原创作品,允许转载,转载时请务必以超链接形式标明文章 原始出处、作者信息和本声明。否则将追究法律责任。 http://www.voidcn.com/article/p-dnjvrbos-wx.html 【唠叨】 绘图的方式有两种:
原创作品,允许转载,转载时请务必以超链接形式标明文章 原始出处 、作者信息和本声明。否则将追究法律责任。 http://www.voidcn.com/article/p-dnjvrbos-wx.html
//
//创建DrawNode,然后后加入到Layer层中
DrawNode* drawNode = DrawNode::create();
this->addChild(drawNode);
//...基本图形绘制...
//
//
//圆点 ('位置' , '圆点半径' , '填充颜色')
void drawDot(const Vec2 &pos, float radius, const Color4F &color);
//线段 ('起点' , '终点' , '半线宽' , '填充颜色')
void drawSegment(const Vec2 &from, const Vec2 &to, float radius, const Color4F &color);
//三角形 ('顶点1' , '顶点2' , '顶点3' , '填充颜色')
void drawTriangle(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, const Color4F &color);
//多边形 ('顶点数组' , '顶点个数' , '填充颜色' , '轮廓粗细' , '轮廓颜色')
void drawPolygon(Vec2 *verts, int count, const Color4F &fillColor, float borderWidth, const Color4F &borderColor);
//二次贝塞尔图形 ('起点' , '控制点' , '终点' , '分段数' , '填充颜色')
void drawQuadraticBezier(const Vec2& from, const Vec2& control, const Vec2& to, unsigned int segments, const Color4F &color);
//三次贝塞尔图形 ('起点' , '控制点1' , '控制点2' , '终点' , '分段数' , '填充颜色')
void drawCubicBezier(const Vec2& from, const Vec2& control1, const Vec2& control2, const Vec2& to, unsigned int segments, const Color4F &color);
//
drawNode->clear();
BlendFunc bl = { GL_ONE, GL_ONE };
drawNode->setBlendFunc(bl);
//
Vec2 point[4];
point[0] = Vec2(100, 100);
point[1] = Vec2(100, 200);
point[2] = Vec2(200, 200);
point[3] = Vec2(200, 100);
//绘制空心多边形
//填充颜色:Color4F(1, 0, 0, 0), 透明
//轮廓颜色:Color4F(0, 1, 0, 1), 绿色
drawNode->drawPolygon(point, 4, Color4F(1, 0, 0, 0), 1, Color4F(0, 1, 0, 1));
//创建DrawNode
DrawNode* drawNode = DrawNode::create();
this->addChild(drawNode);
//圆点
drawNode->drawDot(Vec2(50, 50), 10, Color4F::RED);
//线段
drawNode->drawSegment(Vec2(20, 100), Vec2(100, 100), 5, Color4F(0, 1, 0, 1));
drawNode->drawSegment(Vec2(20, 150), Vec2(100, 150), 10, Color4F(0, 0, 1, 1));
//三角形
drawNode->drawTriangle(Vec2(20, 250), Vec2(100, 300), Vec2(50, 200), Color4F(1, 1, 0, 1));
//实心多边形
Vec2 point1[4];
point1[0] = Vec2(150, 50);
point1[1] = Vec2(150, 150);
point1[2] = Vec2(250, 150);
point1[3] = Vec2(250, 50);
drawNode->drawPolygon(point1, 4, Color4F(1, 0, 0, 1), 1, Color4F(0, 1, 0, 1));
//空心多边形
Vec2 point2[4];
point2[0] = Vec2(150, 200);
point2[1] = Vec2(150, 300);
point2[2] = Vec2(250, 300);
point2[3] = Vec2(250, 200);
drawNode->drawPolygon(point2, 4, Color4F(1, 0, 0, 0), 1, Color4F(0, 1, 0, 1));
//二次贝塞尔
Vec2 from1 = Vec2(300, 20);
Vec2 to1 = Vec2(450, 20);
Vec2 control = Vec2(360, 100);
drawNode->drawQuadraticBezier(from1, control, to1, 100, Color4F::ORANGE);
//三次贝塞尔
Vec2 from2 = Vec2(300, 100);
Vec2 to2 = Vec2(450, 100);
Vec2 control1 = Vec2(350, 0);
Vec2 control2 = Vec2(400, 200);
drawNode->drawCubicBezier(from2, control1, control2, to2, 100, Color4F::YELLOW);
//颜色混合测试
BlendFunc bl = { GL_ONE, GL_ONE };
drawNode->setBlendFunc(bl);
drawNode->drawSegment(Vec2(300, 250), Vec2(450, 250), 10, Color4F::GREEN);
drawNode->drawTriangle(Vec2(300, 200), Vec2(400, 300), Vec2(450, 150), Color4F::RED);
// 一个点、多个点
// 正方形小点
void drawPoint(const Vec2& point, const float pointSize, const Color4F &color);
void drawPoints(const Vec2 *position, unsigned int numberOfPoints, const Color4F &color);
void drawPoints(const Vec2 *position, unsigned int numberOfPoints, const float pointSize, const Color4F &color);
// 线
void drawLine(const Vec2 &origin, const Vec2 &destination, const Color4F &color);
// 矩形、四边形
// Solid表示实心
void drawRect(const Vec2 &origin, const Vec2 &destination, const Color4F &color);
void drawRect(const Vec2 &p1, const Vec2 &p2, const Vec2 &p3, const Vec2& p4, const Color4F &color);
void drawSolidRect(const Vec2 &origin, const Vec2 &destination, const Color4F &color);
// 多边形
// Solid表示实心
void drawPoly(const Vec2 *poli, unsigned int numberOfPoints, bool closePolygon, const Color4F &color);
void drawSolidPoly(const Vec2 *poli, unsigned int numberOfPoints, const Color4F &color);
// 椭圆
// Solid表示实心
void drawCircle(const Vec2 ¢er, float radius, float angle, unsigned int segments, bool drawLineToCenter, const Color4F &color);
void drawCircle( const Vec2& center, float radius, float angle, unsigned int segments, bool drawLineToCenter, float scaleX, float scaleY, const Color4F &color);
void drawSolidCircle(const Vec2& center, float radius, float angle, unsigned int segments, const Color4F& color);
void drawSolidCircle(const Vec2& center, float radius, float angle, unsigned int segments, float scaleX, float scaleY, const Color4F &color);
// 样条曲线
void drawCardinalSpline(PointArray *config, float tension, unsigned int segments, const Color4F &color);
void drawCatmullRom(PointArray *points, unsigned int segments, const Color4F &color);
