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(); }