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
/*
* 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();
}