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时间:2014-11-8
作者:Sharing_Li
转载出处:http://www.jb51.cc/article/p-taablfno-rx.html
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2.x的版本在draw中画直线等图形时,只要继承虚函数draw(),然后就在draw函数中调用绘图函数就可以了。
但是在3.x的版本则不相同,draw()函数被标识为final,无法继承进行代码编写,需要继承带参数的draw(Renderer *renderer,const Mat4 &transform,uint32_t flags)函数,并且绘制实现不是在这个函数中,而是在带参数的draw中继续调用onDraw函数.
这一点看下官方的test例子就清楚了,详细代码如下:
声明:
class DrawPrimitivesTest : public BaseLayer { public: DrawPrimitivesTest(); virtual std::string title() const override; virtual std::string subtitle() const override; virtual void draw(Renderer *renderer,uint32_t flags) override; protected: void onDraw(const Mat4 &transform,uint32_t flags); CustomCommand _customCommand; };
定义:
void DrawPrimitivesTest::draw(Renderer *renderer,uint32_t flags) { _customCommand.init(_globalZOrder); _customCommand.func = CC_CALLBACK_0(DrawPrimitivesTest::onDraw,this,transform,flags); renderer->addCommand(&_customCommand); } void DrawPrimitivesTest::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 (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(255,255); 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(0,128); DrawPrimitives::drawPoint( VisibleRect::center() ); CHECK_GL_ERROR_DEBUG(); // draw 4 small points Vec2 points[] = { Vec2(60,60),Vec2(70,70),Vec2(60,60) }; DrawPrimitives::setPointSize(4); DrawPrimitives::setDrawColor4B(0,255); DrawPrimitives::drawPoints( points,4); CHECK_GL_ERROR_DEBUG(); // draw a green circle with 10 segments glLineWidth(16); DrawPrimitives::setDrawColor4B(0,255); DrawPrimitives::drawCircle( VisibleRect::center(),100,10,false); CHECK_GL_ERROR_DEBUG(); // draw a green circle with 50 segments with line to center glLineWidth(2); DrawPrimitives::setDrawColor4B(0,50,CC_DEGREES_TO_RADIANS(90),true); CHECK_GL_ERROR_DEBUG(); // draw a pink solid circle with 50 segments glLineWidth(2); DrawPrimitives::setDrawColor4B(255,255); DrawPrimitives::drawSolidCircle( VisibleRect::center() + Vec2(140,0),40,1.0f,1.0f); CHECK_GL_ERROR_DEBUG(); // open yellow poly DrawPrimitives::setDrawColor4B(255,255); glLineWidth(10); Vec2 vertices[] = { Vec2(0,Vec2(50,50),Vec2(100,100),100) }; DrawPrimitives::drawPoly( vertices,5,false); CHECK_GL_ERROR_DEBUG(); // filled poly glLineWidth(1); Vec2 filledVertices[] = { Vec2(0,120),170),Vec2(25,200),Vec2(0,170) }; DrawPrimitives::drawSolidPoly(filledVertices,Color4F(0.5f,0.5f,1,1 ) ); // closed purble poly DrawPrimitives::setDrawColor4B(255,255); glLineWidth(2); Vec2 vertices2[] = { Vec2(30,130),Vec2(30,230),200) }; DrawPrimitives::drawPoly( vertices2,3,true); CHECK_GL_ERROR_DEBUG(); // draw quad bezier path DrawPrimitives::drawQuadBezier(VisibleRect::leftTop(),VisibleRect::center(),VisibleRect::rightTop(),50); CHECK_GL_ERROR_DEBUG(); // draw cubic bezier path 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),190),Vec2(90,160)}; DrawPrimitives::drawSolidPoly( vertices3,4,Color4F(1,1) ); // restore original values glLineWidth(1); DrawPrimitives::setDrawColor4B(255,255); DrawPrimitives::setPointSize(1); CHECK_GL_ERROR_DEBUG(); //end draw director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); }
PS:
另外,可以深入了解一下coco2d-x版本2.x和3.x之间的渲染架构区别:
原文链接:/cocos2dx/346309.html