cocos2d::DrawPrimitives和DrawNode分别实现画板功能

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才开始了解cocos2dx几天,只是觉得学习还是得边用边学,所以才想实现点什么,下面提到的有什么问题请指出,谢谢

我想实现简单的画板功能,就看了官方cpp_test的Node:Draw测试代码,遗憾的是我先看到的是DrawPrimitives,所以就研究了一下,简单的实现了我的功能,当我写的差不多的时候才发现DrawPrimitives应该尽量不再使用,而使用DrawNode来实现。

代码都写的差不多了,而且测试效果感觉还特别好,还是在这里留存一下吧:

#pragma once#include "cocos2d.h"struct Segment {cocos2d::Point p1;cocos2d::Point p2;};class BoardLayer : public cocos2d::LayerColor{public:BoardLayer();virtual ~BoardLayer();CREATE_FUNC(BoardLayer);virtual bool init();virtual bool onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *unused_event);virtual void onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *unused_event);virtual void onTouchEnded(cocos2d::Touch *touch, cocos2d::Event *unused_event);virtual void onTouchCancelled(cocos2d::Touch *touch, cocos2d::Event *unused_event);virtual void draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags);private:Segment _bufferSegment;cocos2d::Point _originPoint;cocos2d::Point _previousPoint;std::vector<Segment> _drawSegment;std::vector<cocos2d::Point> _drawPoint;cocos2d::DrawNode* _drawNode;cocos2d::Color4F _drawColor;float _drawSize;};

#include "BoardLayer.h"USING_NS_CC;BoardLayer::BoardLayer(){}BoardLayer::~BoardLayer(){}bool BoardLayer::init(){Size visibleSize = Director::getInstance()->getVisibleSize();if (!LayerColor::initWithColor(Color4B(255, 255, 255, 255), visibleSize.width, visibleSize.height))return false;this->setTouchMode(Touch::DispatchMode::ONE_BY_ONE);this->setTouchEnabled(true);_drawNode = DrawNode::create();this->addChild(_drawNode);_drawColor = Color4F(1, 0, 0, 1);_drawSize = 2;return true;}bool BoardLayer::onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *unused_event){Point location = touch->getLocation();_originPoint = _previousPoint = location;return true;}void BoardLayer::onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *unused_event){Point location = touch->getLocation();// 新点与原点X和Y存在相同if (_originPoint.x == location.x || _originPoint.y == location.y) {_previousPoint = location;// 缓冲线段_bufferSegment.p1 = _originPoint;_bufferSegment.p2 = _previousPoint;} else {Segment segment;segment.p1 = _originPoint;segment.p2 = _previousPoint;_drawSegment.push_back(segment);// 存在新点与记忆点X和Y均不同if (_previousPoint.x != location.x ||_previousPoint.y != location.y) {Segment segment;segment.p1 = location;segment.p2 = _previousPoint;_drawSegment.push_back(segment);// 重置原点及记忆点_originPoint = _previousPoint = location;} else {_originPoint = _previousPoint;_previousPoint = location;}}}void BoardLayer::onTouchEnded(cocos2d::Touch *touch, cocos2d::Event *unused_event){// 处理点击Point location = touch->getLocation();if (_originPoint == location && _previousPoint == location)return _drawPoint.push_back(location);// 处理MOVE到该点this->onTouchMoved(touch, unused_event);// 此时若存在有效缓冲线段if (!_bufferSegment.p1.isZero() ||!_bufferSegment.p2.isZero()) {Segment segment;segment.p1 = _bufferSegment.p1;segment.p2 = _bufferSegment.p2;_drawSegment.push_back(segment);// 重置有效缓冲线段_bufferSegment.p1.setZero();_bufferSegment.p2.setZero();}}void BoardLayer::onTouchCancelled(cocos2d::Touch *touch, cocos2d::Event *unused_event){}void BoardLayer::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags){glLineWidth(2);DrawPrimitives::setPointSize(2);DrawPrimitives::setDrawColor4B(255, 0, 0, 255);// 画缓冲线段if (!_bufferSegment.p1.isZero() || !_bufferSegment.p2.isZero()) {DrawPrimitives::drawLine(_bufferSegment.p1, _bufferSegment.p2);CHECK_GL_ERROR_DEBUG();}// 画所有线段for (auto segment : _drawSegment) {DrawPrimitives::drawLine(segment.p1, segment.p2);CHECK_GL_ERROR_DEBUG();}// 画所有点for (auto point : _drawPoint) {DrawPrimitives::drawPoint(point);CHECK_GL_ERROR_DEBUG();}}


之后代码统一换成DrawNode实现,代码竟然精简了如此之多,基本没有什么逻辑:

#pragma once#include "cocos2d.h"class BoardLayer : public cocos2d::LayerColor{public:BoardLayer();virtual ~BoardLayer();CREATE_FUNC(BoardLayer);virtual bool init();virtual bool onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *unused_event);virtual void onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *unused_event);virtual void onTouchEnded(cocos2d::Touch *touch, cocos2d::Event *unused_event);private:cocos2d::Point _originPoint;cocos2d::DrawNode* _drawNode;cocos2d::Color4F _drawColor;float _drawSize;};

#include "BoardLayer.h"USING_NS_CC;BoardLayer::BoardLayer(){}BoardLayer::~BoardLayer(){}bool BoardLayer::init(){Size visibleSize = Director::getInstance()->getVisibleSize();if (!LayerColor::initWithColor(Color4B(255, 255, 255, 255), visibleSize.width, visibleSize.height))return false;this->setTouchMode(Touch::DispatchMode::ONE_BY_ONE);this->setTouchEnabled(true);_drawNode = DrawNode::create();this->addChild(_drawNode);_drawColor = Color4F(1, 0, 0, 1);_drawSize = 2;return true;}bool BoardLayer::onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *unused_event){_originPoint = touch->getLocation();return true;}void BoardLayer::onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *unused_event){Point location = touch->getLocation();_drawNode->drawSegment(_originPoint, location, _drawSize / 2, _drawColor);_originPoint = location;}void BoardLayer::onTouchEnded(cocos2d::Touch *touch, cocos2d::Event *unused_event){if (_originPoint == touch->getLocation())_drawNode->drawPoint(_originPoint, _drawSize, _drawColor);}

这里作一下对比,这里需要提到两个指标,GL Verts 和 GL Calls,概念的含义也是我朋友给我说的,前者是绘图的顶点数量,后者是opengl的调用次数,朋友还特意给我说了这两个值都是越小越好。

当我使用DrawPrimitives实现画板的时候,我每画一个点,GL Verts 值加1,GL Calls 值加1,我每画一条线,GL Verts 值加2(两个顶点),GL Calls 值加1。

当我使用DrawNode实现的时候,我每画一个点,GL Verts 值加1,我每画一条线,GL Verts 这个值是一直累加的(每次累加18),GL Calls 值始终为1。

可能这里也就从一定层面上说明DrawNode早晚会取代DrawPrimitives的原因,DrawPrimitives迟早会被淘汰。


但是这里也有一个疑问是,当使用DrawNode的为什么GL Verts累加的时候每次累加18呢,按我上面给出的参数我怎么想都想不到18啊?

这里也再多说明一个问题,当使用DrawPrimitives的时候,我是在draw实现绘画功能的,但是draw函数我后来发现是被循环调用的,应该是和刷新频率有关,就像MFC程序一样界面每隔一段时间刷新一次,当然这个时间很短,也也就导致了我看到的GL Verts 和 GL Calls 的值永远在我的计算当中,因为每次刷新这两个值都应该会重新计算的吧。若是按照刷新次数去计算这两个值,只会更大吧。


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