如果每次在商業項目中使用opengl命令去繪制特效,工作效率真心低,所以官方包裝了這個接口,真實好東西。
draw函數的接口以及改了,新接口不允許重載原先的void draw(void)。
命令模式已是過去,顯示列表模式則是將命令放入緩沖池中,在opengl狀態機執行繪制命令時從中讀取才去繪制,不再是每次繪制就調用opengl狀態機立即繪制。
這就要求引擎全局組織繪制命令,即openglcocos2d::CustomCommand
class CustomCommand : public RenderCommand { public: CustomCommand(); ~CustomCommand(); public: void init(float depth); void execute(); inline bool isTranslucent() { return true; } std::functionfunc; protected: };
render執行單個RenderCommand時就是調用execute函數,最後訪問額func成員,從而執行下面的onDraw。
最後產生一堆繪制命令。等待真正opengl去執行,實際上每條繪制函數的命令都會去flush一次。
代碼是演示效果:VisibleRect來自testCpp,或者說下面整段來自testCpp。
void HelloWorld::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) { m_customCommand.init(_globalZOrder); m_customCommand.func = CC_CALLBACK_0(HelloWorld::onDraw, this, transform, flags); renderer->addCommand(&m_customCommand); } void HelloWorld::onDraw(const Mat4 &transform, uint32_t flags) { Director* director = Director::getInstance(); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform); //draw CHECK_GL_ERROR_DEBUG(); // draw a simple line // The default state is: // Line Width: 1 // color: 255,255,255,255 (white, non-transparent) // Anti-Aliased // glEnable(GL_LINE_SMOOTH); DrawPrimitives::drawLine( VisibleRect::leftBottom(), VisibleRect::rightTop() ); CHECK_GL_ERROR_DEBUG(); // line: color, width, aliased // glLineWidth > 1 and GL_LINE_SMOOTH are not compatible // GL_SMOOTH_LINE_WIDTH_RANGE = (1,1) on iPhone // glDisable(GL_LINE_SMOOTH); glLineWidth( 5.0f ); DrawPrimitives::setDrawColor4B(255,0,0,255); DrawPrimitives::drawLine( VisibleRect::leftTop(), VisibleRect::rightBottom() ); CHECK_GL_ERROR_DEBUG(); // TIP: // If you are going to use always thde same color or width, you don't // need to call it before every draw // // Remember: OpenGL is a state-machine. // draw big point in the center DrawPrimitives::setPointSize(64); DrawPrimitives::setDrawColor4B(0,0,255,128); DrawPrimitives::drawPoint( VisibleRect::center() );//中心的圓點,藍色正方向 CHECK_GL_ERROR_DEBUG(); // draw 4 small points Vec2 points[] = { Vec2(60,60), Vec2(70,70), Vec2(60,70), Vec2(70,60) }; DrawPrimitives::setPointSize(4); DrawPrimitives::setDrawColor4B(0,255,255,255); DrawPrimitives::drawPoints( points, 4);//四個青色點 CHECK_GL_ERROR_DEBUG(); // draw a green circle with 10 segments glLineWidth(16); DrawPrimitives::setDrawColor4B(0, 255, 0, 255); DrawPrimitives::drawCircle( VisibleRect::center(), 100, 2, 10, false); CHECK_GL_ERROR_DEBUG(); // draw a green circle with 50 segments with line to center glLineWidth(2); DrawPrimitives::setDrawColor4B(0, 255, 255, 255); DrawPrimitives::drawCircle( VisibleRect::center(), 200, CC_DEGREES_TO_RADIANS(90), 50, true); CHECK_GL_ERROR_DEBUG(); // draw a pink solid circle with 50 segments glLineWidth(2); DrawPrimitives::setDrawColor4B(255, 0, 255, 255); DrawPrimitives::drawSolidCircle( VisibleRect::center() + Vec2(140,0), 40, CC_DEGREES_TO_RADIANS(90), 50, 1.0f, 1.0f); CHECK_GL_ERROR_DEBUG(); // open yellow poly DrawPrimitives::setDrawColor4B(255, 255, 0, 255); glLineWidth(10); Vec2 vertices[] = { Vec2(0,0), Vec2(50,50), Vec2(100,50), Vec2(100,100), Vec2(50,100) }; DrawPrimitives::drawPoly( vertices, 5, false);//左下角的方形 CHECK_GL_ERROR_DEBUG(); // filled poly glLineWidth(1);//五角星 Vec2 filledVertices[] = { Vec2(0,120), Vec2(50,120), Vec2(50,170), Vec2(25,200), Vec2(0,170) }; DrawPrimitives::drawSolidPoly(filledVertices, 5, Color4F(0.5f, 0.5f, 1, 1 ) ); // closed purble poly DrawPrimitives::setDrawColor4B(255, 0, 255, 255); glLineWidth(2); Vec2 vertices2[] = { Vec2(30,130), Vec2(30,230), Vec2(50,200) }; DrawPrimitives::drawPoly( vertices2, 3, true); CHECK_GL_ERROR_DEBUG(); // draw quad bezier path 中間這條線 DrawPrimitives::drawQuadBezier(VisibleRect::leftTop(), VisibleRect::center(), VisibleRect::rightTop(), 50); CHECK_GL_ERROR_DEBUG(); // draw cubic bezier path 上面的線 DrawPrimitives::drawCubicBezier(VisibleRect::center(), Vec2(VisibleRect::center().x+30,VisibleRect::center().y+50), Vec2(VisibleRect::center().x+60,VisibleRect::center().y-50),VisibleRect::right(),100); CHECK_GL_ERROR_DEBUG(); //draw a solid polygon Vec2 vertices3[] = {Vec2(60,160), Vec2(70,190), Vec2(100,190), Vec2(90,160)}; DrawPrimitives::drawSolidPoly( vertices3, 4, Color4F(1,1,0,1) ); // restore original values glLineWidth(1); DrawPrimitives::setDrawColor4B(255,255,255,255); DrawPrimitives::setPointSize(1); CHECK_GL_ERROR_DEBUG(); //end draw director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); }
西。
const Vec2& center,
float radius,
float angle,---------這個參數有什麼用?沒看懂,測試了也感覺不出區別。。終於找到了,相對於x軸正方向旋轉方向。比如:從90*pi/180度即y軸正方向與圓交點的位置
unsigned int segments,:圓邊被切成多少段線段
bool drawLineToCenter:圓心到起始繪制點是否繪制線段
void drawCircle( const Vec2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter) { drawCircle(center, radius, angle, segments, drawLineToCenter, 1.0f, 1.0f); }