CCSpriteHole in cocos2d 2.0?
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by
rakkarage
on Game Development
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Published on 2012-10-21T21:52:14Z
Indexed on
2012/10/21
23:20 UTC
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Hit count: 260
cocos2d-iphone
|cocos2d
i was using this cocos2d class CCSpriteHole in cocos2d 1.0 fine...
http://jpsarda.tumblr.com/post/15779708304/new-cocos2d-iphone-extensions-a-progress-bar-and-a
i am trying to convert it to cocos2d 2.0... i got it to compile by changing glVertexPointer to glVertexAttribPointer like in the 2.0 version of CCSpriteScale9 here
http://jpsarda.tumblr.com/post/9162433577/scale9grid-for-cocos2d
and changing contentSizeInPixels_ to contentSize_...
-(id) init {
if( (self=[super init]) ) {
opacityModifyRGB_ = YES;
opacity_ = 255;
color_ = colorUnmodified_ = ccWHITE;
capSize=capSizeInPixels=CGSizeZero; //Not used
blendFunc_.src = CC_BLEND_SRC;
blendFunc_.dst = CC_BLEND_DST;
// update texture (calls updateBlendFunc)
[self setTexture:nil];
// default transform anchor
anchorPoint_ = ccp(0.5f, 0.5f);
vertexDataCount=24;
vertexData = (ccV2F_C4F_T2F*) malloc(vertexDataCount * sizeof(ccV2F_C4F_T2F));
[self setTextureRectInPixels:CGRectZero untrimmedSize:CGSizeZero];
}
return self;
}
-(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect {
NSAssert(texture!=nil, @"Invalid texture for sprite");
// IMPORTANT: [self init] and not [super init];
if( (self = [self init]) ) {
[self setTexture:texture];
[self setTextureRect:rect];
}
return self;
}
-(id) initWithTexture:(CCTexture2D*)texture {
NSAssert(texture!=nil, @"Invalid texture for sprite");
CGRect rect = CGRectZero;
rect.size = texture.contentSize;
return [self initWithTexture:texture rect:rect];
}
-(id) initWithFile:(NSString*)filename {
NSAssert(filename!=nil, @"Invalid filename for sprite");
CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename];
if( texture )
return [self initWithTexture:texture];
return nil;
}
+(id)spriteWithFile:(NSString*)f {
return [[self alloc] initWithFile:f];
}
- (void) dealloc {
if (vertexData) free(vertexData);
}
-(void) updateColor {
ccColor4F color4;
color4.r=(float)color_.r/255.0f;
color4.g=(float)color_.g/255.0f;
color4.b=(float)color_.b/255.0f;
color4.a=(float)opacity_/255.0f;
for (int i=0; i<vertexDataCount; i++) {
vertexData[i].colors=color4;
}
}
-(void)updateTextureCoords:(CGRect)rect {
CCTexture2D *tex = texture_;
if(!tex)
return;
float atlasWidth = (float)tex.pixelsWide;
float atlasHeight = (float)tex.pixelsHigh;
float left,right,top,bottom;
left = rect.origin.x/atlasWidth;
right = left + rect.size.width/atlasWidth;
top = rect.origin.y/atlasHeight;
bottom = top + rect.size.height/atlasHeight;
//
// |/|/|/|
//
CGSize capTexCoordsSize=CGSizeMake(capSizeInPixels.width/atlasWidth, capSizeInPixels.height/atlasHeight);
// From left to right
//Top band
// Left
vertexData[0].texCoords=(ccTex2F){left,top};
vertexData[1].texCoords=(ccTex2F){left,top+capTexCoordsSize.height};
vertexData[2].texCoords=(ccTex2F){left+capTexCoordsSize.width,top};
vertexData[3].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height};
// Center
vertexData[4].texCoords=(ccTex2F){right-capTexCoordsSize.width,top};
vertexData[5].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height};
// Right
vertexData[6].texCoords=(ccTex2F){right,top};
vertexData[7].texCoords=(ccTex2F){right,top+capTexCoordsSize.height};
//Center band
// Left
vertexData[8].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height};
vertexData[9].texCoords=(ccTex2F){left,top+capTexCoordsSize.height};
vertexData[10].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height};
vertexData[11].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height};
// Center
vertexData[12].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height};
vertexData[13].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height};
// Right
vertexData[14].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height};
vertexData[15].texCoords=(ccTex2F){right,top+capTexCoordsSize.height};
//Bottom band
//Left
vertexData[16].texCoords=(ccTex2F){left,bottom};
vertexData[17].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height};
vertexData[18].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom};
vertexData[19].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height};
// Center
vertexData[20].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom};
vertexData[21].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height};
// Right
vertexData[22].texCoords=(ccTex2F){right,bottom};
vertexData[23].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height};
}
-(void) updateVertices {
float left=0; //-spriteSizeInPixels.width*0.5f;
float right=left+contentSize_.width;
float bottom=0; //-spriteSizeInPixels.height*0.5f;
float top=bottom+contentSize_.height;
float holeLeft=holeRect.origin.x*CC_CONTENT_SCALE_FACTOR();
float holeRight=holeLeft+holeRect.size.width*CC_CONTENT_SCALE_FACTOR();
float holeBottom=holeRect.origin.y*CC_CONTENT_SCALE_FACTOR();
float holeTop=holeBottom+holeRect.size.height*CC_CONTENT_SCALE_FACTOR();
//
// |/|/|/|
//
// From left to right
//Top band
// Left
vertexData[0].vertices=(ccVertex2F){left,top};
vertexData[1].vertices=(ccVertex2F){left,holeTop};
vertexData[2].vertices=(ccVertex2F){holeLeft,top};
vertexData[3].vertices=(ccVertex2F){holeLeft,holeTop};
// Center
vertexData[4].vertices=(ccVertex2F){holeRight,top};
vertexData[5].vertices=(ccVertex2F){holeRight,holeTop};
// Right
vertexData[6].vertices=(ccVertex2F){right,top};
vertexData[7].vertices=(ccVertex2F){right,holeTop};
//Center band
// Left
vertexData[8].vertices=(ccVertex2F){left,holeBottom};
vertexData[9].vertices=(ccVertex2F){left,holeTop};
vertexData[10].vertices=(ccVertex2F){holeLeft,holeBottom};
vertexData[11].vertices=(ccVertex2F){holeLeft,holeTop};
// Center
vertexData[12].vertices=(ccVertex2F){holeRight,holeBottom};
vertexData[13].vertices=(ccVertex2F){holeRight,holeTop};
// Right
vertexData[14].vertices=(ccVertex2F){right,holeBottom};
vertexData[15].vertices=(ccVertex2F){right,holeTop};
//Bottom band
//Left
vertexData[16].vertices=(ccVertex2F){left,bottom};
vertexData[17].vertices=(ccVertex2F){left,holeBottom};
vertexData[18].vertices=(ccVertex2F){holeLeft,bottom};
vertexData[19].vertices=(ccVertex2F){holeLeft,holeBottom};
// Center
vertexData[20].vertices=(ccVertex2F){holeRight,bottom};
vertexData[21].vertices=(ccVertex2F){holeRight,holeBottom};
// Right
vertexData[22].vertices=(ccVertex2F){right,bottom};
vertexData[23].vertices=(ccVertex2F){right,holeBottom};
}
-(void) setHole:(CGRect)r inRect:(CGRect)totalSurface {
holeRect=r;
self.contentSize=totalSurface.size;
holeRect.origin=ccpSub(holeRect.origin,totalSurface.origin);
CGPoint holeCenter=ccp(holeRect.origin.x+holeRect.size.width*0.5f,holeRect.origin.y+holeRect.size.height*0.5f);
self.anchorPoint=ccp(holeCenter.x/contentSize_.width,holeCenter.y/contentSize_.height);
//[self updateTextureCoords:rectInPixels_];
[self updateVertices];
[self updateColor];
}
-(void) draw {
BOOL newBlend = NO;
if( blendFunc_.src != CC_BLEND_SRC || blendFunc_.dst != CC_BLEND_DST ) {
newBlend = YES;
glBlendFunc( blendFunc_.src, blendFunc_.dst );
}
glBindTexture(GL_TEXTURE_2D, [texture_ name]);
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].vertices);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].texCoords);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].colors);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 8);
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].vertices);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].texCoords);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].colors);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 8);
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].vertices);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].texCoords);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].colors);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 8);
if( newBlend )
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
}
-(void)setTextureRectInPixels:(CGRect)rect untrimmedSize:(CGSize)untrimmedSize {
rectInPixels_ = rect;
rect_ = CC_RECT_PIXELS_TO_POINTS( rect );
//[self setContentSizeInPixels:untrimmedSize];
[self updateTextureCoords:rectInPixels_];
}
-(void)setTextureRect:(CGRect)rect {
CGRect rectInPixels = CC_RECT_POINTS_TO_PIXELS( rect );
[self setTextureRectInPixels:rectInPixels untrimmedSize:rectInPixels.size];
}
//
// RGBA protocol
//
#pragma mark CCSpriteHole - RGBA protocol
-(GLubyte) opacity {
return opacity_;
}
-(void) setOpacity:(GLubyte) anOpacity {
opacity_ = anOpacity;
// special opacity for premultiplied textures
if( opacityModifyRGB_ )
[self setColor: (opacityModifyRGB_ ? colorUnmodified_ : color_ )];
[self updateColor];
}
- (ccColor3B) color {
if(opacityModifyRGB_){
return colorUnmodified_;
}
return color_;
}
-(void) setColor:(ccColor3B)color3 {
color_ = colorUnmodified_ = color3;
if( opacityModifyRGB_ ){
color_.r = color3.r * opacity_/255;
color_.g = color3.g * opacity_/255;
color_.b = color3.b * opacity_/255;
}
[self updateColor];
}
-(void) setOpacityModifyRGB:(BOOL)modify {
ccColor3B oldColor = self.color;
opacityModifyRGB_ = modify;
self.color = oldColor;
}
-(BOOL) doesOpacityModifyRGB {
return opacityModifyRGB_;
}
#pragma mark CCSpriteHole - CocosNodeTexture protocol
-(void) updateBlendFunc {
if( !texture_ || ! [texture_ hasPremultipliedAlpha] ) {
blendFunc_.src = GL_SRC_ALPHA;
blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA;
[self setOpacityModifyRGB:NO];
} else {
blendFunc_.src = CC_BLEND_SRC;
blendFunc_.dst = CC_BLEND_DST;
[self setOpacityModifyRGB:YES];
}
}
-(void) setTexture:(CCTexture2D*)texture {
// accept texture==nil as argument
NSAssert( !texture || [texture isKindOfClass:[CCTexture2D class]], @"setTexture expects a CCTexture2D. Invalid argument");
texture_ = texture;
[self updateBlendFunc];
}
-(CCTexture2D*) texture {
return texture_;
}
@end
but now positioning and scaling seem to not work? and it starts in the wrong position... but changing the opacity still works.
so i was wondering if anyone can see why my 2.0 version is not working? or if maybe there is a better way to do a sprite hole with cocos2d/opengl 2.0? shaders?
thanks
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