效果图
//ShadowLayer.h
class ShadowLayer : public CCLayer
{
protected:
ShadowLayer()
:m_pRender(NULL)
,m_pShadow(NULL)
{}
~ShadowLayer()
{
CC_SAFE_RELEASE(m_pRender);
CC_SAFE_RELEASE(m_pShadow);
} public:
static ShadowLayer* create(CCNode* pRender,const CCPoint& ptOffset=ccp(-5.0f,-5.0f),const ccColor4F& col = ccc4f(,,,0.5f) ); virtual bool init();
virtual void update(float delta)override;
virtual void setOffset(const CCPoint& ptOffset);
virtual void setShadowColor(const ccColor4F& col);
CC_SYNTHESIZE_RETAIN(CCNode*,m_pRender,Render); private:
CCRenderTexture* m_pRT;
CCRenderTexture* m_pShadow;
};
//ShadowLayer.h
ShadowLayer* ShadowLayer::create(CCNode* pRender,const CCPoint& ptOffset/*t=ccp(-5.0f,-5.0f)*/,const ccColor4F& col/* = ccc4f(0,0,0,0.5f)*/ )
{
ShadowLayer *pRet = new ShadowLayer();
if (pRet && pRet->init())
{
pRet->autorelease();
pRet->setRender(pRender);
pRet->setShadowColor(col);
pRet->setOffset(ptOffset);
return pRet;
}
else
{
delete pRet;
pRet = NULL;
return NULL;
}
}
bool ShadowLayer::init()
{
if (CCLayer::init())
{
CCSize sz = getContentSize();
m_pRT = CCRenderTexture::create(sz.width,sz.height);
m_pRT->setPosition(sz.width/,sz.height/); addChild(m_pRT); m_pShadow = CCRenderTexture::create(sz.width,sz.height);
m_pShadow->setPosition(ccp(sz.width/,sz.height/)); ccBlendFunc tBlendFunc = {GL_DST_ALPHA, GL_NONE};
//ccBlendFunc tBlendFunc = {GL_ONE, GL_NONE};
m_pShadow->getSprite()->setBlendFunc(tBlendFunc);
m_pShadow->retain(); scheduleUpdate();
} return true;
} void ShadowLayer::update(float delta)
{
m_pRT->clear(,,,); m_pRT->begin(); if (m_pRender)
{
m_pRender->visit();
}
m_pShadow->visit(); m_pRT->end();
} void ShadowLayer::setShadowColor(const ccColor4F& col)
{
m_pShadow->beginWithClear(col.r,col.g,col.b,col.a);
m_pShadow->end();
} void ShadowLayer::setOffset( const CCPoint& ptOffset )
{
setPosition(ptOffset);
}