原文链接:http://blog.csdn.net/yang3wei/article/details/8442725
GLES-Render 是用来做 Box2D 的 debug draw 功能的,比较重要。
在 cocos2d-x 2.0 模板工程里面没有看到这个东西的影子,
而且我又有需要,便拿 cocos2d-iphone 2.0 的改了一个来用。
注意的一个地方是 shader 成员可以从 cocos2d shader 缓存里面拿,不用自己创建一个。
因为这里我是探索,所以就自己创建了一个玩玩儿。
代码如下:
GLES-Render.h
- /*
- * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
- *
- * iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- */
- //
- // File modified for cocos2d integration
- // http://www.cocos2d-iphone.org
- //
- #ifndef GLES_RENDER_H
- #define GLES_RENDER_H
- #import "cocos2d.h"
- #ifdef __CC_PLATFORM_IOS
- #import <OpenGLES/EAGL.h>
- #elif defined(__CC_PLATFORM_MAC)
- #import <OpenGL/OpenGL.h>
- #endif
- #include "Box2D.h"
- #include "ccShaders.h"
- USING_NS_CC;
- struct b2AABB;
- // This class implements debug drawing callbacks that are invoked
- // inside b2World::Step.
- class GLESDebugDraw : public b2Draw {
- float32 mRatio;
- CCGLProgram* mShaderProgram;
- GLint mColorLocation;
- void initShader( void );
- public:
- GLESDebugDraw();
- GLESDebugDraw( float32 ratio );
- void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color);
- void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color);
- void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color);
- void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color);
- void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color);
- void DrawTransform(const b2Transform& xf);
- void DrawPoint(const b2Vec2& p, float32 size, const b2Color& color);
- void DrawString(int x, int y, const char* string, ...);
- void DrawAABB(b2AABB* aabb, const b2Color& color);
- };
- #endif // GLES_RENDER_H
GLES-Render.cpp
- /*
- * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
- *
- * iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- */
- //
- // File modified for cocos2d integration
- // http://www.cocos2d-iphone.org
- //
- #import "cocos2d.h"
- #include "GLES-Render.h"
- #include <cstdio>
- #include <cstdarg>
- #include <string>
- using namespace std;
- GLESDebugDraw::GLESDebugDraw() : mRatio( 1.0f ) {
- this->initShader();
- }
- GLESDebugDraw::GLESDebugDraw( float32 ratio ) : mRatio( ratio ) {
- this->initShader();
- }
- void GLESDebugDraw::initShader( void ) {
- mShaderProgram = new CCGLProgram();
- /**
- * 0.CCString 方法存在问题~
- */
- // mShaderProgram->initWithVertexShaderFilename("Position_uColor.vsh", "Position_uColor.fsh");
- /**
- * 1.报 shader 文件编译错误~
- */
- // string t_oStr0("#ifdef GL_ES\nprecision lowp float;\n#endif\nvarying vec4 v_fragmentColor;\nvoid main() {\ngl_FragColor = v_fragmentColor;\n}");
- // string t_oStr1("attribute vec4 a_position;\nuniform mat4 u_MVPMatrix;\nuniform vec4 u_color;\nuniform float u_pointSize;\n#ifdef GL_ES\nvarying lowp vec4 v_fragmentColor;\n#else\nvarying vec4 v_fragmentColor;\n#endif\nvoid main()\n{\ngl_Position = u_MVPMatrix * a_position;\ngl_PointSize = u_pointSize;\nv_fragmentColor = u_color;\n}");
- // mShaderProgram->initWithVertexShaderByteArray(t_oStr0.c_str(), t_oStr1.c_str());
- /**
- * 2.终于成功了~
- */
- mShaderProgram->initWithVertexShaderByteArray(ccPosition_uColor_vert, ccPosition_uColor_frag);
- mShaderProgram->addAttribute("aVertex", kCCVertexAttrib_Position);
- mShaderProgram->link();
- mShaderProgram->updateUniforms();
- mColorLocation = glGetUniformLocation( mShaderProgram->getProgram(), "u_color");
- }
- void GLESDebugDraw::DrawPolygon(const b2Vec2* old_vertices, int32 vertexCount, const b2Color& color) {
- ccGLUseProgram(mShaderProgram->getProgram());
- mShaderProgram->setUniformForModelViewProjectionMatrix();
- ccVertex2F vertices[vertexCount];
- for( int i=0;i<vertexCount;i++) {
- b2Vec2 tmp = old_vertices[i];
- tmp *= mRatio;
- vertices[i].x = tmp.x;
- vertices[i].y = tmp.y;
- }
- glUniform4f( mColorLocation, color.r, color.g, color.b, 1);
- glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
- glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
- CHECK_GL_ERROR_DEBUG();
- }
- void GLESDebugDraw::DrawSolidPolygon(const b2Vec2* old_vertices, int32 vertexCount, const b2Color& color)
- {
- ccGLUseProgram(mShaderProgram->getProgram());
- mShaderProgram->setUniformForModelViewProjectionMatrix();
- ccVertex2F vertices[vertexCount];
- for( int i=0;i<vertexCount;i++) {
- b2Vec2 tmp = old_vertices[i];
- tmp = old_vertices[i];
- tmp *= mRatio;
- vertices[i].x = tmp.x;
- vertices[i].y = tmp.y;
- }
- glUniform4f( mColorLocation, color.r*0.5f, color.g*0.5f, color.b*0.5f,0.5f);
- glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
- glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
- glUniform4f( mColorLocation, color.r, color.g, color.b,1);
- glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
- CHECK_GL_ERROR_DEBUG();
- }
- void GLESDebugDraw::DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color)
- {
- ccGLUseProgram(mShaderProgram->getProgram());
- mShaderProgram->setUniformForModelViewProjectionMatrix();
- const float32 k_segments = 16.0f;
- int vertexCount=16;
- const float32 k_increment = 2.0f * b2_pi / k_segments;
- float32 theta = 0.0f;
- GLfloat glVertices[vertexCount*2];
- for (int32 i = 0; i < k_segments; ++i)
- {
- b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta));
- glVertices[i*2]=v.x * mRatio;
- glVertices[i*2+1]=v.y * mRatio;
- theta += k_increment;
- }
- glUniform4f( mColorLocation, color.r, color.g, color.b,1);
- glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
- glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
- CHECK_GL_ERROR_DEBUG();
- }
- void GLESDebugDraw::DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color)
- {
- ccGLUseProgram(mShaderProgram->getProgram());
- mShaderProgram->setUniformForModelViewProjectionMatrix();
- const float32 k_segments = 16.0f;
- int vertexCount=16;
- const float32 k_increment = 2.0f * b2_pi / k_segments;
- float32 theta = 0.0f;
- GLfloat glVertices[vertexCount*2];
- for (int32 i = 0; i < k_segments; ++i)
- {
- b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta));
- glVertices[i*2]=v.x * mRatio;
- glVertices[i*2+1]=v.y * mRatio;
- theta += k_increment;
- }
- glUniform4f( mColorLocation, color.r *0.5f, color.g*0.5f, color.b*0.5f,0.5f );
- glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
- glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
- glUniform4f( mColorLocation, color.r, color.g, color.b,1);
- glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
- // Draw the axis line
- DrawSegment(center,center+radius*axis,color);
- CHECK_GL_ERROR_DEBUG();
- }
- void GLESDebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
- {
- ccGLUseProgram(mShaderProgram->getProgram());
- mShaderProgram->setUniformForModelViewProjectionMatrix();
- glUniform4f( mColorLocation, color.r, color.g, color.b,1);
- GLfloat glVertices[] = {
- p1.x * mRatio, p1.y * mRatio,
- p2.x * mRatio, p2.y * mRatio
- };
- glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
- glDrawArrays(GL_LINES, 0, 2);
- CHECK_GL_ERROR_DEBUG();
- }
- void GLESDebugDraw::DrawTransform(const b2Transform& xf)
- {
- b2Vec2 p1 = xf.p, p2;
- const float32 k_axisScale = 0.4f;
- p2 = p1 + k_axisScale * xf.q.GetXAxis();
- DrawSegment(p1, p2, b2Color(1,0,0));
- p2 = p1 + k_axisScale * xf.q.GetYAxis();
- DrawSegment(p1,p2,b2Color(0,1,0));
- }
- void GLESDebugDraw::DrawPoint(const b2Vec2& p, float32 size, const b2Color& color)
- {
- ccGLUseProgram(mShaderProgram->getProgram());
- mShaderProgram->setUniformForModelViewProjectionMatrix();
- glUniform4f( mColorLocation, color.r, color.g, color.b,1);
- // glPointSize(size);
- GLfloat glVertices[] = {
- p.x * mRatio, p.y * mRatio
- };
- glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
- glDrawArrays(GL_POINTS, 0, 1);
- // glPointSize(1.0f);
- CHECK_GL_ERROR_DEBUG();
- }
- void GLESDebugDraw::DrawString(int x, int y, const char *string, ...)
- {
- // NSLog(@"DrawString: unsupported: %s", string);
- //printf(string);
- /* Unsupported as yet. Could replace with bitmap font renderer at a later date */
- }
- void GLESDebugDraw::DrawAABB(b2AABB* aabb, const b2Color& c)
- {
- ccGLUseProgram(mShaderProgram->getProgram());
- mShaderProgram->setUniformForModelViewProjectionMatrix();
- glUniform4f( mColorLocation, c.r, c.g, c.b,1);
- GLfloat glVertices[] = {
- aabb->lowerBound.x * mRatio, aabb->lowerBound.y * mRatio,
- aabb->upperBound.x * mRatio, aabb->lowerBound.y * mRatio,
- aabb->upperBound.x * mRatio, aabb->upperBound.y * mRatio,
- aabb->lowerBound.x * mRatio, aabb->upperBound.y * mRatio
- };
- glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
- glDrawArrays(GL_LINE_LOOP, 0, 8);
- CHECK_GL_ERROR_DEBUG();
- }