如果每次在商业项目中使用opengl命令去绘制特效,工作效率真心低,所以官方包装了这个接口,真实好东西。
draw函数的接口以及改了,新接口不允许重载原先的void draw(void)。
命令模式已是过去,显示列表模式则是将命令放入缓冲池中,在opengl状态机执行绘制命令时从中读取才去绘制,不再是每次绘制就调用opengl状态机立即绘制。
这就要求引擎全局组织绘制命令,即openglcocos2d::CustomCommand
class CustomCommand : public RenderCommand { public: CustomCommand(); ~CustomCommand(); public: void init(float depth); void execute(); inline bool isTranslucent() { return true; } std::function<void()> func; protected: };
render执行单个RenderCommand时就是调用execute函数,最后访问额func成员,从而执行下面的onDraw。
最后产生一堆绘制命令。等待真正opengl去执行,实际上每条绘制函数的命令都会去flush一次。
代码是演示效果:VisibleRect来自testCpp,或者说下面整段来自testCpp。
void HelloWorld::draw(Renderer *renderer,const Mat4 &transform,uint32_t flags) { m_customCommand.init(_globalZOrder); m_customCommand.func = CC_CALLBACK_0(HelloWorld::onDraw,this,transform,flags); renderer->addCommand(&m_customCommand); } void HelloWorld::onDraw(const Mat4 &transform,uint32_t flags) { Director* director = Director::getInstance(); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW,transform); //draw CHECK_GL_ERROR_DEBUG(); // draw a simple line // The default state is: // Line Width: 1 // color: 255,255,255 (white,non-transparent) // Anti-Aliased // glEnable(GL_LINE_SMOOTH); DrawPrimitives::drawLine( VisibleRect::leftBottom(),VisibleRect::rightTop() ); CHECK_GL_ERROR_DEBUG(); // line: color,width,aliased // glLineWidth > 1 and GL_LINE_SMOOTH are not compatible // GL_SMOOTH_LINE_WIDTH_RANGE = (1,1) on iPhone // glDisable(GL_LINE_SMOOTH); glLineWidth( 5.0f ); DrawPrimitives::setDrawColor4B(255,255); DrawPrimitives::drawLine( VisibleRect::leftTop(),VisibleRect::rightBottom() ); CHECK_GL_ERROR_DEBUG(); // TIP: // If you are going to use always thde same color or width,you don't // need to call it before every draw // // Remember: OpenGL is a state-machine. // draw big point in the center DrawPrimitives::setPointSize(64); DrawPrimitives::setDrawColor4B(0,128); DrawPrimitives::drawPoint( VisibleRect::center() );//中心的圆点,蓝色正方向 CHECK_GL_ERROR_DEBUG(); // draw 4 small points Vec2 points[] = { Vec2(60,60),Vec2(70,70),Vec2(60,60) }; DrawPrimitives::setPointSize(4); DrawPrimitives::setDrawColor4B(0,255); DrawPrimitives::drawPoints( points,4);//四个青色点 CHECK_GL_ERROR_DEBUG(); // draw a green circle with 10 segments glLineWidth(16); DrawPrimitives::setDrawColor4B(0,255); DrawPrimitives::drawCircle( VisibleRect::center(),100,2,10,false); CHECK_GL_ERROR_DEBUG(); // draw a green circle with 50 segments with line to center glLineWidth(2); DrawPrimitives::setDrawColor4B(0,255); DrawPrimitives::drawCircle( VisibleRect::center(),200,CC_DEGREES_TO_RADIANS(90),50,true); CHECK_GL_ERROR_DEBUG(); // draw a pink solid circle with 50 segments glLineWidth(2); DrawPrimitives::setDrawColor4B(255,255); DrawPrimitives::drawSolidCircle( VisibleRect::center() + Vec2(140,0),40,1.0f,1.0f); CHECK_GL_ERROR_DEBUG(); // open yellow poly DrawPrimitives::setDrawColor4B(255,255); glLineWidth(10); Vec2 vertices[] = { Vec2(0,Vec2(50,50),Vec2(100,100),100) }; DrawPrimitives::drawPoly( vertices,5,false);//左下角的方形 CHECK_GL_ERROR_DEBUG(); // filled poly glLineWidth(1);//五角星 Vec2 filledVertices[] = { Vec2(0,120),170),Vec2(25,200),Vec2(0,170) }; DrawPrimitives::drawSolidPoly(filledVertices,Color4F(0.5f,0.5f,1,1 ) ); // closed purble poly DrawPrimitives::setDrawColor4B(255,255); glLineWidth(2); Vec2 vertices2[] = { Vec2(30,130),Vec2(30,230),200) }; DrawPrimitives::drawPoly( vertices2,3,true); CHECK_GL_ERROR_DEBUG(); // draw quad bezier path 中间这条线 DrawPrimitives::drawQuadBezier(VisibleRect::leftTop(),VisibleRect::center(),VisibleRect::rightTop(),50); CHECK_GL_ERROR_DEBUG(); // draw cubic bezier path 上面的线 DrawPrimitives::drawCubicBezier(VisibleRect::center(),Vec2(VisibleRect::center().x+30,VisibleRect::center().y+50),Vec2(VisibleRect::center().x+60,VisibleRect::center().y-50),VisibleRect::right(),100); CHECK_GL_ERROR_DEBUG(); //draw a solid polygon Vec2 vertices3[] = {Vec2(60,160),190),Vec2(90,160)}; DrawPrimitives::drawSolidPoly( vertices3,4,Color4F(1,1) ); // restore original values glLineWidth(1); DrawPrimitives::setDrawColor4B(255,255); DrawPrimitives::setPointSize(1); CHECK_GL_ERROR_DEBUG(); //end draw director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); }
西。
const Vec2& center,
float radius,
float angle,---------这个参数有什么用?没看懂,测试了也感觉不出区别。。终于找到了,相对于x轴正方向旋转方向。比如:从90*pi/180度即y轴正方向与圆交点的位置
unsigned int segments,:圆边被切成多少段线段
bool drawLineToCenter:圆心到起始绘制点是否绘制线段
void drawCircle( const Vec2& center,float radius,float angle,unsigned int segments,bool drawLineToCenter) { drawCircle(center,radius,angle,segments,drawLineToCenter,1.0f); }待续 原文链接:https://www.f2er.com/cocos2dx/345579.html