CCSprite颜色混合类似于UIImage上的kCGBlendModeColor

时间:2011-06-15 06:41:05

标签: colors overlay uicolor ccsprite blending

我正在尝试在精灵图像上叠加颜色,并对如何将颜色与精灵混合有疑问。我已经使用以下updateImageTint例程在UIImage上叠加颜色,输出​​就是我所希望的。图像保持白色,但灰色阴影饱和或使用指定的叠加颜色进行刻录。 param kCGBlendModeColor似乎可以解决标准UIImage颜色混合问题。

然而,我试图使用精灵获得相同的效果,但颜色看起来就像它在整个图像,白色区域和所有上面的着色。我假设这是一个混合问题。是否有一组参数可以传递给setBlendFunc以使输出与下面的updateImageTint方法匹配?

我试过这个......但没有运气

[spriteToAdjust setBlendFunc: (ccBlendFunc) { GL_ONE, GL_ONE }];
[spriteToAdjust setColor:ccc3(red*255.0,green*255.0,blue*255.0)];

-(UIImage*) updateImageTint:(UIImage*) img toColor:(UIColor*) toColor
{

// begin a new image context, to draw our colored image onto
UIGraphicsBeginImageContext(img.size);

// get a reference to that context we created
CGContextRef context = UIGraphicsGetCurrentContext();

// set the fill color
UIColor *color = toColor;
[color setFill];

// translate/flip the graphics context (for transforming from CG* coords to UI* coords
CGContextTranslateCTM(context, 0, img.size.height);
CGContextScaleCTM(context, 1.0, -1.0);

// set the blend mode to color burn, and the original image
CGContextSetBlendMode(context, kCGBlendModeColor);
CGRect rect = CGRectMake(0, 0, img.size.width, img.size.height);
CGContextDrawImage(context, rect, img.CGImage);

// set a mask that matches the shape of the image, then draw (color burn) a colored rectangle
CGContextClipToMask(context, rect, img.CGImage);
CGContextAddRect(context, rect);
CGContextDrawPath(context,kCGPathFill);

// generate a new UIImage from the graphics context we drew onto
UIImage *coloredImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();

//return the color-burned image
return coloredImg;
}

0 个答案:

没有答案