cocos2dx3.x绘制自己的node

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3.x最大的变化就是绘制,通过绘制命令添加到渲染队列中,优化相邻两个渲染命中,如果使用的是同一张纹理,则会并到一个批次中绘制出来,具体流程可以看看之前的文章cocos动画系统及绘制


下面的例子还顺带开了vbo,vao的话opengles2.0还不支持,所以都被我注释了

h

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"

using namespace cocos2d;

class HelloWorld : public cocos2d::Layer
{
public:
    virtual ~HelloWorld();
    static cocos2d::Scene* createScene();
    virtual bool init() override;  
    //重写这个方法很重要,node节点递归visit完后就会调这个draw函数,所以我们在这里添加绘制命令绑定自己的绘制函数OnDraw
    virtual void draw(Renderer *renderer,const Mat4 &transform,bool transformUpdated) override;
    //自己的绘制函数
    void onDraw();
    void menuCloseCallback4(cocos2d::Ref* pSender);
    CREATE_FUNC(HelloWorld);

private:
    CustomCommand _customCommand;

    //GLuint vao;
    GLuint vertexVBO; //缓冲区对象句柄 - 顶点
    GLuint indexVBO; //缓冲区对象句柄 - 顶点索引
    //当然,你可以可以Gluint vbo[2]用数组去装
};

#endif // __HELLOWORLD_SCENE_H__

cpp

#include "HelloWorldScene.h"
#include "MySprite.h"
#include "CubeTexture.h"

USING_NS_CC;


Scene* HelloWorld::createScene()
{
    // \'scene\' is an autorelease object
    auto scene = Scene::create();

    Size size = Director::getInstance()->getWinSize();

    auto layer2 = Layer::create();
    Sprite* sp = Sprite::create("HelloWorld.png");
    //MoveTo* move = MoveTo::create(5.0f,Vec2(400,400));
    //sp->runAction(move);

    sp->setPosition(size.width / 2,size.height / 2);
    //sp->setScale(2.0f);

    FontDefinition fd;
    fd._fontSize = 40;
    FontShadow fs;
    fs._shadowEnabled = true;
    fs._shadowBlur = 0.1f;
    fs._shadowOffset = Size(10.0f,20.0f);
    fs._shadowOpacity = 1.0f;
    fd._shadow = fs;
    LabelTTF* lb = LabelTTF::createWithFontDefinition("Hello world",fd);
    lb->setPosition(size.width / 3,size.height / 3);
    layer2->addChild(sp);
    layer2->addChild(lb);
    //scene->addChild(layer2);

    // \'layer\' is an autorelease object
    auto layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}


void HelloWorld::menuCloseCallback4(cocos2d::Ref* pSender)
{
    auto scene = CubeTexture::createScene();
    Director::getInstance()->replaceScene(scene);
}


// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }

    auto closeItem4 = MenuItemImage::create(
        "CloseNormal.png","CloseSelected.png",CC_CALLBACK_1(HelloWorld::menuCloseCallback4,this));
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
    closeItem4->setPosition(Vec2(origin.x + visibleSize.width / 2 - closeItem4->getContentSize().width / 2,origin.y + visibleSize.height / 2 + closeItem4->getContentSize().height / 2));

    // create menu,it\'s an autorelease object
    auto menu = Menu::create(closeItem4,NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu,100);

    //create my own program
    auto glprogram = new GLProgram;
    glprogram->initWithFilenames("myVertextShader.vert","myFragmentShader.frag");
    glprogram->link();
    //set uniform locations
    glprogram->updateUniforms();
    setGLProgram(glprogram); //设置为自己的shader

    //glGenVertexArrays(1,&vao);
    //glBindVertexArray(vao);


    glGenBuffers(1,&vertexVBO); //创建缓冲区句柄
    glGenBuffers(1,&indexVBO);

    return true;
}

void HelloWorld::draw(cocos2d::Renderer *renderer,bool transformUpdated)
{
    _customCommand.init(_globalZOrder); //绘制优先级
    _customCommand.func = CC_CALLBACK_0(HelloWorld::onDraw,this);//绑定自定义绘制函数,由于是用自己定于的顶点数据,所以没用矩阵信息
    renderer->addCommand(&_customCommand); //把渲染命令丢进绘制队列
}

void HelloWorld::onDraw()
{
    //如果使用对等矩阵,则三角形绘制会在最前面
    Director::getInstance()->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    Director::getInstance()->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    Director::getInstance()->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    Director::getInstance()->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);


    Mat4 modelViewMatrix;
    Mat4::createLookAt(Vec3(0,0,1),Vec3(0,0),1,&modelViewMatrix);
    modelViewMatrix.translate(2,2,-5);

    //static float move = 0;
    //modelViewMatrix.translate(sinf(move*0.05)*2,2,-5);
    //move++;

    //static float rotation = 0;
    //modelViewMatrix.rotate(Vec3(1,1,1),CC_DEGREES_TO_RADIANS(rotation));
    //rotation++;
    //if (rotation > 360) {
    // rotation = 0;
    //}

    Mat4 projectionMatrix;
    Mat4::createPerspective(60,480/320,1.0,42,&projectionMatrix);

    Director::getInstance()->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION,projectionMatrix);
    Director::getInstance()->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW,modelViewMatrix);

    auto glProgram = getGLProgram();
    glProgram->use();
    glProgram->setUniformsForBuiltins();

    Director::getInstance()->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    Director::getInstance()->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

    typedef struct {
        float Position[3];
        float Color[4];
    } Vertex;

    // auto size = Director::getInstance()->getVisibleSize();
    Vertex data[] =
    {
        // Front
        { { 1,-1,0 },{ 1,1 } },{ { 1,{ 0,{ { -1,// Back
        { { 1,-2 },// Left
        { { -1,// Right
        { { 1,// Top
        { { 1,// Bottom
        { { 1,1 } }
    };

    GLubyte indices[] = {
        // Front
        0,3,// Back
        4,5,6,4,7,// Left
        8,9,10,11,8,// Right
        12,13,14,15,12,// Top
        16,17,18,19,16,// Bottom
        20,21,22,23,20
    };

    glBindBuffer(GL_ARRAY_BUFFER,vertexVBO); //绑定这个缓冲区句柄为顶点类型
    glBufferData(GL_ARRAY_BUFFER,sizeof(data),data,GL_STATIC_DRAW); //申请内存大小和绑定数据,静态绘制,有几种枚举类型这里就不说了,自行百度

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,indexVBO);//绑定这个缓冲区句柄为索引类型
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indices),indices,GL_STATIC_DRAW);

    GLuint positionLocation = glGetAttribLocation(glProgram->getProgram(),"a_position"); //获取自定义shader中的属性变量的地址
    GLuint colorLocation = glGetAttribLocation(glProgram->getProgram(),"a_color");

    glEnableVertexAttribArray(positionLocation);//激活
    glEnableVertexAttribArray(colorLocation);

    glVertexAttribPointer(positionLocation,GL_FLOAT,GL_FALSE,sizeof(Vertex),(GLvoid*)offsetof(Vertex,Position));
    glVertexAttribPointer(colorLocation,Color));



    // 0 ~ 1 之间波动
    static float colorCount = 0;
    float tmp = sinf(colorCount*0.01);
    tmp = tmp < 0 ? -tmp : tmp;
    colorCount++;

    /* ---------------------- test1, 为一个float赋值 */
    //GLuint uColorLocation1 = glGetUniformLocation(glProgram->getProgram(),"specIntensity");
    //float specIntensity = tmp;
    //glUniform1f(uColorLocation1,specIntensity);

    /* ---------------------- test2, 为1个由4个float组成的vec4赋值 */
    //GLuint uColorLocation2 = glGetUniformLocation(glProgram->getProgram(),"u_color");
    //float uColor2[] = { tmp,tmp,tmp };
    //glUniform4fv(uColorLocation2,uColor2);

    /* ---------------------- test3, 为float[]数组中的两个元素赋值 */
    //GLuint uColorLocation3 = glGetUniformLocation(glProgram->getProgram(),"threshold");
    //float threshold[2] = { 0.5,tmp };
    //glUniform1fv(uColorLocation3,threshold);

    /* ---------------------- test4, 为vec4[]数组中的3个元素赋值 */
    //GLuint uColorLocation4 = glGetUniformLocation(glProgram->getProgram(),"colors");
    //float colors[12] = { 0.4,0.4,0.8,1.0,
    // 0.2,0.2,
    // 1.0,tmp };
    //glUniform4fv(uColorLocation4,3,colors);

    /* ---------------------- test5, 为float[]数组中的某个元素赋值,根据下标索引 */
    GLuint uColorLocation5 = glGetUniformLocation(glProgram->getProgram(),"threshold[0]"); //传入自定shader中的uniform变量,控制alpha透明度
    float asd = tmp;
    glUniform1f(uColorLocation5,asd);

    glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_BYTE,(GLvoid*)0); //绘制三角形,由于索引也上传到缓冲区了,所以这里的索引直接传0地址

    //解除激活的缓冲区
    glBindBuffer(GL_ARRAY_BUFFER,0);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);

    CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,36);
    CHECK_GL_ERROR_DEBUG();
}

HelloWorld::~HelloWorld()
{
    //清除缓冲区句柄
    glDeleteBuffers(1,&vertexVBO);
    glDeleteBuffers(1,&indexVBO);
}

myVertextShader.vert

attribute vec3 a_position;
attribute vec4 a_color;

varying vec4 v_fragmentColor;

varying vec3 normal;  

void main()
{
    gl_Position = CC_MVPMatrix * vec4(a_position.xyz,1.0);
    v_fragmentColor = a_color;
}

myFragmentShader.frag

varying vec4 v_fragmentColor;

uniform float specIntensity;
uniform vec4 u_color;
uniform float threshold[2];
uniform vec4 colors[3];  

vec4 toonify(float intensity)  
{  
    vec4 color;  
    if (intensity < 0.3)  
       color = vec4(1.0,0.0,0.5);  
    else if (intensity < 0.5)  
       color = vec4(0.0,0.5);  
    else if (intensity < 0.7)  
       color = vec4(0.0,0.5);  
    else  
    {
       color = vec4(1.0,0.5);   
       //discard; //最后的discard关键字只能在片断shader中使用,它将在不写入帧缓存或者深度缓存的情况下,终止当前片断的shader程序。
    }

    return(color);  
} 

void main()
{
    // ---------------------- test1
    // gl_FragColor = v_fragmentColor * vec4(1.0,specIntensity);

    // ---------------------- test2
    //gl_FragColor = v_fragmentColor * u_color;

    // ---------------------- test3
    //gl_FragColor = v_fragmentColor * vec4(1.0,threshold[1]);

    // ---------------------- test4
    //gl_FragColor = v_fragmentColor * colors[2];

    // ---------------------- test5
    gl_FragColor = v_fragmentColor * vec4(1.0,threshold[0]);

    // ---------------------- test6
    //gl_FragColor = toonify(threshold[0]);
}

注释中的其他uniform可以解开注释,同时shader也解开


shader编写需要注意的是

如果shader中定义了uniform属性名但没有使用,会在编译shader时优化调,所以在c++中获取uniform中的变量地址会是个空地址 其次就是类型需要严格一直,在windows平台体现不出来,应为win平台用的是opengl4.0的,而手机平台的是opengles2.0标准,类型不一致在运行时导致异常崩溃,崩溃信息可以重eclipse中看到,比如 float a = 4.0 * 123就是错的,float*int,应改为 float a = 4.0 * float(123)才正确

原文链接:https://www.f2er.com/cocos2dx/339330.html

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