图形裁切
作者:互联网
c++----------------------------------------------------------------------------------------------------------------------------------------------
CCSprite * UnivCoreTest::maskedSprite(CCSprite *textureSprite)
{
CCSprite * maskSprite = CCSprite::create("circle_mask.png");
CCRenderTexture * renderTexture = CCRenderTexture::create(maskSprite->getContentSize().width, maskSprite->getContentSize().height);
maskSprite->setPosition(ccp(maskSprite->getContentSize().width / 2, maskSprite->getContentSize().height / 2));
textureSprite->setPosition(ccp(textureSprite->getContentSize().width / 2, textureSprite->getContentSize().height / 2));
maskSprite->setBlendFunc((ccBlendFunc){GL_ONE, GL_ZERO});
textureSprite->setBlendFunc((ccBlendFunc){GL_DST_ALPHA, GL_ZERO});
renderTexture->begin();
maskSprite->visit();
textureSprite->visit();
renderTexture->end();
CCSprite * retval = CCSprite::createWithTexture(renderTexture->getSprite()->getTexture());
retval->setFlipY(true);
return retval;
}
函数形参“textureSprite”是待裁剪的方形图片,当然读者需要先将其创建成CCSprite再传入。
方法中出现的“circle_mask.png”图片是整个裁剪过程的关键,它决定了你的原始图片会被裁剪成什么形状。
lua ---------------------------------------------------------------------------------------------------------------------------------------
--对纹理进行裁剪 裁剪的图片路径spritePath 裁剪的形状图片路径maskPath
function cc.exports.maskedSprite(spritePath, maskPath)
local textureSprite = cc.Sprite:create(spritePath)
local textureSize = textureSprite:getContentSize()
local maskSprite = cc.Sprite:create(maskPath)
local maskSize = maskSprite:getContentSize()
local renderTexture = cc.RenderTexture:create(maskSize.width,maskSize.height)
maskSprite:setPosition(cc.p(maskSize.width/2,maskSize.height/2))
textureSprite:setPosition(cc.p(textureSize.width/2,textureSize.height/2))
maskSprite:setBlendFunc(cc.blendFunc(GL_ONE,GL_ZERO))
textureSprite:setBlendFunc(cc.blendFunc(GL_DST_ALPHA,GL_ZERO))
renderTexture:begin()
maskSprite:visit()
textureSprite:visit()
renderTexture:endToLua()
local retSprite = cc.Sprite:createWithTexture(renderTexture:getSprite():getTexture())
retSprite:setFlippedY(true)
return retSprite
end
**************************************************************************************************
--picPath and stencilPath 尺寸要一致, 更新节点需要移除之前的节点
function cc.exports.exchangeImageToClipNode(imgNode, picPath, stencilPath,index)
imgNode:setVisible(false)
local parent = imgNode:getParent()
local clipnode = parent:getChildByName("ClipNode"..tostring(index))
if clipnode then
clipnode:removeFromParent()
end
local clipNodeEx = cc.ClippingNode:create()
parent:addChild(clipNodeEx)
local maskNode = imgNode:clone()
maskNode:loadTexture(picPath, ccui.TextureResType.localType)
maskNode:setVisible(true)
local sprite = cc.Sprite:create(stencilPath)
clipNodeEx:addChild(maskNode)
clipNodeEx:setStencil(sprite)
maskNode:setPosition(imgNode:getPosition())
sprite:setPosition(imgNode:getPosition())
clipNodeEx:setName("ClipNode"..tostring(index))
clipNodeEx:setInverted(true)
clipNodeEx:setAlphaThreshold(0.5)
return clipNodeEx
end
可以根据imageview的尺寸自适应,不过有个bug,如果有弹出窗的层级高于在遮罩图片的被创建前父节点的层级,当遮罩图片被创建以后,弹出窗也会被遮罩裁剪
转自:
https://blog.csdn.net/univcore/article/details/42149725
https://blog.csdn.net/wzufjp/article/details/71191724
标签:renderTexture,裁切,cc,maskSprite,clipNodeEx,图形,textureSprite,local 来源: https://blog.csdn.net/c471961491/article/details/89307078