.众所周知, box2d的DrawDebugData函数绘制默认不是放在最前面的, 为了达到这个要求, v2版代码很简单
v2:
void Box2dManager::draw(){
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
kmGLPushMatrix();
box2dWorld->DrawDebugData();
kmGLPopMatrix();
}
v3:
v3版找了很久, 貌似研究的人不多, 不过找的过程中, 有人分析v3为了提高性能, 将v2那种单独渲染变成了集中渲染, 在draw中并不马上执行渲染, 这时候使用代码:
void Box2dManager::draw(Renderer *renderer, const Mat4& transform, uint32_t flags){
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
Director::getInstance()->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
box2dWorld->DrawDebugData();
Director::getInstance()->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
这个写法是完全从v2过度过来的, 但很遗憾, 并没有实现该有的功能
而根据v3方式把要渲染的顺序加入到渲染序列中, 通过调用onDraw来进行上面的代码, 这时候才能有效的让渲染悬浮在其他sprite之上
void Box2dManager::draw(Renderer *renderer, const Mat4& transform, uint32_t flags){
super::draw(renderer, transform, _transformUpdated);
GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION );
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_modelViewMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_customCommand.init(_globalZOrder);
_customCommand.func = CC_CALLBACK_0(Box2dManager::onDraw, this);
renderer->addCommand(&_customCommand);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void Box2dManager::onDraw() {
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
Mat4 oldMV;
oldMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV);
box2dWorld->DrawDebugData();
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, oldMV);
}
参考:
Box2d debug drawing for cocos2d-x 3.0
B2DebugDrawLayer attachment
Cocos2d-x 3.2的渲染流程