mirror of https://github.com/axmolengine/axmol.git
Merge commit 'refs/pull/3938/head' of git://github.com/cocos2d/cocos2d-x into drawnode
Conflicts: cocos/2d/CCDrawNode.h
This commit is contained in:
commit
2133c0e566
|
@ -456,6 +456,86 @@ void DrawNode::drawPolygon(Point *verts, int count, const Color4F &fillColor, fl
|
|||
free(extrude);
|
||||
}
|
||||
|
||||
void DrawNode::drawTriangle(const Point &p1, const Point &p2, const Point &p3, const Color4F &color)
|
||||
{
|
||||
unsigned int vertex_count = 2*3;
|
||||
ensureCapacity(vertex_count);
|
||||
|
||||
Color4B col = Color4B(color);
|
||||
V2F_C4B_T2F a = {Vertex2F(p1.x, p1.y), col, Tex2F(0.0, 0.0) };
|
||||
V2F_C4B_T2F b = {Vertex2F(p2.x, p2.y), col, Tex2F(0.0, 0.0) };
|
||||
V2F_C4B_T2F c = {Vertex2F(p3.x, p3.y), col, Tex2F(0.0, 0.0) };
|
||||
|
||||
V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
|
||||
V2F_C4B_T2F_Triangle triangle = {a, b, c};
|
||||
triangles[0] = triangle;
|
||||
|
||||
_bufferCount += vertex_count;
|
||||
_dirty = true;
|
||||
}
|
||||
|
||||
void DrawNode::drawCubicBezier(const Point& from, const Point& control1, const Point& control2, const Point& to, unsigned int segments, const Color4F &color)
|
||||
{
|
||||
unsigned int vertex_count = (segments + 1) * 3;
|
||||
ensureCapacity(vertex_count);
|
||||
|
||||
Tex2F texCoord = Tex2F(0.0, 0.0);
|
||||
Color4B col = Color4B(color);
|
||||
Vertex2F vertex;
|
||||
Vertex2F firstVertex = Vertex2F(from.x, from.y);
|
||||
Vertex2F lastVertex = Vertex2F(to.x, to.y);
|
||||
|
||||
float t = 0;
|
||||
for(unsigned int i = segments + 1; i > 0; i--)
|
||||
{
|
||||
float x = powf(1 - t, 3) * from.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * to.x;
|
||||
float y = powf(1 - t, 3) * from.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * to.y;
|
||||
vertex = Vertex2F(x, y);
|
||||
|
||||
V2F_C4B_T2F a = {firstVertex, col, texCoord };
|
||||
V2F_C4B_T2F b = {lastVertex, col, texCoord };
|
||||
V2F_C4B_T2F c = {vertex, col, texCoord };
|
||||
V2F_C4B_T2F_Triangle triangle = {a, b, c};
|
||||
((V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount))[0] = triangle;
|
||||
|
||||
lastVertex = vertex;
|
||||
t += 1.0f / segments;
|
||||
_bufferCount += 3;
|
||||
}
|
||||
_dirty = true;
|
||||
}
|
||||
|
||||
void DrawNode::drawQuadraticBezier(const Point& from, const Point& control, const Point& to, unsigned int segments, const Color4F &color)
|
||||
{
|
||||
unsigned int vertex_count = (segments + 1) * 3;
|
||||
ensureCapacity(vertex_count);
|
||||
|
||||
Tex2F texCoord = Tex2F(0.0, 0.0);
|
||||
Color4B col = Color4B(color);
|
||||
Vertex2F vertex;
|
||||
Vertex2F firstVertex = Vertex2F(from.x, from.y);
|
||||
Vertex2F lastVertex = Vertex2F(to.x, to.y);
|
||||
|
||||
float t = 0;
|
||||
for(unsigned int i = segments + 1; i > 0; i--)
|
||||
{
|
||||
float x = powf(1 - t, 2) * from.x + 2.0f * (1 - t) * t * control.x + t * t * to.x;
|
||||
float y = powf(1 - t, 2) * from.y + 2.0f * (1 - t) * t * control.y + t * t * to.y;
|
||||
vertex = Vertex2F(x, y);
|
||||
|
||||
V2F_C4B_T2F a = {firstVertex, col, texCoord };
|
||||
V2F_C4B_T2F b = {lastVertex, col, texCoord };
|
||||
V2F_C4B_T2F c = {vertex, col, texCoord };
|
||||
V2F_C4B_T2F_Triangle triangle = {a, b, c};
|
||||
((V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount))[0] = triangle;
|
||||
|
||||
lastVertex = vertex;
|
||||
t += 1.0f / segments;
|
||||
_bufferCount += 3;
|
||||
}
|
||||
_dirty = true;
|
||||
}
|
||||
|
||||
void DrawNode::clear()
|
||||
{
|
||||
_bufferCount = 0;
|
||||
|
|
|
@ -63,6 +63,15 @@ public:
|
|||
* @endcode
|
||||
*/
|
||||
void drawPolygon(Point *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor);
|
||||
|
||||
/** draw a triangle with color */
|
||||
void drawTriangle(const Point &p1, const Point &p2, const Point &p3, const Color4F &color);
|
||||
|
||||
/** draw a cubic bezier curve with color and number of segments */
|
||||
void drawCubicBezier(const Point& from, const Point& control1, const Point& control2, const Point& to, unsigned int segments, const Color4F &color);
|
||||
|
||||
/** draw a quadratic bezier curve with color and number of segments */
|
||||
void drawQuadraticBezier(const Point& from, const Point& control, const Point& to, unsigned int segments, const Color4F &color);
|
||||
|
||||
/** Clear the geometry in the node's buffer. */
|
||||
void clear();
|
||||
|
|
|
@ -302,6 +302,14 @@ DrawNodeTest::DrawNodeTest()
|
|||
draw->drawSegment(Point(20,s.height), Point(20,s.height/2), 10, Color4F(0, 1, 0, 1));
|
||||
|
||||
draw->drawSegment(Point(10,s.height/2), Point(s.width/2, s.height/2), 40, Color4F(1, 0, 1, 0.5));
|
||||
|
||||
// Draw triangle
|
||||
draw->drawTriangle(Point(10, 10), Point(70, 30), Point(100, 140), Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5));
|
||||
|
||||
// Draw some beziers
|
||||
draw->drawQuadraticBezier(Point(s.width - 150, s.height - 150), Point(s.width - 70, s.height - 10), Point(s.width - 10, s.height - 10), 10, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5));
|
||||
|
||||
draw->drawCubicBezier(Point(s.width - 250, 40), Point(s.width - 70, 100), Point(s.width - 30, 250), Point(s.width - 10, s.height - 50), 10, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5));
|
||||
}
|
||||
|
||||
string DrawNodeTest::title() const
|
||||
|
|
Loading…
Reference in New Issue