Cocos2d-X直接使用OpenGL接口

Cocos2d-X是基于基于OpenGL ES的2D游戏引擎,所以Cocos2d-X能够直接使用OpenGL接口

首先建立一个Draw类,用于处理OpenGL接口

在Draw.h中加入以下的代码

#ifndef _Draw_H_
#define _Draw_H_

#include "cocos2d.h"
USING_NS_CC;

class Draw : public CCLayer
{
public:
    static CCScene* scene();

    CREATE_FUNC(Draw);

    bool init();

    void draw();
};

#endif


实例1:使用OpenGL接口画一个点

在Draw.cpp中加入以下的代码

#include "Draw.h"

CCScene* Draw::scene()
{
    CCScene* s = CCScene::create();

    Draw* layer = Draw::create();

    s->addChild(layer);

    return s;
}

bool Draw::init()
{
    CCLayer::init();

    return true;
}

void Draw::draw()
{
    //得到窗体的大小
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //设置坐标
    CCPoint center = ccp(winSize.width / 2, winSize.height / 2);

    //点:默认一个像素大小,白色
    //ccPointSize设置点的大小
    ccPointSize(25);

    //ccDrawColor4B设置点的颜色
    ccDrawColor4B(255, 0, 0, 255);

    //设置点的位置
    ccDrawPoint(center);
}

运行结果:


实例2:使用OpenGL接口画一条线

在Draw.cpp中加入以下的代码

#include "Draw.h"

CCScene* Draw::scene()
{
    CCScene* s = CCScene::create();

    Draw* layer = Draw::create();

    s->addChild(layer);

    return s;
}

bool Draw::init()
{
    CCLayer::init();

    return true;
}

void Draw::draw()
{
    //得到窗体的大小
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //设置坐标
    CCPoint center = ccp(winSize.width / 2, winSize.height / 2);
     /*center.x = winSize.width / 2
     center.y = winSize.height / 2*/


    // 线:默认是一个像素宽度。白色
    //ccDrawColor4B设置颜色
    ccDrawColor4B(255, 255, 0, 255);
   
    //glLineWidth是设置线条宽度的函数
    glLineWidth(5);
	
    ccDrawLine(center,//起始点的位置 
        ccpAdd(center, ccp(100, 100))//中点的位置
        );

       /*
       ccpAdd(center, ccp(100, 100))
       表示:center.x + 100, center.y + 100
       */
}


运行结果:


实例3:使用OpenGL接口画多个点

在Draw.cpp中加入以下的代码

#include "Draw.h"

CCScene* Draw::scene()
{
    CCScene* s = CCScene::create();

    Draw* layer = Draw::create();

    s->addChild(layer);

    return s;
}

bool Draw::init()
{
    CCLayer::init();

    return true;
}

void Draw::draw()
{
    //得到窗体的大小
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //设置坐标
    CCPoint center = ccp(winSize.width / 2, winSize.height / 2);
     /*center.x = winSize.width / 2
     center.y = winSize.height / 2*/

    //设置点的颜色
	ccDrawColor4B(255, 0, 0, 255);
	
    //定义一个数组保存点的位置
    CCPoint pts[] = { 
        CCPoint(100, 100), 
        CCPoint(100, 200), 
        CCPoint(200, 200), 
        CCPoint(200, 100) 
    };
	
    //画点
    ccDrawPoints(pts, 4);
}

运行结果:


实例4:使用OpenGL接口画一个有圆心连线的圆

在Draw.cpp中加入以下的代码

#include "Draw.h"

CCScene* Draw::scene()
{
    CCScene* s = CCScene::create();

    Draw* layer = Draw::create();

    s->addChild(layer);

    return s;
}

bool Draw::init()
{
    CCLayer::init();

    return true;
}

void Draw::draw()
{
    //得到窗体的大小
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //设置坐标
    CCPoint center = ccp(winSize.width / 2, winSize.height / 2);
     /*center.x = winSize.width / 2
     center.y = winSize.height / 2*/

    //设置圆圈的颜色
	ccDrawColor4B(192, 192, 0, 255);

      /*画圆圈
	  參数1:圆心
      參数2:半径
      參数3:初始化时旋转的弧度(3.14=180度)
      參数4:线段数。
      參数5:是否要圆心连线
      */
	ccDrawCircle(center, 100, 1.57, 200, true);
}

运行结果:


实例5:使用OpenGL接口画一个没有圆心连线的圆

在Draw.cpp中加入以下的代码

#include "Draw.h"

CCScene* Draw::scene()
{
    CCScene* s = CCScene::create();

    Draw* layer = Draw::create();

    s->addChild(layer);

    return s;
}

bool Draw::init()
{
    CCLayer::init();

    return true;
}

void Draw::draw()
{
    //得到窗体的大小
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //设置坐标
    CCPoint center = ccp(winSize.width / 2, winSize.height / 2);
     /*center.x = winSize.width / 2
     center.y = winSize.height / 2*/

    //设置圆圈的颜色
	ccDrawColor4B(192, 192, 0, 255);

      /*画圆圈
	  參数1:圆心
      參数2:半径
      參数3:初始化时旋转的弧度(3.14=180度)
      參数4:线段数,
      參数5:是否要圆心连线
      */
	ccDrawCircle(center, 100, 1.57, 200, false);
}


运行结果:


实例6:使用OpenGL接口画一个封口的多边形

在Draw.cpp中加入以下的代码

#include "Draw.h"

CCScene* Draw::scene()
{
    CCScene* s = CCScene::create();

    Draw* layer = Draw::create();

    s->addChild(layer);

    return s;
}

bool Draw::init()
{
    CCLayer::init();

    return true;
}

void Draw::draw()
{
    //得到窗体的大小
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //设置坐标
    CCPoint center = ccp(winSize.width / 2, winSize.height / 2);
     /*center.x = winSize.width / 2
     center.y = winSize.height / 2*/

    //设置点的颜色
	ccDrawColor4B(192, 192, 0, 255);

    //定义一个数组保存点的位置
    CCPoint pts[] = { 
        CCPoint(100, 100), 
        CCPoint(100, 200), 
        CCPoint(200, 200), 
        CCPoint(200, 100),
        CCPoint(150, 50)
    };

    // 画封口的多边形
	ccDrawPoly(pts, 5, true);
}

运行结果:


实例7:使用OpenGL接口画一个不封口的多边形

在Draw.cpp中加入以下的代码

#include "Draw.h"

CCScene* Draw::scene()
{
    CCScene* s = CCScene::create();

    Draw* layer = Draw::create();

    s->addChild(layer);

    return s;
}

bool Draw::init()
{
    CCLayer::init();

    return true;
}

void Draw::draw()
{
    //得到窗体的大小
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //设置坐标
    CCPoint center = ccp(winSize.width / 2, winSize.height / 2);
     /*center.x = winSize.width / 2
     center.y = winSize.height / 2*/

    //设置点的颜色
	ccDrawColor4B(192, 192, 0, 255);

    //定义一个数组保存点的位置
    CCPoint pts[] = { 
        CCPoint(100, 100), 
        CCPoint(100, 200), 
        CCPoint(200, 200), 
        CCPoint(200, 100),
        CCPoint(150, 50)
    };

    // 画封口的多边形
	ccDrawPoly(pts, 5, false);
}

运行结果:


实例8:使用OpenGL接口画一个实心多边形

在Draw.cpp中加入以下的代码

#include "Draw.h"

CCScene* Draw::scene()
{
    CCScene* s = CCScene::create();

    Draw* layer = Draw::create();

    s->addChild(layer);

    return s;
}

bool Draw::init()
{
    CCLayer::init();

    return true;
}

void Draw::draw()
{
    //得到窗体的大小
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //设置坐标
    CCPoint center = ccp(winSize.width / 2, winSize.height / 2);
     /*center.x = winSize.width / 2
     center.y = winSize.height / 2*/

    //设置点的颜色
	ccDrawColor4B(192, 192, 0, 255);

       //定义数组保存点的位置
	CCPoint pts2[] = {
        CCPoint(300, 100), 
        CCPoint(400, 200), 
        CCPoint(400, 300)
    };
	
    //画实心多边形
    ccDrawSolidPoly(pts2, 3, ccc4f(1, 0, 0, 1));
}

运行结果:


实例9:使用OpenGL接口实现Bezier曲线

在Draw.cpp中加入以下的代码

#include "Draw.h"

CCScene* Draw::scene()
{
    CCScene* s = CCScene::create();

    Draw* layer = Draw::create();

    s->addChild(layer);

    return s;
}

bool Draw::init()
{
    CCLayer::init();

    return true;
}

void Draw::draw()
{
    //得到窗体的大小
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //设置坐标
    CCPoint center = ccp(winSize.width / 2, winSize.height / 2);
     /*center.x = winSize.width / 2
     center.y = winSize.height / 2*/

    //设置点的颜色
	ccDrawColor4B(192, 192, 0, 255);

      //定义数组保存点的位置
	CCPoint pts2[] = {
        CCPoint(300, 100), 
        CCPoint(400, 200), 
        CCPoint(400, 300)
    };

    //Bezier曲线
	//二阶Bezier曲线
	ccDrawQuadBezier(pts2[0], pts2[1], pts2[2], 10);

}


运行结果:



实例10:使用OpenGL接口实现二阶Bezier曲线

在Draw.cpp中加入以下的代码

#include "Draw.h"

CCScene* Draw::scene()
{
    CCScene* s = CCScene::create();

    Draw* layer = Draw::create();

    s->addChild(layer);

    return s;
}

bool Draw::init()
{
    CCLayer::init();

    return true;
}

void Draw::draw()
{
    //得到窗体的大小
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //设置坐标
    CCPoint center = ccp(winSize.width / 2, winSize.height / 2);
     /*center.x = winSize.width / 2
     center.y = winSize.height / 2*/

    //定义数组保存点的位置
    CCPoint pts[] = { 
        CCPoint(100, 100), 
        CCPoint(100, 200), 
        CCPoint(200, 200), 
        CCPoint(200, 100)
    };

    //定义数组保存点的位置
	CCPoint pts2[] = {
        CCPoint(300, 100), 
        CCPoint(400, 200), 
        CCPoint(400, 300)
    };

   // Bezier曲线
	// 二阶Bezier曲线
	ccDrawQuadBezier(pts2[0], pts2[1], pts2[2], 10);

	ccDrawColor4B(90, 90, 255, 255);
	ccDrawCubicBezier(pts[0], pts[1], pts2[2], pts[3], 10);

}

运行结果:




实例11:使用OpenGL接口实现通过鼠标点击画多边形

首先建立一个ActiveDraw类。用于处理OpenGL接口

在ActiveDraw.h中加入以下的代码

#ifndef __ActiveDraw_H__
#define __ActiveDraw_H__

#include "cocos2d.h"
USING_NS_CC;

class ActiveDraw : public CCLayer
{
public:
	static CCScene* scene();
	
    CREATE_FUNC(ActiveDraw);
	
    bool init();

    //设置触摸事件
	bool ccTouchBegan(CCTouch*, CCEvent*);

    //保存触摸点
	CCPoint _pts[100];

    //记录有效的触摸点
    int _ptsCount;

	void draw();
};

#endif


在ActiveDraw.cpp中加入以下的代码

#include "ActiveDraw.h"


CCScene* ActiveDraw::scene()
{
	CCScene* s = CCScene::create();
	
    s->addChild(ActiveDraw::create());
	
    return s;
}

bool ActiveDraw::init()
{
	CCLayer::init();

    //处理触摸事件
	setTouchEnabled(true);
	setTouchMode(kCCTouchesOneByOne);

	_ptsCount = 0;

	return true;
}

bool ActiveDraw::ccTouchBegan(CCTouch* touch, CCEvent* ev)
{
	//得到触摸点的坐标
	CCPoint pt = touch->getLocation(); // save 

	//将坐标保存到数组中
	_pts[_ptsCount++] = pt;

	return true;
}

void ActiveDraw::draw()
{
    //得到窗体的大小
	CCSize winSize = CCDirector::sharedDirector()->getWinSize();
	
    //设置点的位置
    CCPoint center = ccp(winSize.width / 2, winSize.height / 2);

	//画多边形
	ccDrawPoly(_pts, _ptsCount, true);
}


运行结果:


实例11:使用OpenGL接口实现通过鼠标点击画多边形2.0

首先建立一个ActiveDraw类,用于处理OpenGL接口

在ActiveDraw.h中加入以下的代码

#ifndef __ActiveDraw_H__
#define __ActiveDraw_H__

#include "cocos2d.h"
USING_NS_CC;

class ActiveDraw : public CCLayer
{
public:
	static CCScene* scene();
	
    CREATE_FUNC(ActiveDraw);
	
    bool init();

    //设置触摸事件
	bool ccTouchBegan(CCTouch*, CCEvent*);

    //保存触摸点
	CCPoint _pts[100];

    //记录有效的触摸点
    int _ptsCount;

    //定义精灵
	CCSprite* _sprite;

	void draw();
};

#endif

在ActiveDraw.cpp中加入以下的代码

#include "ActiveDraw.h"


CCScene* ActiveDraw::scene()
{
	CCScene* s = CCScene::create();
	
    s->addChild(ActiveDraw::create());
	
    return s;
}

bool ActiveDraw::init()
{
	CCLayer::init();

    //处理触摸事件
	setTouchEnabled(true);
	setTouchMode(kCCTouchesOneByOne);

	_ptsCount = 0;

    //创建精灵
	_sprite = CCSprite::create();
   addChild(_sprite);

	return true;
}

bool ActiveDraw::ccTouchBegan(CCTouch* touch, CCEvent* ev)
{
    //得到触摸点的坐标
	CCPoint pt = touch->getLocation();
	_pts[_ptsCount++] = pt;

    //得到窗体的大小
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();

    //设置精灵的位置(精灵的位置为随机位置)
    _sprite->setPosition(ccp(winSize.width*CCRANDOM_0_1(), winSize.height*CCRANDOM_0_1()));

	return true;
}

void ActiveDraw::draw()
{
    //得到窗体的大小
	CCSize winSize = CCDirector::sharedDirector()->getWinSize();
	
    //设置点的位置
    CCPoint center = ccp(winSize.width / 2, winSize.height / 2);

    //画多边形
	ccDrawPoly(_pts, _ptsCount, true);

	if(_sprite)
    {
        //画圆形
        ccDrawCircle(_sprite->getPosition(), 20, 0, 100, true);
    }
}

运行结果:




实例12:使用OpenGL接口实现画线段

首先建立一个DrawNode类,用于处理OpenGL接口

在DrawNode.h中加入以下的代码

#ifndef _DrawNode_H_
#define _DrawNode_H_

#include "cocos2d.h"
USING_NS_CC;

class DrawNode : public CCLayer
{
public:
    static CCScene* scene();

    CREATE_FUNC(DrawNode);

    bool init();
};

#endif


在DrawNode.cpp中加入以下的代码
#include "DrawNode.h"

CCScene* DrawNode::scene()
{
    CCScene* s = CCScene::create();

    DrawNode* layer = DrawNode::create();

    s->addChild(layer);

    return s;
}

bool DrawNode::init()
{
    //初始化父类
    CCLayer::init();

    //创建DrawNode
    CCDrawNode* node = CCDrawNode::create();

     //得到窗体的大小
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();
    
    //设置点的坐标
    CCPoint center = ccp(winSize.width / 2, winSize.height / 2);

    //设置node的位置
    node->setPosition(center);

    //画一条线段
    node->drawSegment(ccp(0, 0), ccp(100, 100), 2, ccc4f(1, 0, 0, 1));

    //加入node
    addChild(node);

    return true;
}


运行结果:


posted on 2017-05-22 19:14  blfbuaa  阅读(246)  评论(0编辑  收藏  举报