例子
CCDrawNode* shap = CCDrawNode::create();
CCPoint point[
4
] = {ccp(
0
,
0
), ccp(
200
,
0
), ccp(
200
,
200
), ccp(
0
,
200
)};
shap->drawPolygon(point,
4
, ccc4f(
355
,
255
,
255
,
255
),
2
, ccc4f(
255
,
255
,
255
,
255
)); ////画一个多边形 。 顶点位置 顶点数 填充色 边宽度(不是长度) 边颜色
#ifndef __CCDRAWNODES_CCDRAW_NODE_H__
#define __CCDRAWNODES_CCDRAW_NODE_H__
#include "base_nodes/CCNode.h"
#include "ccTypes.h"
NS_CC_BEGIN
/** CCDrawNode
Node that draws dots, segments and polygons(点、线段、多边形).
Faster than the "drawing primitives" since they it draws everything in one single batch. //比drawing primitives更快 因为采用批渲染
@since v2.1
*/
class CC_DLL CCDrawNode : public CCNode
{
protected:
GLuint m_uVao;
GLuint m_uVbo;
unsigned int m_uBufferCapacity; //缓存容量
GLsizei m_nBufferCount; //
ccV2F_C4B_T2F *m_pBuffer; //
ccBlendFunc m_sBlendFunc; //
bool m_bDirty; //
public:
static CCDrawNode* create();
virtual ~CCDrawNode();
virtual bool init();
virtual void draw();
/** draw a dot at a position, with a given radius and color */
voiddrawDot(const CCPoint &pos, float radius, const ccColor4F &color); //画一个点。 位置 半径 颜色
{
unsigned int vertex_count = 2*3;
ensureCapacity(vertex_count);
ccV2F_C4B_T2F a = {{pos.x - radius, pos.y - radius}, ccc4BFromccc4F(color), {-1.0, -1.0} };
ccV2F_C4B_T2F b = {{pos.x - radius, pos.y + radius}, ccc4BFromccc4F(color), {-1.0, 1.0} };
ccV2F_C4B_T2F c = {{pos.x + radius, pos.y + radius}, ccc4BFromccc4F(color), { 1.0, 1.0} };
ccV2F_C4B_T2F d = {{pos.x + radius, pos.y - radius}, ccc4BFromccc4F(color), { 1.0, -1.0} };
ccV2F_C4B_T2F_Triangle *triangles = (ccV2F_C4B_T2F_Triangle *)(m_pBuffer + m_nBufferCount);
ccV2F_C4B_T2F_Triangle triangle0 = {a, b, c};
ccV2F_C4B_T2F_Triangle triangle1 = {a, c, d};
triangles[0] = triangle0;
triangles[1] = triangle1;
m_nBufferCount += vertex_count;
m_bDirty = true;
}
/** draw a segment with a radius and color */
void drawSegment(const CCPoint &from, const CCPoint &to, float radius, const ccColor4F &color);//画一个线段 位置 半径 颜色
{
unsigned int vertex_count = 6*3;
ensureCapacity(vertex_count);
ccVertex2F a = __v2f(from);
ccVertex2F b = __v2f(to);
ccVertex2F n = v2fnormalize(v2fperp(v2fsub(b, a)));
ccVertex2F t = v2fperp(n);
ccVertex2F nw = v2fmult(n, radius);
ccVertex2F tw = v2fmult(t, radius);
ccVertex2F v0 = v2fsub(b, v2fadd(nw, tw));
ccVertex2F v1 = v2fadd(b, v2fsub(nw, tw));
ccVertex2F v2 = v2fsub(b, nw);
ccVertex2F v3 = v2fadd(b, nw);
ccVertex2F v4 = v2fsub(a, nw);
ccVertex2F v5 = v2fadd(a, nw);
ccVertex2F v6 = v2fsub(a, v2fsub(nw, tw));
ccVertex2F v7 = v2fadd(a, v2fadd(nw, tw));
ccV2F_C4B_T2F_Triangle *triangles = (ccV2F_C4B_T2F_Triangle *)(m_pBuffer + m_nBufferCount);
ccV2F_C4B_T2F_Triangle triangles0 = {
{v0, ccc4BFromccc4F(color), __t(v2fneg(v2fadd(n, t)))},
{v1, ccc4BFromccc4F(color), __t(v2fsub(n, t))},
{v2, ccc4BFromccc4F(color), __t(v2fneg(n))},
};
triangles[0] = triangles0;
ccV2F_C4B_T2F_Triangle triangles1 = {
{v3, ccc4BFromccc4F(color), __t(n)},
{v1, ccc4BFromccc4F(color), __t(v2fsub(n, t))},
{v2, ccc4BFromccc4F(color), __t(v2fneg(n))},
};
triangles[1] = triangles1;
ccV2F_C4B_T2F_Triangle triangles2 = {
{v3, ccc4BFromccc4F(color), __t(n)},
{v4, ccc4BFromccc4F(color), __t(v2fneg(n))},
{v2, ccc4BFromccc4F(color), __t(v2fneg(n))},
};
triangles[2] = triangles2;
ccV2F_C4B_T2F_Triangle triangles3 = {
{v3, ccc4BFromccc4F(color), __t(n)},
{v4, ccc4BFromccc4F(color), __t(v2fneg(n))},
{v5, ccc4BFromccc4F(color), __t(n) },
};
triangles[3] = triangles3;
ccV2F_C4B_T2F_Triangle triangles4 = {
{v6, ccc4BFromccc4F(color), __t(v2fsub(t, n))},
{v4, ccc4BFromccc4F(color), __t(v2fneg(n)) },
{v5, ccc4BFromccc4F(color), __t(n)},
};
triangles[4] = triangles4;
ccV2F_C4B_T2F_Triangle triangles5 = {
{v6, ccc4BFromccc4F(color), __t(v2fsub(t, n))},
{v7, ccc4BFromccc4F(color), __t(v2fadd(n, t))},
{v5, ccc4BFromccc4F(color), __t(n)},
};
triangles[5] = triangles5;
m_nBufferCount += vertex_count;
m_bDirty = true;
}
/** draw a polygon with a fill color and line color */
void drawPolygon(CCPoint *verts, unsigned int count, const ccColor4F &fillColor, float borderWidth, const ccColor4F &borderColor);//画一个多边形 。 顶点位置 顶点数 填充色 边宽度(不是长度) 边颜色
{
struct ExtrudeVerts {ccVertex2F offset, n;};
struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts)*count);
memset(extrude, 0, sizeof(struct ExtrudeVerts)*count);
for(unsigned int i = 0; i < count; i++)
{
ccVertex2F v0 = __v2f(verts[(i-1+count)%count]);
ccVertex2F v1 = __v2f(verts[i]);
ccVertex2F v2 = __v2f(verts[(i+1)%count]);
ccVertex2F n1 = v2fnormalize(v2fperp(v2fsub(v1, v0)));
ccVertex2F n2 = v2fnormalize(v2fperp(v2fsub(v2, v1)));
ccVertex2F offset = v2fmult(v2fadd(n1, n2), 1.0/(v2fdot(n1, n2) + 1.0));
struct ExtrudeVerts tmp = {offset, n2};
extrude[i] = tmp;
}
bool outline = (borderColor.a > 0.0 && borderWidth > 0.0);
unsigned int triangle_count = 3*count - 2;
unsigned int vertex_count = 3*triangle_count;
ensureCapacity(vertex_count);
ccV2F_C4B_T2F_Triangle *triangles = (ccV2F_C4B_T2F_Triangle *)(m_pBuffer + m_nBufferCount);
ccV2F_C4B_T2F_Triangle *cursor = triangles;
float inset = (outline == 0.0 ? 0.5 : 0.0);
for(unsigned int i = 0; i < count-2; i++)
{
ccVertex2F v0 = v2fsub(__v2f(verts[0 ]), v2fmult(extrude[0 ].offset, inset));
ccVertex2F v1 = v2fsub(__v2f(verts[i+1]), v2fmult(extrude[i+1].offset, inset));
ccVertex2F v2 = v2fsub(__v2f(verts[i+2]), v2fmult(extrude[i+2].offset, inset));
ccV2F_C4B_T2F_Triangle tmp = {
{v0, ccc4BFromccc4F(fillColor), __t(v2fzero)},
{v1, ccc4BFromccc4F(fillColor), __t(v2fzero)},
{v2, ccc4BFromccc4F(fillColor), __t(v2fzero)},
};
*cursor++ = tmp;
}
for(unsigned int i = 0; i < count; i++)
{
int j = (i+1)%count;
ccVertex2F v0 = __v2f(verts[i]);
ccVertex2F v1 = __v2f(verts[j]);
ccVertex2F n0 = extrude[i].n;
ccVertex2F offset0 = extrude[i].offset;
ccVertex2F offset1 = extrude[j].offset;
if(outline)
{
ccVertex2F inner0 = v2fsub(v0, v2fmult(offset0, borderWidth));
ccVertex2F inner1 = v2fsub(v1, v2fmult(offset1, borderWidth));
ccVertex2F outer0 = v2fadd(v0, v2fmult(offset0, borderWidth));
ccVertex2F outer1 = v2fadd(v1, v2fmult(offset1, borderWidth));
ccV2F_C4B_T2F_Triangle tmp1 = {
{inner0, ccc4BFromccc4F(borderColor), __t(v2fneg(n0))},
{inner1, ccc4BFromccc4F(borderColor), __t(v2fneg(n0))},
{outer1, ccc4BFromccc4F(borderColor), __t(n0)}
};
*cursor++ = tmp1;
ccV2F_C4B_T2F_Triangle tmp2 = {
{inner0, ccc4BFromccc4F(borderColor), __t(v2fneg(n0))},
{outer0, ccc4BFromccc4F(borderColor), __t(n0)},
{outer1, ccc4BFromccc4F(borderColor), __t(n0)}
};
*cursor++ = tmp2;
}
else {
ccVertex2F inner0 = v2fsub(v0, v2fmult(offset0, 0.5));
ccVertex2F inner1 = v2fsub(v1, v2fmult(offset1, 0.5));
ccVertex2F outer0 = v2fadd(v0, v2fmult(offset0, 0.5));
ccVertex2F outer1 = v2fadd(v1, v2fmult(offset1, 0.5));
ccV2F_C4B_T2F_Triangle tmp1 = {
{inner0, ccc4BFromccc4F(fillColor), __t(v2fzero)},
{inner1, ccc4BFromccc4F(fillColor), __t(v2fzero)},
{outer1, ccc4BFromccc4F(fillColor), __t(n0)}
};
*cursor++ = tmp1;
ccV2F_C4B_T2F_Triangle tmp2 = {
{inner0, ccc4BFromccc4F(fillColor), __t(v2fzero)},
{outer0, ccc4BFromccc4F(fillColor), __t(n0)},
{outer1, ccc4BFromccc4F(fillColor), __t(n0)}
};
*cursor++ = tmp2;
}
}
m_nBufferCount += vertex_count;
m_bDirty = true;
free(extrude);
}
/** Clear the geometry in the node's buffer. */
void clear();
ccBlendFunc getBlendFunc() const;
void setBlendFunc(const ccBlendFunc &blendFunc);
CCDrawNode();
private:
void ensureCapacity(unsigned int count);
void render();
};
NS_CC_END
#endif // __CCDRAWNODES_CCDRAW_NODE_H__