有this site ...
...他们解释了如何绘制抗锯齿线。
正是我想要的!
但是...
我不明白如何通过简单的线条来实现这一点。我找到了这本书的在线版本(这篇文章是从这本书中衍生出来的),我已经下载了示例代码(显示了一个简笔画做花哨的 Action ),但是有太多的曼波詹博正在发生......一些奇怪的python脚本...循环为png图像和头文件,几乎所有内容都是用cpp编写的,我复制到项目的文件会产生很多我无法正确解决的错误等等。我想我不需要所有这些花哨的东西,因为我只想在一个简单的基于 cocos2d 的应用程序中画线 [顺便说一句....我不想使用 AA,但我的线比 5px 粗,这使它们在连接时有难看的孔(例如,在由多条线组成的圆圈中),因此我必须使用 AA,因为看起来]。
那么,是否有人拥有或发现了一小段使用链接文章中解释的原理的可运行示例代码?
注释:
在图片中您可以看到孔:
http://pimml.de/circles.png在这里您可以找到上述火柴人的代码(AA线):http://examples.oreilly.com/9780596804831/readme.html#AaLines
这就是我画圆圈的方式:
int segments = 80; CGFloat width = 100; CGFloat height = 100; CGPoint center = ccp(800,200); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); //glEnable(GL_LINE_SMOOTH); // doesn't work on device glTranslatef(center.x, center.y, 0.0); glLineWidth(3.0f); GLfloat vertices[segments*2]; int count=0; for (GLfloat i = 0; i < 360.0f; i+=(360.0f/segments)) { vertices[count++] = (cos(degreesToRadian(i))*width); vertices[count++] = (sin(degreesToRadian(i))*height); } glVertexPointer (2, GL_FLOAT , 0, vertices); glDrawArrays (GL_LINE_LOOP, 0, segments); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D);
最佳答案
感谢 Paul Haeberli,这里是他与我分享的一些用于绘制抗锯齿框、点和线的代码:
/*
* Antialised 2D points, lines and rectangles for iOS devices
*
* The feathered edge of these primitives is width/2.0.
*
* If you are working in screen space, the width should be 1.0.
*
* Paul Haeberli 2010
*
*/
void fillSmoothRectangle(CGRect *r, float width)
{
GLfloat rectVertices[10][2];
GLfloat curc[4];
GLint ir, ig, ib, ia;
// fill the inside of the rectangle
rectVertices[0][0] = r->origin.x;
rectVertices[0][1] = r->origin.y;
rectVertices[1][0] = r->origin.x+r->size.width;
rectVertices[1][1] = r->origin.y;
rectVertices[2][0] = r->origin.x;
rectVertices[2][1] = r->origin.y+r->size.height;
rectVertices[3][0] = r->origin.x+r->size.width;
rectVertices[3][1] = r->origin.y+r->size.height;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, rectVertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
rectVertices[0][0] = r->origin.x;
rectVertices[0][1] = r->origin.y;
rectVertices[1][0] = r->origin.x-width;
rectVertices[1][1] = r->origin.y-width;
rectVertices[2][0] = r->origin.x+r->size.width;
rectVertices[2][1] = r->origin.y;
rectVertices[3][0] = r->origin.x+r->size.width+width;
rectVertices[3][1] = r->origin.y-width;
rectVertices[4][0] = r->origin.x+r->size.width;
rectVertices[4][1] = r->origin.y+r->size.height;
rectVertices[5][0] = r->origin.x+r->size.width+width;
rectVertices[5][1] = r->origin.y+r->size.height+width;
rectVertices[6][0] = r->origin.x;
rectVertices[6][1] = r->origin.y+r->size.height;
rectVertices[7][0] = r->origin.x-width;
rectVertices[7][1] = r->origin.y+r->size.height+width;
rectVertices[8][0] = r->origin.x;
rectVertices[8][1] = r->origin.y;
rectVertices[9][0] = r->origin.x-width;
rectVertices[9][1] = r->origin.y-width;
glGetFloatv(GL_CURRENT_COLOR, curc);
ir = 255.0*curc[0];
ig = 255.0*curc[1];
ib = 255.0*curc[2];
ia = 255.0*curc[3];
const GLubyte rectColors[] = {
ir, ig, ib, ia,
ir, ig, ib, 0,
ir, ig, ib, ia,
ir, ig, ib, 0,
ir, ig, ib, ia,
ir, ig, ib, 0,
ir, ig, ib, ia,
ir, ig, ib, 0,
ir, ig, ib, ia,
ir, ig, ib, 0,
ir, ig, ib, ia,
ir, ig, ib, 0,
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, rectVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, rectColors);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 10);
glDisableClientState(GL_COLOR_ARRAY);
}
void drawSmoothLine(CGPoint *pos1, CGPoint *pos2, float width)
{
GLfloat lineVertices[12], curc[4];
GLint ir, ig, ib, ia;
CGPoint dir, tan;
width = width*8;
dir.x = pos2->x - pos1->x;
dir.y = pos2->y - pos1->y;
float len = sqrtf(dir.x*dir.x+dir.y*dir.y);
if(len<0.00001)
return;
dir.x = dir.x/len;
dir.y = dir.y/len;
tan.x = -width*dir.y;
tan.y = width*dir.x;
lineVertices[0] = pos1->x + tan.x;
lineVertices[1] = pos1->y + tan.y;
lineVertices[2] = pos2->x + tan.x;
lineVertices[3] = pos2->y + tan.y;
lineVertices[4] = pos1->x;
lineVertices[5] = pos1->y;
lineVertices[6] = pos2->x;
lineVertices[7] = pos2->y;
lineVertices[8] = pos1->x - tan.x;
lineVertices[9] = pos1->y - tan.y;
lineVertices[10] = pos2->x - tan.x;
lineVertices[11] = pos2->y - tan.y;
glGetFloatv(GL_CURRENT_COLOR,curc);
ir = 255.0*curc[0];
ig = 255.0*curc[1];
ib = 255.0*curc[2];
ia = 255.0*curc[3];
const GLubyte lineColors[] = {
ir, ig, ib, 0,
ir, ig, ib, 0,
ir, ig, ib, ia,
ir, ig, ib, ia,
ir, ig, ib, 0,
ir, ig, ib, 0,
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, lineVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, lineColors);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 6);
glDisableClientState(GL_COLOR_ARRAY);
}
void drawSmoothPoint(CGPoint *pos, float width)
{
GLfloat pntVertices[12], curc[4];
GLint ir, ig, ib, ia;
pntVertices[0] = pos->x;
pntVertices[1] = pos->y;
pntVertices[2] = pos->x - width;
pntVertices[3] = pos->y - width;
pntVertices[4] = pos->x - width;
pntVertices[5] = pos->y + width;
pntVertices[6] = pos->x + width;
pntVertices[7] = pos->y + width;
pntVertices[8] = pos->x + width;
pntVertices[9] = pos->y - width;
pntVertices[10] = pos->x - width;
pntVertices[11] = pos->y - width;
glGetFloatv(GL_CURRENT_COLOR,curc);
ir = 255.0*curc[0];
ig = 255.0*curc[1];
ib = 255.0*curc[2];
ia = 255.0*curc[3];
const GLubyte pntColors[] = {
ir, ig, ib, ia,
ir, ig, ib, 0,
ir, ig, ib, 0,
ir, ig, ib, 0,
ir, ig, ib, 0,
ir, ig, ib, 0,
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, pntVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, pntColors);
glDrawArrays(GL_TRIANGLE_FAN, 0, 6);
glDisableClientState(GL_COLOR_ARRAY);
}
关于iphone - 使用纹理渲染抗锯齿线 => 搜索非常简单的示例,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/3672661/