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分享程序员开发的那些事...
且构网 - 分享程序员编程开发的那些事

Libgdx在运行时更改Texture的颜色

更新时间:2023-01-15 21:04:30

我面临着使用相同纹理生成随机颜色武器的相同问题。

I faced the same Issue for generating weapon with random colors using the same texture.

所以我写了这个。

基本上我制作了你要编辑的纹理的像素图。

So I wrote this.
Basically I make a pixmap of the texture you want to edit.

然后迭代所有像素,迭代时检查某些颜色,这些颜色是纹理的一部分特定部分。 (我建议使用不同的灰色阴影,因为RGB是相同的)


然后当它在一个需要改变颜色的像素上时,我会使用一种颜色抓取那些像素组的颜色拾取器方法,它基本上是随机的,从预制的颜色数组中获取颜色,然后将该特定像素更改为新颜色。

Then you iterate over all of the pixels, while iterating I check for certain colors which are a part specific part of the texture. (I suggest using different shades of gray since the RGB is the same)

Then when it is on a pixel where the color needs to be changed I grab a color for those pixel groups using a color picker method which is basically random which gets a color from a prefabbed color array,
and then changes that specific pixel to the new color.

/**
 * Requires a asset's textureName, and requires gray scale colors of the
 * parts
 * 
 * @param texturename
 * @param colorBlade
 * @param colorEdge
 * @param colorAffinity
 * @param colorGrip
 * @return
 */
private static Texture genTexture(String texturename, int colorBlade,
        int colorEdge, int colorAffinity, int colorGrip, int colorExtra) {
    Texture tex = Game.res.getTexture(texturename);

    TextureData textureData = tex.getTextureData();
    textureData.prepare();

    Color tintBlade = chooseColor(mainColors);
    Color tintEdge = new Color(tintBlade.r + 0.1f, tintBlade.g + 0.1f,
            tintBlade.b + 0.1f, 1);

    Color tintAffinity = chooseColor(affinityColors);
    Color tintGrip;
    Color tintExtra = chooseColor(extraColors);

    boolean colorsAreSet = false;

    do {
        tintGrip = chooseColor(mainColors);

        if (tintAffinity != tintBlade && tintAffinity != tintGrip
                && tintGrip != tintBlade) {
            colorsAreSet = true;
        }
    } while (!colorsAreSet);

    Pixmap pixmap = tex.getTextureData().consumePixmap();

    for (int y = 0; y < pixmap.getHeight(); y++) {
        for (int x = 0; x < pixmap.getWidth(); x++) {

            Color color = new Color();
            Color.rgba8888ToColor(color, pixmap.getPixel(x, y));
            int colorInt[] = getColorFromHex(color);

            if (colorInt[0] == colorBlade && colorInt[1] == colorBlade
                    && colorInt[2] == colorBlade) {
                pixmap.setColor(tintBlade);
                pixmap.fillRectangle(x, y, 1, 1);
            } else if (colorInt[0] == colorEdge && colorInt[1] == colorEdge
                    && colorInt[2] == colorEdge) {
                pixmap.setColor(tintEdge);
                pixmap.fillRectangle(x, y, 1, 1);
            } else if (colorInt[0] == colorAffinity
                    && colorInt[1] == colorAffinity
                    && colorInt[2] == colorAffinity) {
                pixmap.setColor(tintAffinity);
                pixmap.fillRectangle(x, y, 1, 1);
            } else if (colorInt[0] == colorGrip && colorInt[1] == colorGrip
                    && colorInt[2] == colorGrip) {
                pixmap.setColor(tintGrip);
                pixmap.fillRectangle(x, y, 1, 1);
            }
            else if (colorInt[0] == colorExtra && colorInt[1] == colorExtra
                && colorInt[2] == colorExtra) {
            pixmap.setColor(tintExtra);
            pixmap.fillRectangle(x, y, 1, 1);
            }
        }
    }

    tex = new Texture(pixmap);
    textureData.disposePixmap();
    pixmap.dispose();

    return tex;
}

我希望这会有所帮助。

请不要只需复制粘贴,尝试重建它以满足您的需求,否则您将无法学到任何东西。

I hope this helps.
Please don't just copy paste, try to rebuild this to suit your needs or you won't learn anything.