axmol/cocos/2d/CCDrawNode.h

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/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 cocos2d-x.org
* Copyright (c) 2013-2014 Chukong Technologies Inc.
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
/*
* Code copied & pasted from SpacePatrol game https://github.com/slembcke/SpacePatrol
*
* Renamed and added some changes for cocos2d
*
*/
#ifndef __CCDRAWNODES_CCDRAW_NODE_H__
#define __CCDRAWNODES_CCDRAW_NODE_H__
#include "CCNode.h"
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#include "ccTypes.h"
#include "renderer/CCCustomCommand.h"
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NS_CC_BEGIN
/** DrawNode
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Node that draws dots, segments and polygons.
Faster than the "drawing primitives" since they it draws everything in one single batch.
@since v2.1
*/
class CC_DLL DrawNode : public Node
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{
public:
/** creates and initialize a DrawNode node */
static DrawNode* create();
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/** draw a dot at a position, with a given radius and color */
void drawDot(const Point &pos, float radius, const Color4F &color);
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/** draw a segment with a radius and color */
void drawSegment(const Point &from, const Point &to, float radius, const Color4F &color);
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/** draw a polygon with a fill color and line color
* @code
* When this function bound into js or lua,the parameter will be changed
* In js: var drawPolygon(var Arrayofpoints, var fillColor, var width, var borderColor)
* In lua:local drawPolygon(local pointTable,local tableCount,local fillColor,local width,local borderColor)
* @endcode
*/
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void drawPolygon(Point *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor);
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/** Clear the geometry in the node's buffer. */
void clear();
/**
* @js NA
* @lua NA
*/
const BlendFunc& getBlendFunc() const;
/**
* @code
* When this function bound into js or lua,the parameter will be changed
* In js: var setBlendFunc(var src, var dst)
* @endcode
* @lua NA
*/
void setBlendFunc(const BlendFunc &blendFunc);
void onDraw();
// Overrides
virtual void draw() override;
protected:
DrawNode();
virtual ~DrawNode();
virtual bool init();
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void ensureCapacity(int count);
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void render();
GLuint _vao;
GLuint _vbo;
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int _bufferCapacity;
GLsizei _bufferCount;
V2F_C4B_T2F *_buffer;
BlendFunc _blendFunc;
CustomCommand _customCommand;
bool _dirty;
private:
CC_DISALLOW_COPY_AND_ASSIGN(DrawNode);
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};
NS_CC_END
#endif // __CCDRAWNODES_CCDRAW_NODE_H__