Cocos2d x 我怎么能在雪碧上画东西而不是在雪碧后面
我使用cocos2dx v3.8,并成功地使用override draw绘制内容,如:Cocos2d x 我怎么能在雪碧上画东西而不是在雪碧后面,cocos2d-x,box2d,draw,cocos2d-x-3.0,Cocos2d X,Box2d,Draw,Cocos2d X 3.0,我使用cocos2dx v3.8,并成功地使用override draw绘制内容,如: void Box2dManager::draw(Renderer *renderer, const Mat4& transform, uint32_t flags){ GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION ); Director::getInstance()->pushMatrix(MATRIX_STAC
void Box2dManager::draw(Renderer *renderer, const Mat4& transform, uint32_t flags){
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
Director::getInstance()->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
box2dWorld->DrawDebugData();
Director::getInstance()->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
// super::draw(renderer, transform, flags);
}
但它总是在精灵后面。修改z顺序后无法更改
已解决
现在,我可以修复cocos2d v3.x box2d DrawDebugData问题。 我粘贴了所有cocos2dx解算代码。 v2:(很简单,因为v2引擎opengl绘图是每个单独的任务) v3:(v3引擎使用quence将绘图公共推送到核心,因此需要创建回调) 参考文献:
您如何使用
DrawNode
并将其作为子节点添加?如果要使用在图形树上管理的节点,则更易于维护
auto myDrawing = DrawNode::create();
myDrawing::drawRect(p1, p2, p3, Color4F(255, 255, 0, 255));
myDrawing::setLineWidth(2)
this->addChild(myDrawing);
现在,我可以修复cocos2d v3.x box2d DrawDebugData问题。 我粘贴了所有cocos2dx解算代码。 v2:(很简单,因为v2引擎opengl绘图是每个单独的任务) v3:(v3引擎使用quence将绘图公共推送到核心,因此需要创建回调) 参考文献:
我必须使用
\u customCommand.init(\u globalZOrder+1)
初始化自定义渲染命令,否则Box2d相关内容将在精灵后面渲染。有什么办法解决这个问题吗?我用的是cocos2d-x3.10。
void Box2dManager::draw(Renderer *renderer, const Mat4& transform, uint32_t flags){
super::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(Box2dManager::onDraw, this);
renderer->addCommand(&_customCommand);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void Box2dManager::onDraw() {
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
Mat4 oldMV;
oldMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV);
box2dWorld->DrawDebugData();
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, oldMV);
}
auto myDrawing = DrawNode::create();
myDrawing::drawRect(p1, p2, p3, Color4F(255, 255, 0, 255));
myDrawing::setLineWidth(2)
this->addChild(myDrawing);
void Box2dManager::draw(){
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
kmGLPushMatrix();
box2dWorld->DrawDebugData();
kmGLPopMatrix();
}
void Box2dManager::draw(Renderer *renderer, const Mat4& transform, uint32_t flags){
super::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(Box2dManager::onDraw, this);
renderer->addCommand(&_customCommand);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void Box2dManager::onDraw() {
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
Mat4 oldMV;
oldMV = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewMV);
box2dWorld->DrawDebugData();
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, oldMV);
}
virtual void draw (cocos2d::Renderer* renderer, const cocos2d::Mat4& transform,uint32_t flags) override;
cocos2d::CustomCommand _customCmd;
void onDraw(const cocos2d::Mat4 &transform, uint32_t flags);
void linedraw:: draw(cocos2d::Renderer* renderer, const cocos2d::Mat4 &transform, uint32_t flags){
//cocos2d::Layer::draw(renderer, transform, flags);
_customCmd.init(1);
_customCmd.func = CC_CALLBACK_0(linedraw::onDraw, this, transform, flags);
renderer->addCommand(&_customCmd);
}
void linedraw:: onDraw(const cocos2d::Mat4 &transform, uint32_t flags)
{
}