【问题标题】:RenderTexture's created Image not visibleRenderTexture 创建的图像不可见
【发布时间】:2016-12-06 08:12:22
【问题描述】:

我正在尝试基于另一个Sprite 创建一个黑白Sprite。由于在创建和缓存后我无法访问精灵像素数据,因此我正在通过基于 的创建新的Image 来解决它,然后更改图像数据,然后将Image 转换为@ 987654325@ 然后终于又变成了Sprite,现在是黑白的。

问题是,当我使用从RenderTexture 生成的Image 时,它实际上并没有绘制它,但是当我使用RenderTexture::saveToFile 生成的png 图像之后,它工作正常。

似乎我应该能够在 scene 上看到 output_sprite 就好了,因为它的构建方式大致相同,唯一的区别是 Image 是从磁盘上的现有文件与右侧构建的来自RenderTexture

cocos2d::Sprite* anvil_sprite = cocos2d::Sprite::createWithSpriteFrameName("anvil.png");
anvil_sprite->setAnchorPoint(Vec2::ZERO);
anvil_sprite->setPosition(0,0);

RenderTexture* rt = RenderTexture::create(anvil_sprite->getContentSize().width, anvil_sprite->getContentSize().height);
rt->begin();
anvil_sprite->visit();
rt->end();

//generates a file so I can confirm it's generating correctly in the OS's
//image viewer
rt->saveToFile("test_FILE.png");

Image* output_image = new Image;

// Either use the png generated from a previous run's RenderTexture (which works) 
// or use a new Image generated on this run.
// If I use the existing png, this works as intended, but I'd like to be 
// able to use the texture I generate right away instead of needing to save 
// it to disk first

/* OPTION A */
output_image->initWithImageFile("test_FILE.png"); // works
/* OPTION B */
output_image = rt->newImage(); //doesn't render anything

auto output_texture = new Texture2D;
output_texture->initWithImage(output_image);

Sprite* output_sprite = cocos2d::Sprite::createWithTexture(output_texture);
scene->addChild(output_sprite);

也许 GPU 在 Sprite 中使用之前没有机会渲染出纹理,我不确定会发生什么。我正在寻找选项 A 和 B 以相同的方式呈现,但现在只有一个以预先存在的文件作为 Image 的源的选项正在工作。

【问题讨论】:

  • 我正在使用 v3.10,我想这可能是一个错误,从现在到 v3.14 之间会得到解决,但我一直坚持到他们为 Cocos Creator 添加 C++ 支持。

标签: c++ cocos2d-x cocos2d-x-3.0 cocos2d-x-3.x


【解决方案1】:

试试这个:

auto anvil_sprite = cocos2d::Sprite::create("player.png");
anvil_sprite->setAnchorPoint(Vec2::ZERO);

auto rt = RenderTexture::create(anvil_sprite->getTexture()->getPixelsWide(), anvil_sprite->getTexture()->getPixelsHigh());
rt->begin();
//Draw
anvil_sprite->visit();
rt->end();

cocos2d::Director::getInstance()->getRenderer()->render();

auto img = rt->newImage(); //Generate Image
auto texture = new cocos2d::Texture2D();
texture->initWithImage(img); //Texture sprite

auto sp = cocos2d::Sprite::createWithTexture(texture); //New Sprite
sp->setPosition(cocos2d::Director::getInstance()->getWinSize().width, cocos2d::Director::getInstance()->getWinSize().height);
this->addChild(sp);

可以使用“getData”访问同一精灵的像素,并根据需要使用循环或 memset 编辑此向量...

auto anvil_sprite = cocos2d::Sprite::create("player.png");
anvil_sprite->setAnchorPoint(Vec2::ZERO);

auto rt = RenderTexture::create(anvil_sprite->getTexture()->getPixelsWide(), anvil_sprite->getTexture()->getPixelsHigh());
rt->begin();
anvil_sprite->visit();
rt->end();

cocos2d::Director::getInstance()->getRenderer()->render();

auto img = rt->newImage(); //Generate Image

auto data = img->getData();
for (size_t i = 0; i < img->getDataLen(); i++)
{
    data[i] = 400;
}
//memset(data, 400, img->getDataLen());

我对像素“颜色”知之甚少,但如果您愿意,可以在colors 中记录自己的更多信息;0

【讨论】:

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