#include "DrawPrimitivesTest.h" #include "2d/renderer/CCRenderer.h" #include "2d/renderer/CCCustomCommand.h" using namespace std; static int sceneIdx = -1; Layer* nextSpriteTestAction(); Layer* backSpriteTestAction(); Layer* restartSpriteTestAction(); typedef Layer* (*NEWDRAWPRIMITIVESFUNC)(); #define DRAWPRIMITIVES_CREATE_FUNC(className) \ static Layer* create##className() \ { return new className(); } DRAWPRIMITIVES_CREATE_FUNC(DrawPrimitivesTest); DRAWPRIMITIVES_CREATE_FUNC(DrawNodeTest); static NEWDRAWPRIMITIVESFUNC createFunctions[] = { createDrawPrimitivesTest, createDrawNodeTest, }; #define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0])) static Layer* nextAction() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; auto layer = (createFunctions[sceneIdx])(); layer->autorelease(); return layer; } static Layer* backAction() { sceneIdx--; int total = MAX_LAYER; if( sceneIdx < 0 ) sceneIdx += total; auto layer = (createFunctions[sceneIdx])(); layer->autorelease(); return layer; } static Layer* restartAction() { auto layer = (createFunctions[sceneIdx])(); layer->autorelease(); return layer; } // BaseLayer BaseLayer::BaseLayer() { } void BaseLayer::onEnter() { BaseTest::onEnter(); } void BaseLayer::restartCallback(cocos2d::Ref *pSender) { auto s = new DrawPrimitivesTestScene(); s->addChild(restartAction()); Director::getInstance()->replaceScene(s); s->release(); } void BaseLayer::nextCallback(cocos2d::Ref *pSender) { auto s = new DrawPrimitivesTestScene();; s->addChild(nextAction()); Director::getInstance()->replaceScene(s); s->release(); } void BaseLayer::backCallback(cocos2d::Ref *pSender) { auto s = new DrawPrimitivesTestScene(); s->addChild(backAction()); Director::getInstance()->replaceScene(s); s->release(); } string BaseLayer::title() const { return "No title"; } string BaseLayer::subtitle() const { return ""; } // DrawPrimitivesTest DrawPrimitivesTest::DrawPrimitivesTest() { } void DrawPrimitivesTest::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) { _customCommand.init(_globalZOrder); _customCommand.func = CC_CALLBACK_0(DrawPrimitivesTest::onDraw, this, transform, transformUpdated); renderer->addCommand(&_customCommand); } void DrawPrimitivesTest::onDraw(const Matrix &transform, bool transformUpdated) { Director* director = Director::getInstance(); CCASSERT(nullptr != director, "Director is null when seting matrix stack"); 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: 255,255,255,255 (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(255,0,0,255); 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(0,0,255,128); DrawPrimitives::drawPoint( VisibleRect::center() ); CHECK_GL_ERROR_DEBUG(); // draw 4 small points Vector2 points[] = { Vector2(60,60), Vector2(70,70), Vector2(60,70), Vector2(70,60) }; DrawPrimitives::setPointSize(4); DrawPrimitives::setDrawColor4B(0,255,255,255); DrawPrimitives::drawPoints( points, 4); CHECK_GL_ERROR_DEBUG(); // draw a green circle with 10 segments glLineWidth(16); DrawPrimitives::setDrawColor4B(0, 255, 0, 255); DrawPrimitives::drawCircle( VisibleRect::center(), 100, 0, 10, false); CHECK_GL_ERROR_DEBUG(); // draw a green circle with 50 segments with line to center glLineWidth(2); DrawPrimitives::setDrawColor4B(0, 255, 255, 255); DrawPrimitives::drawCircle( VisibleRect::center(), 50, CC_DEGREES_TO_RADIANS(90), 50, true); CHECK_GL_ERROR_DEBUG(); // draw a pink solid circle with 50 segments glLineWidth(2); DrawPrimitives::setDrawColor4B(255, 0, 255, 255); DrawPrimitives::drawSolidCircle( VisibleRect::center() + Vector2(140,0), 40, CC_DEGREES_TO_RADIANS(90), 50, 1.0f, 1.0f); CHECK_GL_ERROR_DEBUG(); // open yellow poly DrawPrimitives::setDrawColor4B(255, 255, 0, 255); glLineWidth(10); Vector2 vertices[] = { Vector2(0,0), Vector2(50,50), Vector2(100,50), Vector2(100,100), Vector2(50,100) }; DrawPrimitives::drawPoly( vertices, 5, false); CHECK_GL_ERROR_DEBUG(); // filled poly glLineWidth(1); Vector2 filledVertices[] = { Vector2(0,120), Vector2(50,120), Vector2(50,170), Vector2(25,200), Vector2(0,170) }; DrawPrimitives::drawSolidPoly(filledVertices, 5, Color4F(0.5f, 0.5f, 1, 1 ) ); // closed purble poly DrawPrimitives::setDrawColor4B(255, 0, 255, 255); glLineWidth(2); Vector2 vertices2[] = { Vector2(30,130), Vector2(30,230), Vector2(50,200) }; 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(), Vector2(VisibleRect::center().x+30,VisibleRect::center().y+50), Vector2(VisibleRect::center().x+60,VisibleRect::center().y-50),VisibleRect::right(),100); CHECK_GL_ERROR_DEBUG(); //draw a solid polygon Vector2 vertices3[] = {Vector2(60,160), Vector2(70,190), Vector2(100,190), Vector2(90,160)}; DrawPrimitives::drawSolidPoly( vertices3, 4, Color4F(1,1,0,1) ); // restore original values glLineWidth(1); DrawPrimitives::setDrawColor4B(255,255,255,255); DrawPrimitives::setPointSize(1); CHECK_GL_ERROR_DEBUG(); //end draw director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); } string DrawPrimitivesTest::title() const { return "draw primitives"; } string DrawPrimitivesTest::subtitle() const { return "Drawing Primitives. Use DrawNode instead"; } // DrawNodeTest DrawNodeTest::DrawNodeTest() { auto s = Director::getInstance()->getWinSize(); auto draw = DrawNode::create(); addChild(draw, 10); // Draw 10 circles for( int i=0; i < 10; i++) { draw->drawDot(Vector2(s.width/2, s.height/2), 10*(10-i), Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1)); } // Draw polygons Vector2 points[] = { Vector2(s.height/4,0), Vector2(s.width,s.height/5), Vector2(s.width/3*2,s.height) }; draw->drawPolygon(points, sizeof(points)/sizeof(points[0]), Color4F(1,0,0,0.5), 4, Color4F(0,0,1,1)); // star poly (triggers buggs) { const float o=80; const float w=20; const float h=50; Vector2 star[] = { Vector2(o+w,o-h), Vector2(o+w*2, o), // lower spike Vector2(o + w*2 + h, o+w ), Vector2(o + w*2, o+w*2), // right spike // {o +w, o+w*2+h}, {o,o+w*2}, // top spike // {o -h, o+w}, {o,o}, // left spike }; draw->drawPolygon(star, sizeof(star)/sizeof(star[0]), Color4F(1,0,0,0.5), 1, Color4F(0,0,1,1)); } // star poly (doesn't trigger bug... order is important un tesselation is supported. { const float o=180; const float w=20; const float h=50; Vector2 star[] = { Vector2(o,o), Vector2(o+w,o-h), Vector2(o+w*2, o), // lower spike Vector2(o + w*2 + h, o+w ), Vector2(o + w*2, o+w*2), // right spike Vector2(o +w, o+w*2+h), Vector2(o,o+w*2), // top spike Vector2(o -h, o+w), // left spike }; draw->drawPolygon(star, sizeof(star)/sizeof(star[0]), Color4F(1,0,0,0.5), 1, Color4F(0,0,1,1)); } // Draw segment draw->drawSegment(Vector2(20,s.height), Vector2(20,s.height/2), 10, Color4F(0, 1, 0, 1)); draw->drawSegment(Vector2(10,s.height/2), Vector2(s.width/2, s.height/2), 40, Color4F(1, 0, 1, 0.5)); // Draw triangle draw->drawTriangle(Vector2(10, 10), Vector2(70, 30), Vector2(100, 140), Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5)); // Draw some beziers draw->drawQuadraticBezier(Vector2(s.width - 150, s.height - 150), Vector2(s.width - 70, s.height - 10), Vector2(s.width - 10, s.height - 10), 10, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5)); draw->drawCubicBezier(Vector2(s.width - 250, 40), Vector2(s.width - 70, 100), Vector2(s.width - 30, 250), Vector2(s.width - 10, s.height - 50), 10, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5)); } string DrawNodeTest::title() const { return "Test DrawNode"; } string DrawNodeTest::subtitle() const { return "Testing DrawNode - batched draws. Concave polygons are BROKEN"; } void DrawPrimitivesTestScene::runThisTest() { auto layer = nextAction(); addChild(layer); Director::getInstance()->replaceScene(this); }