Cocos2d x 我怎么能在雪碧上画东西而不是在雪碧后面

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

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_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)
        {

            }