CCDrawNode(是一个节点有drawDot drawSegment drawPolygon方法 可以类绘制点 线段 多边形--与drawing primitives不同 采用批渲染)

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__


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