这里贴出具体的代码,比较简单。
HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
public:
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
virtual void visit(cocos2d::Renderer *renderer, const cocos2d::Mat4 &parentTransform, uint32_t parentFlags);
void onDraw();
private:
cocos2d::CustomCommand _command;
};
#endif // __HELLOWORLD_SCENE_H__
HelloWorldScene.cpp
#include "HelloWorldScene.h"
USING_NS_CC;
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//
// 1. super init first
if ( !Layer::init() )
{
return false;
}
this->setGLProgram(GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR));
return true;
}
void HelloWorld::onDraw()
{
//获得当前HelloWorld的shader
auto glProgram = getGLProgram();
//使用此shader
glProgram->use();
//设置该shader的一些内置uniform,主要是MVP,即model-view-project矩阵
glProgram->setUniformsForBuiltins();
auto size = Director::getInstance()->getWinSize();
//指定将要绘制的三角形的三个顶点,分别位到屏幕左下角,右下角和正中间的顶端
float vertercies[] = {0 , 0 , size.width , 0 , size.width / 2 , size.height};
//指定每一个顶点的颜色,颜色值是RGBA格式的,取值范围是0-1
float color[] = {0 , 0 , 1 , 1, //第一个点的颜色值蓝色
1 , 0 , 0 ,1 , //第二个点的颜色值 红色
0 , 1 , 0 , 1}; //第三个点的颜色值 绿色
//激活名字为position和color的vertex attribute
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_COLOR);
//分别给position和color指定数据源
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertercies);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, 0, color);
//绘制三角形,所谓的draw call就是指这个函数调用
glDrawArrays(GL_TRIANGLES, 0, 3);
//通知cocos2d-x 的renderer,让它在合适的时候调用这些OpenGL命令
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 3);
//如果出错了,可以使用这个函数来获取出错信息
CHECK_GL_ERROR_DEBUG();
}
void HelloWorld::visit(cocos2d::Renderer *renderer, const cocos2d::Mat4 &parentTransform, uint32_t parentFlags)
{
Layer::visit(renderer, parentTransform, parentFlags);
_command.init(_globalZOrder);
_command.func = CC_CALLBACK_0(HelloWorld::onDraw, this);
Director::getInstance()->getRenderer()->addCommand(&_command);
}