用了一段时间的Cocos2d-3.x,遇到一个问题,就是判断触摸的精灵像素是否有效,而cocos并没有获取Sprite某一点像素值的方法。
在网上看到有人通过保存Image像素的方法,来记录像素值。或者通过Image::initWithImageFile 来实现获取像素值。
/** * 判断Sprite某点像素值是否有效 * @author devefx * @date 2016/8/13 */
bool isNonInvalidPixel(Sprite* sprite,const Point& point)
{
Rect rect = sprite->getBoundingBox();
if (rect.containsPoint(point))
{
GLint oldFBO;
glGetIntegerv(GL_FRAMEBUFFER_BINDING,&oldFBO);
GLuint frameBuffer;
glGenFramebuffers(1,&frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER,frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,sprite->getTexture()->getName(),0);
CCASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE,"Could not attach texture to framebuffer");
Rect frameRect = sprite->getSpriteFrame()->getRectInPixels();
// subtract anchor point
GLint x = point.x - rect.getMinX();
GLint y = point.y - rect.getMinY();
// convert left-handed
y = frameRect.size.height - 1 - y;
// add frame origin
x = x + frameRect.origin.x;
y = y + frameRect.origin.y;
Color4B color;
glPixelStorei(GL_PACK_ALIGNMENT,1);
glReadPixels(x,y,1,GL_RGBA,GL_UNSIGNED_BYTE,&color);
glBindFramebuffer(GL_FRAMEBUFFER,oldFBO);
glDeleteFramebuffers(1,&frameBuffer);
return color.a != 0;
}
return false;
}
主要是使用FBO关联已经加载的texture,再通过glReadPixels来获取像素值