Reputation: 1478
I use cocos2dx v3.8, and successful draw things with override draw like:
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);
}
but It always behind the sprites. It can't change after modify z-order.
SOLVED
Now I can fix cocos2d v3.x box2d DrawDebugData problem. And I paste all the cocos2dx solve code. v2: (simple, because v2 engine opengl draw is each single task)
void Box2dManager::draw(){
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
kmGLPushMatrix();
box2dWorld->DrawDebugData();
kmGLPopMatrix();
}
v3: (v3 engine push the draw commond to core with quence, so you need create a callback )
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);
}
refrence: http://discuss.cocos2d-x.org/t/box2d-debug-drawing-for-cocos2d-x-3-0/11912/2 http://blog.csdn.net/zszeng/article/details/50000757
Upvotes: 1
Views: 434
Reputation: 206
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)
{
}
Upvotes: 0
Reputation: 1478
Now I can fix cocos2d v3.x box2d DrawDebugData problem. And I paste all the cocos2dx solve code. v2: (simple, because v2 engine opengl draw is each single task)
void Box2dManager::draw(){
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
kmGLPushMatrix();
box2dWorld->DrawDebugData();
kmGLPopMatrix();
}
v3: (v3 engine push the draw commond to core with quence, so you need create a callback )
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);
}
refrence: http://discuss.cocos2d-x.org/t/box2d-debug-drawing-for-cocos2d-x-3-0/11912/2 http://blog.csdn.net/zszeng/article/details/50000757
Upvotes: 1
Reputation: 689
How about you use a DrawNode
and add it as a child? It would be easier to maintain if you were to use a node that you manage on the drawing tree.
auto myDrawing = DrawNode::create();
myDrawing::drawRect(p1, p2, p3, Color4F(255, 255, 0, 255));
myDrawing::setLineWidth(2)
this->addChild(myDrawing);
Upvotes: 0