.btnGoldReLive,not result.Data.Gold.Enable)
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