.衆所周知, box2d的DrawDebugData函數繪制預設不是放在最前面的, 為了達到這個要求, v2版代碼很簡單
v2:
void Box2dManager::draw(){
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
kmGLPushMatrix();
box2dWorld->DrawDebugData();
kmGLPopMatrix();
}
v3:
v3版找了很久, 貌似研究的人不多, 不過找的過程中, 有人分析v3為了提高性能, 将v2那種單獨渲染變成了集中渲染, 在draw中并不馬上執行渲染, 這時候使用代碼:
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);
}
這個寫法是完全從v2過度過來的, 但很遺憾, 并沒有實作該有的功能
而根據v3方式把要渲染的順序加入到渲染序列中, 通過調用onDraw來進行上面的代碼, 這時候才能有效的讓渲染懸浮在其他sprite之上
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);
}
參考:
Box2d debug drawing for cocos2d-x 3.0
B2DebugDrawLayer attachment
Cocos2d-x 3.2的渲染流程
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