Example #1
0
void RenderTexture::begin()
{
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when seting matrix stack");
    
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    _projectionMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    _transformMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
    if(!_keepMatrix)
    {
        director->setProjection(director->getProjection());
        
        const Size& texSize = _texture->getContentSizeInPixels();
        
        // Calculate the adjustment ratios based on the old and new projections
        Size size = director->getWinSizeInPixels();
        
        float widthRatio = size.width / texSize.width;
        float heightRatio = size.height / texSize.height;
        
        Mat4 orthoMatrix;
        Mat4::createOrthographicOffCenter((float)-1.0 / widthRatio, (float)1.0 / widthRatio, (float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1, 1, &orthoMatrix);
        director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
    }

    _groupCommand.init(_globalZOrder);

    Renderer *renderer =  Director::getInstance()->getRenderer();
    renderer->addCommand(&_groupCommand);
    renderer->pushGroup(_groupCommand.getRenderQueueID());

    _beginCommand.init(_globalZOrder);
    _beginCommand.func = CC_CALLBACK_0(RenderTexture::onBegin, this);

    Director::getInstance()->getRenderer()->addCommand(&_beginCommand);
}
Example #2
0
void HelloWorld::onDraw(const Mat4 &transform, uint32_t flags)
{
	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);

	GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION);
	_world->DrawDebugData();
	CHECK_GL_ERROR_DEBUG();

	director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void StencilStateManager::drawFullScreenQuadClearStencil()
{
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when setting matrix stack");
    
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    
    Vec2 vertices[] = {
        Vec2(-1.0f, -1.0f),
        Vec2(1.0f, -1.0f),
        Vec2(1.0f, 1.0f),
        Vec2(-1.0f, 1.0f)
    };
    
    auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
    
    int colorLocation = glProgram->getUniformLocation("u_color");
    CHECK_GL_ERROR_DEBUG();
    
    Color4F color(1, 1, 1, 1);
    
    glProgram->use();
    glProgram->setUniformsForBuiltins();
    glProgram->setUniformLocationWith4fv(colorLocation, (GLfloat*) &color.r, 1);
    
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
    glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
    
    CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uint32_t transformFlags) {

    Director* director = Director::getInstance();
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
    
    DrawNode* drawNode = DrawNode::create();
    
    if (_debugSlots) {
        // Slots.
        // DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
        glLineWidth(1);
        Vec2 points[4];
        V3F_C4B_T2F_Quad quad;
        for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
            spSlot* slot = _skeleton->drawOrder[i];
            if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
            spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
            spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices);
            points[0] = Vec2(_worldVertices[0], _worldVertices[1]);
            points[1] = Vec2(_worldVertices[2], _worldVertices[3]);
            points[2] = Vec2(_worldVertices[4], _worldVertices[5]);
            points[3] = Vec2(_worldVertices[6], _worldVertices[7]);
            drawNode->drawPoly(points, 4, true, Color4F::BLUE);
        }
    }
    if (_debugBones) {
        // Bone lengths.
        glLineWidth(2);
        for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
            spBone *bone = _skeleton->bones[i];
            float x = bone->data->length * bone->a + bone->worldX;
            float y = bone->data->length * bone->c + bone->worldY;
            drawNode->drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y), Color4F::RED);
        }
        // Bone origins.
        auto color = Color4F::BLUE; // Root bone is blue.
        for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
            spBone *bone = _skeleton->bones[i];
            drawNode->drawPoint(Vec2(bone->worldX, bone->worldY), 4, color);
            if (i == 0) color = Color4F::GREEN;
        }
    }
    
    drawNode->draw(renderer, transform, transformFlags);
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Example #5
0
void Sprite3D::visit(cocos2d::Renderer *renderer, const cocos2d::Mat4 &parentTransform, uint32_t parentFlags)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }
    
    uint32_t flags = processParentFlags(parentTransform, parentFlags);
    flags |= FLAGS_RENDER_AS_3D;
    
    //
    Director* director = Director::getInstance();
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
    
    bool visibleByCamera = isVisitableByVisitingCamera();
    
    int i = 0;
    
    if(!_children.empty())
    {
        sortAllChildren();
        // draw children zOrder < 0
        for( ; i < _children.size(); i++ )
        {
            auto node = _children.at(i);
            
            if (node && node->getLocalZOrder() < 0)
                node->visit(renderer, _modelViewTransform, flags);
            else
                break;
        }
        // self draw
        if (visibleByCamera)
            this->draw(renderer, _modelViewTransform, flags);
        
        for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
            (*it)->visit(renderer, _modelViewTransform, flags);
    }
    else if (visibleByCamera)
    {
        this->draw(renderer, _modelViewTransform, flags);
    }
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Example #6
0
void LineContainer::draw(Renderer *renderer, const Mat4& transform, uint32_t flags){
	//super.draw
	Node::draw(renderer, transform, flags);
	//pre-render
	Director* director = Director::getInstance();
	director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
	director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);

	//Create commands
	_customEnergyBar.func = CC_CALLBACK_0(LineContainer::drawEnergyBar, this, transform, flags);
	_customPivotLine.func = CC_CALLBACK_0(LineContainer::drawPivotLine, this, transform, flags);
	
	//add to renderer
	renderer->addCommand(&_customEnergyBar);
	renderer->addCommand(&_customPivotLine);

}
Example #7
0
void SudokuBox::onDraw(const Mat4& transform) {
	//if the grid has only one row/col, dont draw the grid, because the grid maybe make player be confused.
	if (m_stagedata.rows_per_grid <= 1 || m_stagedata.cols_per_grid <= 1)
		return;

	int rows = m_stagedata.grids_in_row;
	int cols = m_stagedata.grids_in_col;
	if (rows <= 0 || cols <= 0)
		return;

	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);

	CHECK_GL_ERROR_DEBUG();

	//draw the grid with difference colors.
	Color4B gridColors[] = {
			Color4B(0, 255, 255, 255),
			Color4B(255, 0, 255, 255)
		};

	int linW = 3;
	glLineWidth(linW);
	Size size = getContentSize();
	float width = size.width / cols;
	float height = size.height / rows;

	for (int i = 0; i < rows; i++) {
		for (int j = 0; j < cols; j++) {
			Color4B cl = gridColors[(j+(i%2))%2];
			DrawPrimitives::setDrawColor4B(cl.r, cl.g, cl.b, cl.a);
			Vec2 vertices[] = {
					Vec2(width*j+linW, height*i+linW),
					Vec2(width*j+linW, height*(i+1)-linW),
					Vec2(width*(j+1)-linW, height*(i+1)-linW),
					Vec2(width*(j+1)-linW, height*i+linW)
			};
			DrawPrimitives::drawPoly(vertices, 4, true);
		}
	}

	CHECK_GL_ERROR_DEBUG();
	director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Example #8
0
void GameLayer::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
	Layer::draw(renderer, transform, flags);
	//PhysicsWorldManager::getInstance()->draw();
	GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION);
	Director* director = Director::getInstance();
	CCASSERT(nullptr != director, "Director is null when seting matrix stack");
	director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

	_modelViewMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

	_customCommand.init(_globalZOrder);
	_customCommand.func = CC_CALLBACK_0(GameLayer::onDraw, this);
	renderer->addCommand(&_customCommand);

	director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Example #9
0
void StayingBlobSprite::onDraw(const cocos2d::Mat4 &transform, uint32_t transformFlags)
{
    if(_bodies.size() == 0)return;
    Vec2 vertices[NUM_SEGMENTS];
    
    Vec2 opos = this->getPosition();
    
    for(int i = 0; i < _bodies.size(); i++) {
        b2PolygonShape *shape = (b2PolygonShape *) _bodies[i]->GetFixtureList()->GetShape();
        b2Vec2 point;
        if(i < NUM_SEGMENTS / 4)
            point = _bodies[i]->GetWorldVector(shape->GetVertex(0));
        else if(i < NUM_SEGMENTS * 2/4)
            point = _bodies[i]->GetWorldVector(shape->GetVertex(1));
        else if(i < NUM_SEGMENTS * 3/4)
            point = _bodies[i]->GetWorldVector(shape->GetVertex(2));
        else if(i < NUM_SEGMENTS)
            point = _bodies[i]->GetWorldVector(shape->GetVertex(3));
        b2Vec2 pos = _bodies[i]->GetPosition();
        
        vertices[i].x = (point.x + pos.x)*PTM_RATIO - opos.x;
        vertices[i].y = (point.y + pos.y)*PTM_RATIO - opos.y;
    }
    Director* director = Director::getInstance();
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
    
    //glLineWidth( 5.0f );
    //ccDrawColor4F(1.f, 0.125f, 0.15625f, 1);
    // tiny side burns (...Guesss that one way to call it)
//    for(int i = 0; i < _bodies.size(); i++) {
//        Vec2 target = (center - vertices[i]) * nub_pos;
//        target += center;
//        DrawPrimitives::drawSolidCircle(vertices[i], nub_size, CC_DEGREES_TO_RADIANS(360), 30);
//    }
    
    // draw the body
    //DrawPrimitives::drawSolidPoly(vertices, NUM_SEGMENTS, blobColor);
    DrawPrimitives::drawSolidPoly(vertices, NUM_SEGMENTS, Color4F(1, 1, 1, 1));
    _face->setPosition(this->getCenter() + Vec2(-30, -100)*_face->getScale());
    updateEye();
    CHECK_GL_ERROR_DEBUG();
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Example #10
0
void GameLayer::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
	//
	// IMPORTANT:
	// This is only for debug purposes
	// It is recommend to disable it
	//
	Layer::draw(renderer, transform, flags);

	GL::enableVertexAttribs(cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION);
	Director* director = Director::getInstance();
	CCASSERT(nullptr != director, "Director is null when seting matrix stack");
	director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
	_customCommand.init(1000);
	_customCommand.func = CC_CALLBACK_0(GameLayer::onDraw, this,transform);
	renderer->addCommand(&_customCommand);
	director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

}
Example #11
0
void Debug::onDraw(const Mat4 &transform, bool transformUpdated)
{
	// ÀûÓÃStack»º´æ
	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);

	CHECK_GL_ERROR_DEBUG();
	// »­±ß¿ò
	DrawPrimitives::setDrawColor4B(255, 255, 255, 255);
	glLineWidth(4);
	Vec2 vertices[] = { Vec2(1, 1), Vec2(1, visibleSize.height - 1), Vec2(visibleSize.width - 1, visibleSize.height - 1), Vec2(visibleSize.width - 1, 1) };
	DrawPrimitives::drawPoly(vertices, 4, true);

	CHECK_GL_ERROR_DEBUG();

	director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void LabelAtlas::drawDebugData(const Mat4& transform, bool transformUpdated)
{
    Director* director = Director::getInstance();
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);

    auto size = getContentSize();

    Vec2 vertices[4]=
    {
        Vec2::ZERO,
        Vec2(size.width, 0),
        Vec2(size.width, size.height),
        Vec2(0, size.height)
    };

    DrawPrimitives::drawPoly(vertices, 4, true);

    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void VideoPlayer::drawDebugData()
{
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when setting matrix stack");

    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);

    auto size = getContentSize();

    Point vertices[4]=
    {
        Point::ZERO,
        Point(size.width, 0),
        Point(size.width, size.height),
        Point(0, size.height)
    };

    DrawPrimitives::drawPoly(vertices, 4, true);

    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
// override visit
// don't call visit on it's children
void SpriteBatchNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    CC_PROFILER_START_CATEGORY(kProfilerCategoryBatchSprite, "CCSpriteBatchNode - visit");

    // CAREFUL:
    // This visit is almost identical to CocosNode#visit
    // with the exception that it doesn't call visit on it's children
    //
    // The alternative is to have a void Sprite#visit, but
    // although this is less maintainable, is faster
    //
    if (! _visible)
    {
        return;
    }

    sortAllChildren();

    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    if (isVisitableByVisitingCamera())
    {
        // IMPORTANT:
        // To ease the migration to v3.0, we still support the Mat4 stack,
        // but it is deprecated and your code should not rely on it
        Director* director = Director::getInstance();
        director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
        director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
        
        draw(renderer, _modelViewTransform, flags);
        
        director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
        // FIX ME: Why need to set _orderOfArrival to 0??
        // Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
        //    setOrderOfArrival(0);
        
        CC_PROFILER_STOP_CATEGORY(kProfilerCategoryBatchSprite, "CCSpriteBatchNode - visit");
    }
}
Example #15
0
void Box2DTest::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
    //
    // IMPORTANT:
    // This is only for debug purposes
    // It is recommend to disable it
    //
    Scene::draw(renderer, transform, flags);

#if CC_ENABLE_BOX2D_INTEGRATION
    GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION );
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when seting matrix stack");
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
    _modelViewMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

    _customCommand.init(_globalZOrder);
    _customCommand.func = CC_CALLBACK_0(Box2DTest::onDraw, this);
    renderer->addCommand(&_customCommand);

    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
#endif
}
Example #16
0
void B2DebugDrawLayer::draw(Renderer *renderer, const Mat4& transform, bool transformUpdated)
{
    //
    // IMPORTANT:
    // This is only for debug purposes
    // It is recommend to disable it
    //
    Layer::draw(renderer, transform, transformUpdated);


    GL::enableVertexAttribs( cocos2d::GL::VERTEX_ATTRIB_FLAG_POSITION );
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when seting matrix stack");
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

    _modelViewMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

    _customCommand.init(_globalZOrder);
    _customCommand.func = CC_CALLBACK_0(B2DebugDrawLayer::onDraw, this);
    renderer->addCommand(&_customCommand);

    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

}
void DrawPrimitivesTest::onDraw(const Mat4 &transform, uint32_t flags)
{
    Director* director = Director::getInstance();
    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
    Vec2 points[] = { Vec2(60,60), Vec2(70,70), Vec2(60,70), Vec2(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() + Vec2(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);
    Vec2 vertices[] = { Vec2(0,0), Vec2(50,50), Vec2(100,50), Vec2(100,100), Vec2(50,100) };
    DrawPrimitives::drawPoly( vertices, 5, false);
    
    CHECK_GL_ERROR_DEBUG();
    
    // filled poly
    glLineWidth(1);
    Vec2 filledVertices[] = { Vec2(0,120), Vec2(50,120), Vec2(50,170), Vec2(25,200), Vec2(0,170) };
    DrawPrimitives::drawSolidPoly(filledVertices, 5, Color4F(0.5f, 0.5f, 1, 1 ) );
    
    
    // closed purble poly
    DrawPrimitives::setDrawColor4B(255, 0, 255, 255);
    glLineWidth(2);
    Vec2 vertices2[] = { Vec2(30,130), Vec2(30,230), Vec2(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(), Vec2(VisibleRect::center().x+30,VisibleRect::center().y+50), Vec2(VisibleRect::center().x+60,VisibleRect::center().y-50),VisibleRect::right(),100);
    
    CHECK_GL_ERROR_DEBUG();
    
    //draw a solid polygon
    Vec2 vertices3[] = {Vec2(60,160), Vec2(70,190), Vec2(100,190), Vec2(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);
}
Example #18
0
void ClippingNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    if (!_visible || !hasContent())
        return;
    
    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    // IMPORTANT:
    // To ease the migration to v3.0, we still support the Mat4 stack,
    // but it is deprecated and your code should not rely on it
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when setting matrix stack");
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);

    //Add group command
        
    _groupCommand.init(_globalZOrder);
    renderer->addCommand(&_groupCommand);

    renderer->pushGroup(_groupCommand.getRenderQueueID());

    _beforeVisitCmd.init(_globalZOrder);
    _beforeVisitCmd.func = CC_CALLBACK_0(StencilStateManager::onBeforeVisit, _stencilStateManager);
    renderer->addCommand(&_beforeVisitCmd);
    
    auto alphaThreshold = this->getAlphaThreshold();
    if (alphaThreshold < 1)
    {
#if CC_CLIPPING_NODE_OPENGLES
        // since glAlphaTest do not exists in OES, use a shader that writes
        // pixel only if greater than an alpha threshold
        GLProgram *program = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
        GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
        // set our alphaThreshold
        program->use();
        program->setUniformLocationWith1f(alphaValueLocation, alphaThreshold);
        // we need to recursively apply this shader to all the nodes in the stencil node
        // FIXME: we should have a way to apply shader to all nodes without having to do this
        setProgram(_stencil, program);
#endif

    }
    _stencil->visit(renderer, _modelViewTransform, flags);

    _afterDrawStencilCmd.init(_globalZOrder);
    _afterDrawStencilCmd.func = CC_CALLBACK_0(StencilStateManager::onAfterDrawStencil, _stencilStateManager);
    renderer->addCommand(&_afterDrawStencilCmd);

    int i = 0;
    bool visibleByCamera = isVisitableByVisitingCamera();
    
    if(!_children.empty())
    {
        sortAllChildren();
        // draw children zOrder < 0
        for(auto size = _children.size(); i < size; ++i)
        {
            auto node = _children.at(i);
            
            if ( node && node->getLocalZOrder() < 0 )
                node->visit(renderer, _modelViewTransform, flags);
            else
                break;
        }
        // self draw
        if (visibleByCamera)
            this->draw(renderer, _modelViewTransform, flags);

        for(auto it=_children.cbegin()+i, itCend = _children.cend(); it != itCend; ++it)
            (*it)->visit(renderer, _modelViewTransform, flags);
    }
    else if (visibleByCamera)
    {
        this->draw(renderer, _modelViewTransform, flags);
    }

    _afterVisitCmd.init(_globalZOrder);
    _afterVisitCmd.func = CC_CALLBACK_0(StencilStateManager::onAfterVisit, _stencilStateManager);
    renderer->addCommand(&_afterVisitCmd);

    renderer->popGroup();
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Example #19
0
void NodeGrid::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }

    bool dirty = (parentFlags & FLAGS_TRANSFORM_DIRTY) || _transformUpdated;
    if(dirty)
        _modelViewTransform = this->transform(parentTransform);
    _transformUpdated = false;
    
    _groupCommand.init(_globalZOrder);
    renderer->addCommand(&_groupCommand);
    renderer->pushGroup(_groupCommand.getRenderQueueID());

    // IMPORTANT:
    // To ease the migration to v3.0, we still support the Mat4 stack,
    // but it is deprecated and your code should not rely on it
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when setting matrix stack");
    
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);

    Director::Projection beforeProjectionType = Director::Projection::DEFAULT;
    if(_nodeGrid && _nodeGrid->isActive())
    {
        beforeProjectionType = Director::getInstance()->getProjection();
        _nodeGrid->set2DProjection();
    }

    _gridBeginCommand.init(_globalZOrder);
    _gridBeginCommand.func = CC_CALLBACK_0(NodeGrid::onGridBeginDraw, this);
    renderer->addCommand(&_gridBeginCommand);


    if(_gridTarget)
    {
        _gridTarget->visit(renderer, _modelViewTransform, dirty);
    }
    
    int i = 0;
    bool visibleByCamera = isVisitableByVisitingCamera();

    if(!_children.empty())
    {
        sortAllChildren();
        // draw children zOrder < 0
        for( ; i < _children.size(); i++ )
        {
            auto node = _children.at(i);

            if ( node && node->getLocalZOrder() < 0 )
                node->visit(renderer, _modelViewTransform, dirty);
            else
                break;
        }
        // self draw,currently we have nothing to draw on NodeGrid, so there is no need to add render command
        if (visibleByCamera)
            this->draw(renderer, _modelViewTransform, dirty);

        for(auto it=_children.cbegin()+i; it != _children.cend(); ++it) {
            (*it)->visit(renderer, _modelViewTransform, dirty);
        }
    }
    else if (visibleByCamera)
    {
        this->draw(renderer, _modelViewTransform, dirty);
    }
    
    // FIX ME: Why need to set _orderOfArrival to 0??
    // Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
    // setOrderOfArrival(0);
    
    if(_nodeGrid && _nodeGrid->isActive())
    {
        // restore projection
        director->setProjection(beforeProjectionType);
    }

    _gridEndCommand.init(_globalZOrder);
    _gridEndCommand.func = CC_CALLBACK_0(NodeGrid::onGridEndDraw, this);
    renderer->addCommand(&_gridEndCommand);

    renderer->popGroup();
 
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void SkeletonRenderer::drawSkeleton (const Mat4 &transform, uint32_t transformFlags) {
	getGLProgramState()->apply(transform);

	Color3B nodeColor = getColor();
	_skeleton->r = nodeColor.r / (float)255;
	_skeleton->g = nodeColor.g / (float)255;
	_skeleton->b = nodeColor.b / (float)255;
	_skeleton->a = getDisplayedOpacity() / (float)255;

	int additive = -1;
	Color4B color;
	const float* uvs = nullptr;
	int verticesCount = 0;
	const int* triangles = nullptr;
	int trianglesCount = 0;
	float r = 0, g = 0, b = 0, a = 0;
	for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
		spSlot* slot = _skeleton->drawOrder[i];
		if (!slot->attachment) continue;
		Texture2D *texture = nullptr;
		switch (slot->attachment->type) {
		case SP_ATTACHMENT_REGION: {
			spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
			spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices);
			texture = getTexture(attachment);
			uvs = attachment->uvs;
			verticesCount = 8;
			triangles = quadTriangles;
			trianglesCount = 6;
			r = attachment->r;
			g = attachment->g;
			b = attachment->b;
			a = attachment->a;
			break;
		}
		case SP_ATTACHMENT_MESH: {
			spMeshAttachment* attachment = (spMeshAttachment*)slot->attachment;
			spMeshAttachment_computeWorldVertices(attachment, slot, _worldVertices);
			texture = getTexture(attachment);
			uvs = attachment->uvs;
			verticesCount = attachment->verticesCount;
			triangles = attachment->triangles;
			trianglesCount = attachment->trianglesCount;
			r = attachment->r;
			g = attachment->g;
			b = attachment->b;
			a = attachment->a;
			break;
		}
		case SP_ATTACHMENT_SKINNED_MESH: {
			spSkinnedMeshAttachment* attachment = (spSkinnedMeshAttachment*)slot->attachment;
			spSkinnedMeshAttachment_computeWorldVertices(attachment, slot, _worldVertices);
			texture = getTexture(attachment);
			uvs = attachment->uvs;
			verticesCount = attachment->uvsCount;
			triangles = attachment->triangles;
			trianglesCount = attachment->trianglesCount;
			r = attachment->r;
			g = attachment->g;
			b = attachment->b;
			a = attachment->a;
			break;
		}
		default: ;
		} 
		if (texture) {
			if (slot->data->additiveBlending != additive) {
				_batch->flush();
				GL::blendFunc(_blendFunc.src, slot->data->additiveBlending ? GL_ONE : _blendFunc.dst);
				additive = slot->data->additiveBlending;
			}
			color.a = _skeleton->a * slot->a * a * 255;
			float multiplier = _premultipliedAlpha ? color.a : 255;
			color.r = _skeleton->r * slot->r * r * multiplier;
			color.g = _skeleton->g * slot->g * g * multiplier;
			color.b = _skeleton->b * slot->b * b * multiplier;
			_batch->add(texture, _worldVertices, uvs, verticesCount, triangles, trianglesCount, &color);
		}
	}
	_batch->flush();

	if (_debugSlots || _debugBones) {
		Director* director = Director::getInstance();
		director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
		director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);

		if (_debugSlots) {
			// Slots.
			DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
			glLineWidth(1);
			Vec2 points[4];
			V3F_C4B_T2F_Quad quad;
			for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
				spSlot* slot = _skeleton->drawOrder[i];
				if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
				spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
				spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices);
				points[0] = Vec2(_worldVertices[0], _worldVertices[1]);
				points[1] = Vec2(_worldVertices[2], _worldVertices[3]);
				points[2] = Vec2(_worldVertices[4], _worldVertices[5]);
				points[3] = Vec2(_worldVertices[6], _worldVertices[7]);
				DrawPrimitives::drawPoly(points, 4, true);
			}
		}
		if (_debugBones) {
			// Bone lengths.
			glLineWidth(2);
			DrawPrimitives::setDrawColor4B(255, 0, 0, 255);
			for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
				spBone *bone = _skeleton->bones[i];
				float x = bone->data->length * bone->m00 + bone->worldX;
				float y = bone->data->length * bone->m10 + bone->worldY;
				DrawPrimitives::drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y));
			}
			// Bone origins.
			DrawPrimitives::setPointSize(4);
			DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue.
			for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
				spBone *bone = _skeleton->bones[i];
				DrawPrimitives::drawPoint(Vec2(bone->worldX, bone->worldY));
				if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
			}
		}
		director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
	}
}
Example #21
0
 void Scale9Sprite::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 {
     
     // quick return if not visible. children won't be drawn.
     if (!_visible)
     {
         return;
     }
     
     uint32_t flags = processParentFlags(parentTransform, parentFlags);
     
     // IMPORTANT:
     // To ease the migration to v3.0, we still support the Mat4 stack,
     // but it is deprecated and your code should not rely on it
     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, _modelViewTransform);
     
     int i = 0;      // used by _children
     int j = 0;      // used by _protectedChildren
     
     sortAllChildren();
     sortAllProtectedChildren();
     
     //
     // draw children and protectedChildren zOrder < 0
     //
     for( ; i < _children.size(); i++ )
     {
         auto node = _children.at(i);
         
         if ( node && node->getLocalZOrder() < 0 )
             node->visit(renderer, _modelViewTransform, flags);
         else
             break;
     }
     
     if (_scale9Enabled)
     {
         for( ; j < _protectedChildren.size(); j++ )
         {
             auto node = _protectedChildren.at(j);
             
             if ( node && node->getLocalZOrder() < 0 )
                 node->visit(renderer, _modelViewTransform, flags);
             else
                 break;
         }
     }
     else
     {
         if (_scale9Image && _scale9Image->getLocalZOrder() < 0 )
         {
             _scale9Image->visit(renderer, _modelViewTransform, flags);
         }
     }
     
     //
     // draw self
     //
     if (isVisitableByVisitingCamera())
         this->draw(renderer, _modelViewTransform, flags);
     
     //
     // draw children and protectedChildren zOrder >= 0
     //
     if (_scale9Enabled)
     {
         for(auto it=_protectedChildren.cbegin()+j; it != _protectedChildren.cend(); ++it)
             (*it)->visit(renderer, _modelViewTransform, flags);
     }
     else
     {
         if (_scale9Image && _scale9Image->getLocalZOrder() >= 0 )
         {
             _scale9Image->visit(renderer, _modelViewTransform, flags);
         }
     }
     
     
     for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
         (*it)->visit(renderer, _modelViewTransform, flags);
     
     // FIX ME: Why need to set _orderOfArrival to 0??
     // Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
     // setOrderOfArrival(0);
     
     director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
     
 }
Example #22
0
void ScrollView::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated)
{
	// quick return if not visible
	if (!isVisible())
    {
		return;
    }

    bool dirty = parentTransformUpdated || _transformUpdated;
    if(dirty)
        _modelViewTransform = this->transform(parentTransform);
    _transformUpdated = false;

    // IMPORTANT:
    // To ease the migration to v3.0, we still support the Matrix stack,
    // but it is deprecated and your code should not rely on it
    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, _modelViewTransform);

    this->beforeDraw();

	if (!_children.empty())
    {
		int i=0;
		
		// draw children zOrder < 0
		for( ; i < _children.size(); i++ )
        {
			Node *child = _children.at(i);
			if ( child->getLocalZOrder() < 0 )
            {
				child->visit(renderer, _modelViewTransform, dirty);
			}
            else
            {
				break;
            }
		}
		
		// this draw
		this->draw(renderer, _modelViewTransform, dirty);
        
		// draw children zOrder >= 0
		for( ; i < _children.size(); i++ )
        {
			Node *child = _children.at(i);
			child->visit(renderer, _modelViewTransform, dirty);
		}
        
	}
    else
    {
		this->draw(renderer, _modelViewTransform, dirty);
    }

    this->afterDraw();

	director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Example #23
0
void ClippingNode::visit(Renderer *renderer, const Mat4 &parentTransform, bool parentTransformUpdated)
{
    if(!_visible)
        return;
    
    bool dirty = parentTransformUpdated || _transformUpdated;
    if(dirty)
        _modelViewTransform = transform(parentTransform);
    _transformUpdated = false;

    // IMPORTANT:
    // To ease the migration to v3.0, we still support the Mat4 stack,
    // but it is deprecated and your code should not rely on it
    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, _modelViewTransform);

    //Add group command
        
    _groupCommand.init(_globalZOrder);
    renderer->addCommand(&_groupCommand);

    renderer->pushGroup(_groupCommand.getRenderQueueID());

    _beforeVisitCmd.init(_globalZOrder);
    _beforeVisitCmd.func = CC_CALLBACK_0(ClippingNode::onBeforeVisit, this);
    renderer->addCommand(&_beforeVisitCmd);
    if (_alphaThreshold < 1)
    {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WINDOWS || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
#else
        // since glAlphaTest do not exists in OES, use a shader that writes
        // pixel only if greater than an alpha threshold
        GLProgram *program = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
        GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
        // set our alphaThreshold
        program->use();
        program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
        // we need to recursively apply this shader to all the nodes in the stencil node
        // XXX: we should have a way to apply shader to all nodes without having to do this
        setProgram(_stencil, program);
        
#endif

    }
    _stencil->visit(renderer, _modelViewTransform, dirty);

    _afterDrawStencilCmd.init(_globalZOrder);
    _afterDrawStencilCmd.func = CC_CALLBACK_0(ClippingNode::onAfterDrawStencil, this);
    renderer->addCommand(&_afterDrawStencilCmd);

    int i = 0;
    
    if(!_children.empty())
    {
        sortAllChildren();
        // draw children zOrder < 0
        for( ; i < _children.size(); i++ )
        {
            auto node = _children.at(i);
            
            if ( node && node->getLocalZOrder() < 0 )
                node->visit(renderer, _modelViewTransform, dirty);
            else
                break;
        }
        // self draw
        this->draw(renderer, _modelViewTransform, dirty);
        
        for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
            (*it)->visit(renderer, _modelViewTransform, dirty);
    }
    else
    {
        this->draw(renderer, _modelViewTransform, dirty);
    }

    _afterVisitCmd.init(_globalZOrder);
    _afterVisitCmd.func = CC_CALLBACK_0(ClippingNode::onAfterVisit, this);
    renderer->addCommand(&_afterVisitCmd);

    renderer->popGroup();
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
//裁切
void CNFServerChangeScrollLayer::visit(Renderer *renderer, const Mat4& parentTransform, uint32_t parentFlags)
{
    if (!_visible)
    {
        return;
    }
    
    uint32_t flags = processParentFlags(parentTransform, parentFlags);
    
    
    // IMPORTANT:
    // To ease the migration to v3.0, we still support the Mat4 stack,
    // but it is deprecated and your code should not rely on it
    Director* director = Director::getInstance();
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
    
    bool visibleByCamera = isVisitableByVisitingCamera();
    
 
    
    
    glEnable(GL_SCISSOR_TEST);
    
    Size size=Director::getInstance()->getOpenGLView()->getFrameSize();
    
    float fScaleX=size.width/SCREEN_WIDTH;
    float fScaleY=size.height/SCREEN_HEIGHT;
    
    glScissor(m_DisPlayRect.origin.x*fScaleX,m_DisPlayRect.origin.y*fScaleY,m_DisPlayRect.size.width*fScaleX,m_DisPlayRect.size.height*fScaleY);
    
    
    
    int i = 0;
    
    if(!_children.empty())
    {
        sortAllChildren();
        // draw children zOrder < 0
        for( ; i < _children.size(); i++ )
        {
            auto node = _children.at(i);
            
            if ( node && node->getLocalZOrder() < 0 )
                node->visit(renderer, _modelViewTransform, flags);
            else
                break;
        }
        // self draw
        if (visibleByCamera)
            this->draw(renderer, _modelViewTransform, flags);
        
        for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
            (*it)->visit(renderer, _modelViewTransform, flags);
    }
    else if (visibleByCamera)
    {
        this->draw(renderer, _modelViewTransform, flags);
    }
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
    glDisable(GL_SCISSOR_TEST);
    
   
}
Example #25
0
void Label::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    if (! _visible || _originalUTF8String.empty())
    {
        return;
    }

    if (_systemFontDirty || _contentDirty)
    {
        updateContent();
    }

    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    if (_shadowEnabled && _shadowBlurRadius <= 0 && (_shadowDirty || (flags & FLAGS_DIRTY_MASK)))
    {
        _position.x += _shadowOffset.width;
        _position.y += _shadowOffset.height;
        _transformDirty = _inverseDirty = true;

        _shadowTransform = transform(parentTransform);

        _position.x -= _shadowOffset.width;
        _position.y -= _shadowOffset.height;
        _transformDirty = _inverseDirty = true;

        _shadowDirty = false;
    }

    if (!isVisitableByVisitingCamera())
    {
        return;
    }

    // IMPORTANT:
    // To ease the migration to v3.0, we still support the Mat4 stack,
    // but it is deprecated and your code should not rely on it
    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, _modelViewTransform);
    
    if (_textSprite)
    {
        if (_shadowNode)
        {
            _shadowNode->visit(renderer, _modelViewTransform, parentFlags);
        }
        _textSprite->visit(renderer, _modelViewTransform, parentFlags);
    }
    else
    {
        draw(renderer, _modelViewTransform, flags);
    }

    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
    // FIX ME: Why need to set _orderOfArrival to 0??
    // Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
    // setOrderOfArrival(0);
}
void ProtectedNode::visit(Renderer* renderer, const Matrix &parentTransform, bool parentTransformUpdated)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }
    
    bool dirty = _transformUpdated || parentTransformUpdated;
    if(dirty)
        _modelViewTransform = this->transform(parentTransform);
    _transformUpdated = false;
    
    
    // IMPORTANT:
    // To ease the migration to v3.0, we still support the Matrix stack,
    // but it is deprecated and your code should not rely on it
    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, _modelViewTransform);
    
    int i = 0;      // used by _children
    int j = 0;      // used by _protectedChildren
    
    sortAllChildren();
    sortAllProtectedChildren();
    
    //
    // draw children and protectedChildren zOrder < 0
    //
    for( ; i < _children.size(); i++ )
    {
        auto node = _children.at(i);
        
        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, dirty);
        else
            break;
    }
    
    for( ; j < _protectedChildren.size(); j++ )
    {
        auto node = _protectedChildren.at(j);
        
        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, dirty);
        else
            break;
    }
    
    //
    // draw self
    //
    this->draw(renderer, _modelViewTransform, dirty);
    
    //
    // draw children and protectedChildren zOrder >= 0
    //
    for(auto it=_protectedChildren.cbegin()+j; it != _protectedChildren.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, dirty);
    
    for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, dirty);
    
    // reset for next frame
    _orderOfArrival = 0;
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Example #27
0
void RoleLayer::onDraw(const cocos2d::Mat4& transform, uint32_t flags){
    //CCLOG("RoleLayer::onDraw");
    Director* director = Director::getInstance();
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
    
    //glLineWidth( 5.0f );
    /*
    //画点
    DrawPrimitives::setPointSize(20);
    DrawPrimitives::setDrawColor4B(255,0,0,255);
    DrawPrimitives::drawPoint(VisibleRect::center());
    
    //画多个点
    Vec2 points[] = { Vec2(60,60), Vec2(70,70), Vec2(60,70), Vec2(70,60) };
    DrawPrimitives::setPointSize(4);
    DrawPrimitives::setDrawColor4B(0,255,255,255);
    DrawPrimitives::drawPoints( points, 4);
    */
    
    
    
    /*
    //画线,
    //参数:起点,终点
    DrawPrimitives::drawLine( VisibleRect::leftBottom(), VisibleRect::rightTop() );
    DrawPrimitives::drawLine(Vec2(0,0), Vec2(100,100));
    */
    
    
    /*
    //花多边形直至圆
    glLineWidth(1.0f);
    DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
    //参数:圆心,半径,起始弧度(逆时针为正),线段数,是否画半径,x轴缩放,y轴缩放
    DrawPrimitives::drawCircle( VisibleRect::center(), 100, CC_DEGREES_TO_RADIANS(90), 1000,true,1,1);
    DrawPrimitives::setDrawColor4B(255, 255, 0, 255);
    DrawPrimitives::drawCircle( VisibleRect::center(), 120, 0, 10,false);
    //画实心多边形直至圆
    glLineWidth(2);
    DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
    DrawPrimitives::drawSolidCircle( VisibleRect::center() + Vec2(140,0), 40, CC_DEGREES_TO_RADIANS(90), 50, 1.0f, 1.0f);
    */
    
    /*
    // open yellow poly
    //用点连线
    DrawPrimitives::setDrawColor4B(255, 255, 0, 255);
    glLineWidth(10);
    Vec2 vertices[] = { Vec2(0,0), Vec2(50,50), Vec2(100,50), Vec2(100,100), Vec2(50,100) };
    //参数:点集合,点数量,是否封闭(首尾相连)
    DrawPrimitives::drawPoly( vertices, 5, false);
    
    DrawPrimitives::setDrawColor4B(255, 0, 255, 255);
    glLineWidth(2);
    Vec2 vertices2[] = { Vec2(30,130), Vec2(30,230), Vec2(50,200) };
    DrawPrimitives::drawPoly( vertices2, 3, true);

    //用点连线并填充成面
    glLineWidth(1);
    DrawPrimitives::setDrawColor4B(255, 0, 255, 255);
    Vec2 filledVertices[] = { Vec2(0,120), Vec2(50,120), Vec2(50,170), Vec2(25,200), Vec2(0,170) };
    DrawPrimitives::drawSolidPoly(filledVertices, 5, Color4F(0.5f, 0.5f, 1, 1 ) );
    */

    /*
    //画矩形
    //参数:左下点,右下点
    DrawPrimitives::setDrawColor4B(255, 0, 255, 255);
    DrawPrimitives::drawRect(Vec2(1,1), Vec2(100,200));
    DrawPrimitives::drawSolidRect(Vec2(200,200), Vec2(300, 300), Color4F(1,0.5,0,1));
    */
    
    /*
    //二次贝塞尔曲线
    //参数:起点,控制点,终点,线段数
    DrawPrimitives::drawQuadBezier(VisibleRect::leftTop(), VisibleRect::center(), VisibleRect::rightTop(), 50);
    
    //三次贝塞尔曲线
    //参数:起点,控制点1,控制点2,终点 ,线段数
    DrawPrimitives::drawCubicBezier(VisibleRect::center(), Vec2(VisibleRect::center().x+130,VisibleRect::center().y+150), Vec2(VisibleRect::center().x+60,VisibleRect::center().y-50),VisibleRect::right(),100);
    */
    
    
    glLineWidth(2);
    DrawPrimitives::setDrawColor4B(0,255,255,255);
    DrawPrimitives::drawCircle(Vec2(0,0), 38, 0, 50, false);
    
    
    // restore original values
    glLineWidth(1);
    DrawPrimitives::setDrawColor4B(255,255,255,255);
    DrawPrimitives::setPointSize(1);
    //end draw
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
}
Example #28
0
void Layout::stencilClippingVisit(Renderer *renderer, const Mat4& parentTransform, uint32_t parentFlags)
{
    if(!_visible)
        return;
    
    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    // IMPORTANT:
    // To ease the migration to v3.0, we still support the Mat4 stack,
    // but it is deprecated and your code should not rely on it
    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, _modelViewTransform);
    //Add group command

    _groupCommand.init(_globalZOrder);
    renderer->addCommand(&_groupCommand);
    
    renderer->pushGroup(_groupCommand.getRenderQueueID());
    
    _beginStencilCommand.init(_globalZOrder, false, 1, _clippingStencil);
    renderer->addCommand(&_beginStencilCommand);
    
    _clippingStencil->visit(renderer, _modelViewTransform, flags);
    
    _afterStencilCommand.init(_globalZOrder);
    renderer->addCommand(&_afterStencilCommand);
    
    int i = 0;      // used by _children
    int j = 0;      // used by _protectedChildren
    
    sortAllChildren();
    sortAllProtectedChildren();
    
    //
    // draw children and protectedChildren zOrder < 0
    //
    for( ; i < _children.size(); i++ )
    {
        auto node = _children.at(i);
        
        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, flags);
        else
            break;
    }
    
    for( ; j < _protectedChildren.size(); j++ )
    {
        auto node = _protectedChildren.at(j);
        
        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, flags);
        else
            break;
    }
    
    //
    // draw self
    //
    this->draw(renderer, _modelViewTransform, flags);
    
    //
    // draw children and protectedChildren zOrder >= 0
    //
    for(auto it=_protectedChildren.cbegin()+j; it != _protectedChildren.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, flags);
    
    for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, flags);

    
    _endStencilCommand.init(_globalZOrder);
    renderer->addCommand(&_endStencilCommand);
    
    renderer->popGroup();
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Example #29
0
void Skeleton::onDraw(const Mat4 &transform, uint32_t flags)
{
    getGLProgram()->use();
    getGLProgram()->setUniformsForBuiltins(transform);

    GL::blendFunc(blendFunc.src, blendFunc.dst);
	Color3B color = getColor();
	skeleton->r = color.r / (float)255;
	skeleton->g = color.g / (float)255;
	skeleton->b = color.b / (float)255;
	skeleton->a = getOpacity() / (float)255;
	if (premultipliedAlpha) {
		skeleton->r *= skeleton->a;
		skeleton->g *= skeleton->a;
		skeleton->b *= skeleton->a;
	}

	int additive = 0;
	TextureAtlas* textureAtlas = 0;
	V3F_C4B_T2F_Quad quad;
	quad.tl.vertices.z = 0;
	quad.tr.vertices.z = 0;
	quad.bl.vertices.z = 0;
	quad.br.vertices.z = 0;
	for (int i = 0, n = skeleton->slotCount; i < n; i++) {
		spSlot* slot = skeleton->drawOrder[i];
		if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
		spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
		TextureAtlas* regionTextureAtlas = getTextureAtlas(attachment);

		if (slot->data->additiveBlending != additive) {
			if (textureAtlas) {
				textureAtlas->drawQuads();
				textureAtlas->removeAllQuads();
			}
			additive = !additive;
            GL::blendFunc(blendFunc.src, additive ? GL_ONE : blendFunc.dst);
		} else if (regionTextureAtlas != textureAtlas && textureAtlas) {
			textureAtlas->drawQuads();
			textureAtlas->removeAllQuads();
		}
		textureAtlas = regionTextureAtlas;
        setFittedBlendingFunc(textureAtlas);

		ssize_t quadCount = textureAtlas->getTotalQuads();
		if (textureAtlas->getCapacity() == quadCount) {
			textureAtlas->drawQuads();
			textureAtlas->removeAllQuads();
			if (!textureAtlas->resizeCapacity(textureAtlas->getCapacity() * 2)) return;
		}

		spRegionAttachment_updateQuad(attachment, slot, &quad, premultipliedAlpha);
		textureAtlas->updateQuad(&quad, quadCount);
	}
	if (textureAtlas) {
		textureAtlas->drawQuads();
		textureAtlas->removeAllQuads();
	}

    if(debugBones || debugSlots) {
        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);

        if (debugSlots) {
            // Slots.
            DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
            glLineWidth(1);
            Vec2 points[4];
            V3F_C4B_T2F_Quad tmpQuad;
            for (int i = 0, n = skeleton->slotCount; i < n; i++) {
                spSlot* slot = skeleton->drawOrder[i];
                if (!slot->attachment || slot->attachment->type != ATTACHMENT_REGION) continue;
                spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
                spRegionAttachment_updateQuad(attachment, slot, &tmpQuad);
                points[0] = Vec2(tmpQuad.bl.vertices.x, tmpQuad.bl.vertices.y);
                points[1] = Vec2(tmpQuad.br.vertices.x, tmpQuad.br.vertices.y);
                points[2] = Vec2(tmpQuad.tr.vertices.x, tmpQuad.tr.vertices.y);
                points[3] = Vec2(tmpQuad.tl.vertices.x, tmpQuad.tl.vertices.y);
                DrawPrimitives::drawPoly(points, 4, true);
            }
        }
        if (debugBones) {
            // Bone lengths.
            glLineWidth(2);
            DrawPrimitives::setDrawColor4B(255, 0, 0, 255);
            for (int i = 0, n = skeleton->boneCount; i < n; i++) {
                spBone *bone = skeleton->bones[i];
                float x = bone->data->length * bone->m00 + bone->worldX;
                float y = bone->data->length * bone->m10 + bone->worldY;
                DrawPrimitives::drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y));
            }
            // Bone origins.
            DrawPrimitives::setPointSize(4);
            DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue.
            for (int i = 0, n = skeleton->boneCount; i < n; i++) {
                spBone *bone = skeleton->bones[i];
                DrawPrimitives::drawPoint(Vec2(bone->worldX, bone->worldY));
                if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
            }
        }
        
        director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    }
}