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  • cocos2dx 2.0 版本的 GLESRender

    GLES-Render 是用来做 Box2D 的 debug draw 功能的,比较重要。

    在 cocos2d-x 2.0 模板工程里面没有看到这个东西的影子,

    而且我又有需要,便拿 cocos2d-iphone 2.0 的改了一个来用。

    注意的一个地方是 shader 成员可以从  cocos2d shader 缓存里面拿,不用自己创建一个。

    因为这里我是探索,所以就自己创建了一个玩玩儿。


    代码如下:

    GLES-Render.h

    /*
    * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
    *
    * iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
    *
    * This software is provided 'as-is', without any express or implied
    * warranty.  In no event will the authors be held liable for any damages
    * arising from the use of this software.
    * Permission is granted to anyone to use this software for any purpose,
    * including commercial applications, and to alter it and redistribute it
    * freely, subject to the following restrictions:
    * 1. The origin of this software must not be misrepresented; you must not
    * claim that you wrote the original software. If you use this software
    * in a product, an acknowledgment in the product documentation would be
    * appreciated but is not required.
    * 2. Altered source versions must be plainly marked as such, and must not be
    * misrepresented as being the original software.
    * 3. This notice may not be removed or altered from any source distribution.
    */
    
    //
    // File modified for cocos2d integration
    // http://www.cocos2d-iphone.org
    //
    
    #ifndef GLES_RENDER_H
    #define GLES_RENDER_H
    
    #import "cocos2d.h"
    
    #ifdef __CC_PLATFORM_IOS
    #import <OpenGLES/EAGL.h>
    #elif defined(__CC_PLATFORM_MAC)
    #import <OpenGL/OpenGL.h>
    #endif
    
    #include "Box2D.h"
    #include "ccShaders.h"
    
    USING_NS_CC;
    
    struct b2AABB;
    
    // This class implements debug drawing callbacks that are invoked
    // inside b2World::Step.
    class GLESDebugDraw : public b2Draw {
    	float32 mRatio;
    	CCGLProgram* mShaderProgram;
    	GLint mColorLocation;
    
    	void initShader( void );
    public:
    	GLESDebugDraw();
    
    	GLESDebugDraw( float32 ratio );
    
    	void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color);
    
    	void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color);
    
    	void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color);
    
    	void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color);
    
    	void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color);
    
    	void DrawTransform(const b2Transform& xf);
    
        void DrawPoint(const b2Vec2& p, float32 size, const b2Color& color);
    
        void DrawString(int x, int y, const char* string, ...);
    
        void DrawAABB(b2AABB* aabb, const b2Color& color);
    };
    
    
    #endif // GLES_RENDER_H
    

    GLES-Render.cpp

    /*
     * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
     *
     * iPhone port by Simon Oliver - http://www.simonoliver.com - http://www.handcircus.com
     *
     * This software is provided 'as-is', without any express or implied
     * warranty.  In no event will the authors be held liable for any damages
     * arising from the use of this software.
     * Permission is granted to anyone to use this software for any purpose,
     * including commercial applications, and to alter it and redistribute it
     * freely, subject to the following restrictions:
     * 1. The origin of this software must not be misrepresented; you must not
     * claim that you wrote the original software. If you use this software
     * in a product, an acknowledgment in the product documentation would be
     * appreciated but is not required.
     * 2. Altered source versions must be plainly marked as such, and must not be
     * misrepresented as being the original software.
     * 3. This notice may not be removed or altered from any source distribution.
     */
    
    //
    // File modified for cocos2d integration
    // http://www.cocos2d-iphone.org
    //
    
    #import "cocos2d.h"
    #include "GLES-Render.h"
    
    
    #include <cstdio>
    #include <cstdarg>
    
    #include <string>
    
    using namespace std;
    
    GLESDebugDraw::GLESDebugDraw() : mRatio( 1.0f ) {
    	this->initShader();
    }
    
    GLESDebugDraw::GLESDebugDraw( float32 ratio ) : mRatio( ratio ) {
    	this->initShader();
    }
    
    void GLESDebugDraw::initShader( void ) {
    	mShaderProgram = new CCGLProgram();
        
        /**
         * 0.CCString 方法存在问题~
         */
    //    mShaderProgram->initWithVertexShaderFilename("Position_uColor.vsh", "Position_uColor.fsh");
        
        /**
         * 1.报 shader 文件编译错误~
         */
    //    string t_oStr0("#ifdef GL_ES\nprecision lowp float;\n#endif\nvarying vec4 v_fragmentColor;\nvoid main() {\ngl_FragColor = v_fragmentColor;\n}");
    //    string t_oStr1("attribute vec4 a_position;\nuniform	mat4 u_MVPMatrix;\nuniform	vec4 u_color;\nuniform float u_pointSize;\n#ifdef GL_ES\nvarying lowp vec4 v_fragmentColor;\n#else\nvarying vec4 v_fragmentColor;\n#endif\nvoid main()\n{\ngl_Position = u_MVPMatrix * a_position;\ngl_PointSize = u_pointSize;\nv_fragmentColor = u_color;\n}");
    //    mShaderProgram->initWithVertexShaderByteArray(t_oStr0.c_str(), t_oStr1.c_str());
        
        /**
         * 2.终于成功了~
         */
        mShaderProgram->initWithVertexShaderByteArray(ccPosition_uColor_vert, ccPosition_uColor_frag);
        
        mShaderProgram->addAttribute("aVertex", kCCVertexAttrib_Position);
        mShaderProgram->link();
        mShaderProgram->updateUniforms();
    
    	mColorLocation = glGetUniformLocation( mShaderProgram->getProgram(), "u_color");
    }
    
    void GLESDebugDraw::DrawPolygon(const b2Vec2* old_vertices, int32 vertexCount, const b2Color& color) {
    	ccGLUseProgram(mShaderProgram->getProgram());
    	mShaderProgram->setUniformForModelViewProjectionMatrix();
    
    	ccVertex2F vertices[vertexCount];
    
    	for( int i=0;i<vertexCount;i++) {
    		b2Vec2 tmp = old_vertices[i];
    		tmp *= mRatio;
    		vertices[i].x = tmp.x;
    		vertices[i].y = tmp.y;
    	}
    
    	glUniform4f( mColorLocation, color.r, color.g, color.b, 1);
    
    	glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    	glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
    
    	CHECK_GL_ERROR_DEBUG();
    }
    
    void GLESDebugDraw::DrawSolidPolygon(const b2Vec2* old_vertices, int32 vertexCount, const b2Color& color)
    {
    	ccGLUseProgram(mShaderProgram->getProgram());
    	mShaderProgram->setUniformForModelViewProjectionMatrix();
    
    	ccVertex2F vertices[vertexCount];
    
    	for( int i=0;i<vertexCount;i++) {
    		b2Vec2 tmp = old_vertices[i];
    		tmp = old_vertices[i];
    		tmp *= mRatio;
    		vertices[i].x = tmp.x;
    		vertices[i].y = tmp.y;
    	}
    
    	glUniform4f( mColorLocation, color.r*0.5f, color.g*0.5f, color.b*0.5f,0.5f);
    	glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    
    	glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
    
    	glUniform4f( mColorLocation, color.r, color.g, color.b,1);
    	glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
    
    	CHECK_GL_ERROR_DEBUG();
    }
    
    void GLESDebugDraw::DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color)
    {
    	ccGLUseProgram(mShaderProgram->getProgram());
    	mShaderProgram->setUniformForModelViewProjectionMatrix();
    
    
    	const float32 k_segments = 16.0f;
    	int vertexCount=16;
    	const float32 k_increment = 2.0f * b2_pi / k_segments;
    	float32 theta = 0.0f;
    
    	GLfloat				glVertices[vertexCount*2];
    	for (int32 i = 0; i < k_segments; ++i)
    	{
    		b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta));
    		glVertices[i*2]=v.x * mRatio;
    		glVertices[i*2+1]=v.y * mRatio;
    		theta += k_increment;
    	}
    
    	glUniform4f( mColorLocation, color.r, color.g, color.b,1);
    	glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
    
    	glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
    
    	CHECK_GL_ERROR_DEBUG();
    }
    
    void GLESDebugDraw::DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color)
    {
    	ccGLUseProgram(mShaderProgram->getProgram());
    	mShaderProgram->setUniformForModelViewProjectionMatrix();
    
    	const float32 k_segments = 16.0f;
    	int vertexCount=16;
    	const float32 k_increment = 2.0f * b2_pi / k_segments;
    	float32 theta = 0.0f;
    
    	GLfloat				glVertices[vertexCount*2];
    	for (int32 i = 0; i < k_segments; ++i)
    	{
    		b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta));
    		glVertices[i*2]=v.x * mRatio;
    		glVertices[i*2+1]=v.y * mRatio;
    		theta += k_increment;
    	}
    
    
    	glUniform4f( mColorLocation, color.r *0.5f, color.g*0.5f, color.b*0.5f,0.5f );
    	glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
    	glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
    
    
    	glUniform4f( mColorLocation, color.r, color.g, color.b,1);
    	glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
    
    	// Draw the axis line
    	DrawSegment(center,center+radius*axis,color);
    
    	CHECK_GL_ERROR_DEBUG();
    }
    
    void GLESDebugDraw::DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color)
    {
    	ccGLUseProgram(mShaderProgram->getProgram());
    	mShaderProgram->setUniformForModelViewProjectionMatrix();
    
    	glUniform4f( mColorLocation, color.r, color.g, color.b,1);
    
    	GLfloat				glVertices[] = {
    		p1.x * mRatio, p1.y * mRatio,
    		p2.x * mRatio, p2.y * mRatio
    	};
    
    	glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
    
    	glDrawArrays(GL_LINES, 0, 2);
    
    	CHECK_GL_ERROR_DEBUG();
    }
    
    void GLESDebugDraw::DrawTransform(const b2Transform& xf)
    {
    	b2Vec2 p1 = xf.p, p2;
    	const float32 k_axisScale = 0.4f;
    	p2 = p1 + k_axisScale * xf.q.GetXAxis();
    	DrawSegment(p1, p2, b2Color(1,0,0));
    
    	p2 = p1 + k_axisScale * xf.q.GetYAxis();
    	DrawSegment(p1,p2,b2Color(0,1,0));
    }
    
    void GLESDebugDraw::DrawPoint(const b2Vec2& p, float32 size, const b2Color& color)
    {
    	ccGLUseProgram(mShaderProgram->getProgram());
    	mShaderProgram->setUniformForModelViewProjectionMatrix();
    
    	glUniform4f( mColorLocation, color.r, color.g, color.b,1);
    
    //	glPointSize(size);
    
    	GLfloat				glVertices[] = {
    		p.x * mRatio, p.y * mRatio
    	};
    
    	glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
    
    	glDrawArrays(GL_POINTS, 0, 1);
    //	glPointSize(1.0f);
    
    	CHECK_GL_ERROR_DEBUG();
    }
    
    void GLESDebugDraw::DrawString(int x, int y, const char *string, ...)
    {
    	//	NSLog(@"DrawString: unsupported: %s", string);
    	//printf(string);
    	/* Unsupported as yet. Could replace with bitmap font renderer at a later date */
    }
    
    void GLESDebugDraw::DrawAABB(b2AABB* aabb, const b2Color& c)
    {
    	ccGLUseProgram(mShaderProgram->getProgram());
    	mShaderProgram->setUniformForModelViewProjectionMatrix();
    
    	glUniform4f( mColorLocation, c.r, c.g, c.b,1);
    
    	GLfloat				glVertices[] = {
    		aabb->lowerBound.x * mRatio, aabb->lowerBound.y * mRatio,
    		aabb->upperBound.x * mRatio, aabb->lowerBound.y * mRatio,
    		aabb->upperBound.x * mRatio, aabb->upperBound.y * mRatio,
    		aabb->lowerBound.x * mRatio, aabb->upperBound.y * mRatio
    	};
    
    	glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, glVertices);
    	glDrawArrays(GL_LINE_LOOP, 0, 8);
    
    	CHECK_GL_ERROR_DEBUG();
    }
    


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  • 原文地址:https://www.cnblogs.com/java20130723/p/3212071.html
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