コード例 #1
0
ファイル: CCDrawNode.cpp プロジェクト: TheWindShan/Test
void DrawNode::drawPolygon(const Vec2 *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor)
{
    CCASSERT(count >= 0, "invalid count value");
    
    bool outline = (borderColor.a > 0.0 && borderWidth > 0.0);
    
    auto  triangle_count = outline ? (3*count - 2) : (count - 2);
    auto vertex_count = 3*triangle_count;
    ensureCapacity(vertex_count);
    
    V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
    V2F_C4B_T2F_Triangle *cursor = triangles;
    
    for (int i = 0; i < count-2; i++)
    {
        V2F_C4B_T2F_Triangle tmp = {
            {verts[0], Color4B(fillColor), __t(v2fzero)},
            {verts[i+1], Color4B(fillColor), __t(v2fzero)},
            {verts[i+2], Color4B(fillColor), __t(v2fzero)},
        };
        
        *cursor++ = tmp;
    }
    
    if(outline)
    {
        struct ExtrudeVerts {Vec2 offset, n;};
        struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts)*count);
        memset(extrude, 0, sizeof(struct ExtrudeVerts)*count);
        
        for (int i = 0; i < count; i++)
        {
            Vec2 v0 = __v2f(verts[(i-1+count)%count]);
            Vec2 v1 = __v2f(verts[i]);
            Vec2 v2 = __v2f(verts[(i+1)%count]);
            
            Vec2 n1 = v2fnormalize(v2fperp(v2fsub(v1, v0)));
            Vec2 n2 = v2fnormalize(v2fperp(v2fsub(v2, v1)));
            
            Vec2 offset = v2fmult(v2fadd(n1, n2), 1.0/(v2fdot(n1, n2) + 1.0));
            struct ExtrudeVerts tmp = {offset, n2};
            extrude[i] = tmp;
        }
        
        for(int i = 0; i < count; i++)
        {
            int j = (i+1)%count;
            Vec2 v0 = __v2f(verts[i]);
            Vec2 v1 = __v2f(verts[j]);
            
            Vec2 n0 = extrude[i].n;
            
            Vec2 offset0 = extrude[i].offset;
            Vec2 offset1 = extrude[j].offset;
            
            Vec2 inner0 = v2fsub(v0, v2fmult(offset0, borderWidth));
            Vec2 inner1 = v2fsub(v1, v2fmult(offset1, borderWidth));
            Vec2 outer0 = v2fadd(v0, v2fmult(offset0, borderWidth));
            Vec2 outer1 = v2fadd(v1, v2fmult(offset1, borderWidth));
            
            V2F_C4B_T2F_Triangle tmp1 = {
                {inner0, Color4B(borderColor), __t(v2fneg(n0))},
                {inner1, Color4B(borderColor), __t(v2fneg(n0))},
                {outer1, Color4B(borderColor), __t(n0)}
            };
            *cursor++ = tmp1;
            
            V2F_C4B_T2F_Triangle tmp2 = {
                {inner0, Color4B(borderColor), __t(v2fneg(n0))},
                {outer0, Color4B(borderColor), __t(n0)},
                {outer1, Color4B(borderColor), __t(n0)}
            };
            *cursor++ = tmp2;
        }
        
        free(extrude);
    }
    
    _bufferCount += vertex_count;
    
    _dirty = true;
}
コード例 #2
0
ファイル: CCDrawNode.cpp プロジェクト: hgl888/DialogGl
void CCDrawNode::drawPolygon(CCPoint *verts, unsigned int count, const ccColor4F &fillColor, float borderWidth, const ccColor4F &borderColor)
{
    struct ExtrudeVerts {ccVertex2F offset, n;};
	struct ExtrudeVerts* extrude = (struct ExtrudeVerts*)malloc(sizeof(struct ExtrudeVerts)*count);
	memset(extrude, 0, sizeof(struct ExtrudeVerts)*count);
	
	for(unsigned int i = 0; i < count; i++)
    {
		ccVertex2F v0 = __v2f(verts[(i-1+count)%count]);
		ccVertex2F v1 = __v2f(verts[i]);
		ccVertex2F v2 = __v2f(verts[(i+1)%count]);
        
		ccVertex2F n1 = v2fnormalize(v2fperp(v2fsub(v1, v0)));
		ccVertex2F n2 = v2fnormalize(v2fperp(v2fsub(v2, v1)));
		
		ccVertex2F offset = v2fmult(v2fadd(n1, n2), 1.0/(v2fdot(n1, n2) + 1.0));
        struct ExtrudeVerts tmp = {offset, n2};
		extrude[i] = tmp;
	}
	
	bool outline = (fillColor.a > 0.0 && borderWidth > 0.0);
	
	unsigned int triangle_count = 3*count - 2;
	unsigned int vertex_count = 3*triangle_count;
    ensureCapacity(vertex_count);
	
	ccV2F_C4B_T2F_Triangle *triangles = (ccV2F_C4B_T2F_Triangle *)(m_pBuffer + m_nBufferCount);
	ccV2F_C4B_T2F_Triangle *cursor = triangles;
	
	float inset = (outline == 0.0 ? 0.5 : 0.0);
	for(unsigned int i = 0; i < count-2; i++)
    {
		ccVertex2F v0 = v2fsub(__v2f(verts[0  ]), v2fmult(extrude[0  ].offset, inset));
		ccVertex2F v1 = v2fsub(__v2f(verts[i+1]), v2fmult(extrude[i+1].offset, inset));
		ccVertex2F v2 = v2fsub(__v2f(verts[i+2]), v2fmult(extrude[i+2].offset, inset));
		
        ccV2F_C4B_T2F_Triangle tmp = {
            {v0, ccc4BFromccc4F(fillColor), __t(v2fzero)},
            {v1, ccc4BFromccc4F(fillColor), __t(v2fzero)},
            {v2, ccc4BFromccc4F(fillColor), __t(v2fzero)},
        };

		*cursor++ = tmp;
	}
	
	for(unsigned int i = 0; i < count; i++)
    {
		int j = (i+1)%count;
		ccVertex2F v0 = __v2f(verts[i]);
		ccVertex2F v1 = __v2f(verts[j]);
		
		ccVertex2F n0 = extrude[i].n;
		
		ccVertex2F offset0 = extrude[i].offset;
		ccVertex2F offset1 = extrude[j].offset;
		
		if(outline)
        {
			ccVertex2F inner0 = v2fsub(v0, v2fmult(offset0, borderWidth));
			ccVertex2F inner1 = v2fsub(v1, v2fmult(offset1, borderWidth));
			ccVertex2F outer0 = v2fadd(v0, v2fmult(offset0, borderWidth));
			ccVertex2F outer1 = v2fadd(v1, v2fmult(offset1, borderWidth));
			
            ccV2F_C4B_T2F_Triangle tmp1 = {
                {inner0, ccc4BFromccc4F(borderColor), __t(v2fneg(n0))},
                {inner1, ccc4BFromccc4F(borderColor), __t(v2fneg(n0))},
                {outer1, ccc4BFromccc4F(borderColor), __t(n0)}
            };
			*cursor++ = tmp1;

            ccV2F_C4B_T2F_Triangle tmp2 = {
                {inner0, ccc4BFromccc4F(borderColor), __t(v2fneg(n0))},
                {outer0, ccc4BFromccc4F(borderColor), __t(n0)},
                {outer1, ccc4BFromccc4F(borderColor), __t(n0)}
            };
			*cursor++ = tmp2;
		}
        else {
			ccVertex2F inner0 = v2fsub(v0, v2fmult(offset0, 0.5));
			ccVertex2F inner1 = v2fsub(v1, v2fmult(offset1, 0.5));
			ccVertex2F outer0 = v2fadd(v0, v2fmult(offset0, 0.5));
			ccVertex2F outer1 = v2fadd(v1, v2fmult(offset1, 0.5));
			
            ccV2F_C4B_T2F_Triangle tmp1 = {
                {inner0, ccc4BFromccc4F(fillColor), __t(v2fzero)},
                {inner1, ccc4BFromccc4F(fillColor), __t(v2fzero)},
                {outer1, ccc4BFromccc4F(fillColor), __t(n0)}
            };
			*cursor++ = tmp1;

            ccV2F_C4B_T2F_Triangle tmp2 = {
                {inner0, ccc4BFromccc4F(fillColor), __t(v2fzero)},
                {outer0, ccc4BFromccc4F(fillColor), __t(n0)},
                {outer1, ccc4BFromccc4F(fillColor), __t(n0)}
            };
			*cursor++ = tmp2;
		}
	}
	
	m_nBufferCount += vertex_count;
	
	m_bDirty = true;

    free(extrude);
}
コード例 #3
0
ファイル: CCDrawNode.cpp プロジェクト: TheWindShan/Test
void DrawNode::drawSegment(const Vec2 &from, const Vec2 &to, float radius, const Color4F &color)
{
    unsigned int vertex_count = 6*3;
    ensureCapacity(vertex_count);
    
    Vec2 a = __v2f(from);
    Vec2 b = __v2f(to);
    
    
    Vec2 n = v2fnormalize(v2fperp(v2fsub(b, a)));
    Vec2 t = v2fperp(n);
    
    Vec2 nw = v2fmult(n, radius);
    Vec2 tw = v2fmult(t, radius);
    Vec2 v0 = v2fsub(b, v2fadd(nw, tw));
    Vec2 v1 = v2fadd(b, v2fsub(nw, tw));
    Vec2 v2 = v2fsub(b, nw);
    Vec2 v3 = v2fadd(b, nw);
    Vec2 v4 = v2fsub(a, nw);
    Vec2 v5 = v2fadd(a, nw);
    Vec2 v6 = v2fsub(a, v2fsub(nw, tw));
    Vec2 v7 = v2fadd(a, v2fadd(nw, tw));
    
    
    V2F_C4B_T2F_Triangle *triangles = (V2F_C4B_T2F_Triangle *)(_buffer + _bufferCount);
    
    V2F_C4B_T2F_Triangle triangles0 = {
        {v0, Color4B(color), __t(v2fneg(v2fadd(n, t)))},
        {v1, Color4B(color), __t(v2fsub(n, t))},
        {v2, Color4B(color), __t(v2fneg(n))},
    };
    triangles[0] = triangles0;
    
    V2F_C4B_T2F_Triangle triangles1 = {
        {v3, Color4B(color), __t(n)},
        {v1, Color4B(color), __t(v2fsub(n, t))},
        {v2, Color4B(color), __t(v2fneg(n))},
    };
    triangles[1] = triangles1;
    
    V2F_C4B_T2F_Triangle triangles2 = {
        {v3, Color4B(color), __t(n)},
        {v4, Color4B(color), __t(v2fneg(n))},
        {v2, Color4B(color), __t(v2fneg(n))},
    };
    triangles[2] = triangles2;

    V2F_C4B_T2F_Triangle triangles3 = {
        {v3, Color4B(color), __t(n)},
        {v4, Color4B(color), __t(v2fneg(n))},
        {v5, Color4B(color), __t(n) },
    };
    triangles[3] = triangles3;

    V2F_C4B_T2F_Triangle triangles4 = {
        {v6, Color4B(color), __t(v2fsub(t, n))},
        {v4, Color4B(color), __t(v2fneg(n)) },
        {v5, Color4B(color), __t(n)},
    };
    triangles[4] = triangles4;

    V2F_C4B_T2F_Triangle triangles5 = {
        {v6, Color4B(color), __t(v2fsub(t, n))},
        {v7, Color4B(color), __t(v2fadd(n, t))},
        {v5, Color4B(color), __t(n)},
    };
    triangles[5] = triangles5;
    
    _bufferCount += vertex_count;
    
    _dirty = true;
}
コード例 #4
0
ファイル: CCDrawNode.cpp プロジェクト: hgl888/DialogGl
void CCDrawNode::drawSegment(const CCPoint &from, const CCPoint &to, float radius, const ccColor4F &color)
{
    unsigned int vertex_count = 6*3;
    ensureCapacity(vertex_count);
	
	ccVertex2F a = __v2f(from);
	ccVertex2F b = __v2f(to);
	
	
	ccVertex2F n = v2fnormalize(v2fperp(v2fsub(b, a)));
	ccVertex2F t = v2fperp(n);
	
	ccVertex2F nw = v2fmult(n, radius);
	ccVertex2F tw = v2fmult(t, radius);
	ccVertex2F v0 = v2fsub(b, v2fadd(nw, tw));
	ccVertex2F v1 = v2fadd(b, v2fsub(nw, tw));
	ccVertex2F v2 = v2fsub(b, nw);
	ccVertex2F v3 = v2fadd(b, nw);
	ccVertex2F v4 = v2fsub(a, nw);
	ccVertex2F v5 = v2fadd(a, nw);
	ccVertex2F v6 = v2fsub(a, v2fsub(nw, tw));
	ccVertex2F v7 = v2fadd(a, v2fadd(nw, tw));
	
	
	ccV2F_C4B_T2F_Triangle *triangles = (ccV2F_C4B_T2F_Triangle *)(m_pBuffer + m_nBufferCount);
	
    ccV2F_C4B_T2F_Triangle triangles0 = {
        {v0, ccc4BFromccc4F(color), __t(v2fneg(v2fadd(n, t)))},
        {v1, ccc4BFromccc4F(color), __t(v2fsub(n, t))},
        {v2, ccc4BFromccc4F(color), __t(v2fneg(n))},
    };
	triangles[0] = triangles0;
	
    ccV2F_C4B_T2F_Triangle triangles1 = {
        {v3, ccc4BFromccc4F(color), __t(n)},
        {v1, ccc4BFromccc4F(color), __t(v2fsub(n, t))},
        {v2, ccc4BFromccc4F(color), __t(v2fneg(n))},
    };
	triangles[1] = triangles1;
	
    ccV2F_C4B_T2F_Triangle triangles2 = {
        {v3, ccc4BFromccc4F(color), __t(n)},
        {v4, ccc4BFromccc4F(color), __t(v2fneg(n))},
        {v2, ccc4BFromccc4F(color), __t(v2fneg(n))},
    };
	triangles[2] = triangles2;

    ccV2F_C4B_T2F_Triangle triangles3 = {
        {v3, ccc4BFromccc4F(color), __t(n)},
        {v4, ccc4BFromccc4F(color), __t(v2fneg(n))},
        {v5, ccc4BFromccc4F(color), __t(n) },
    };
    triangles[3] = triangles3;

    ccV2F_C4B_T2F_Triangle triangles4 = {
        {v6, ccc4BFromccc4F(color), __t(v2fsub(t, n))},
        {v4, ccc4BFromccc4F(color), __t(v2fneg(n)) },
        {v5, ccc4BFromccc4F(color), __t(n)},
    };
	triangles[4] = triangles4;

    ccV2F_C4B_T2F_Triangle triangles5 = {
        {v6, ccc4BFromccc4F(color), __t(v2fsub(t, n))},
        {v7, ccc4BFromccc4F(color), __t(v2fadd(n, t))},
        {v5, ccc4BFromccc4F(color), __t(n)},
    };
	triangles[5] = triangles5;
	
	m_nBufferCount += vertex_count;
	
	m_bDirty = true;
}