转自:http://www.cocos2dev.com/?p=295
前段时间看CCEditBox的时候,发现里面有个利用9宫格图缩放图片的,也就是缩放带圆角的图片。
这个比较有用处,很多游戏中有很多不同尺寸的圆角图片作为背景。有了CCScale9Sprite之后,只需要提供一个非常小尺寸的圆角图片就可以*缩放其他尺寸的圆角图。是个不错的东西。
使用方法:
1、导入头文件及命名空间
#include “cocos-ext.h”
USING_NS_CC_EXT;
2、初始化代码:
CCScale9Sprite* labBg1 = CCScale9Sprite::create(“wd_bg_text.png”);
labBg1->setAnchorPoint(ccp(.,.));
labBg1->setPreferredSize(CCSizeMake(, ));
labBg1->setPosition(ccp(size.width/, size.height/));
addChild(labBg1);
说明:
setPreferredSize 就是设置需要生成的尺寸大小。
看效果:
扩展:转自:http://blog.csdn.net/onerain88/article/details/8273219
cocos2d 2.0之后加入了一种九宫格的实现,主要作用是用来拉伸图片,这样的好处在于保留图片四个角不变形的同时,对图片中间部分进行拉伸,来满足一些控件的自适应(PS: 比如包括按钮,对话框,最直观的形象就是ios里的短信气泡了),这就要求图片资源的中间部分是纯色或者是简单的渐变了!
1.cocos2d中九宫格CCScale9Sprite的实现
(1)原理
cocos2d的实现非常巧妙,是通过1个CCSpriteBatchNode和9个CCSprite来实现的,原理很简单,通过将原纹理资源切割成9部分(PS: 这也是叫九宫格的原因),根据想要的尺寸,完成以下的三个步骤:
a. 保持4个角部分不变形
b. 单向拉伸4条边(即在4个角两两之间的边,比如上边,只做横向拉伸)
c. 双向拉伸中间部分(即九宫格的中间部分,横向,纵向同时拉伸,PS:拉伸比例不一定相同)
(PS: 更多原理可参考 http://yannickloriot.com/2011/12/create-buttons-in-cocos2d-by-using-cccontrolbutton/)
(2)实现
CCSpriteBatchNode的资源为整个的纹理,9个CCSprite对应于纹理的9个部分(根据纹理不同,9部分所占比例会有所不同),根据想要的尺寸,将9部分拼装在一起!
(3)优缺点
优点:思路简单清晰;使用CCSpriteBatchNode,只需要一次绘制,效率较高
缺点:内存占用大,需要1个CCSpriteBatchNode和9个CCSprite对象;不支持CCSpriteBatchNode(如果控件很多,我们都需要对每个控件单独绘制一次,会影响效率)
2.cocos2d-x中CCSprite的绘制
在介绍我的九宫格实现之前,先简单介绍一下CCSprite的绘制原理
(1)顶点数据
每一个CCSprite都保持了一个关于顶点数据的结构体
// vertex coords, texture coords and color info
ccV3F_C4B_T2F_Quad m_sQuad;
这个Quad字眼的意思是一个矩形,参照ccV3F_C4B_T2F_Quad的定义,可以得知,是包含4个顶点数据的结构体(根据注释可知4个顶点分别为:左上,左下,右上,右下)
//! 4 ccVertex3FTex2FColor4B
typedef struct _ccV3F_C4B_T2F_Quad
{
//! top left
ccV3F_C4B_T2F tl;
//! bottom left
ccV3F_C4B_T2F bl;
//! top right
ccV3F_C4B_T2F tr;
//! bottom right
ccV3F_C4B_T2F br;
} ccV3F_C4B_T2F_Quad;
而ccV3F_C4B_T2F又是一个关于顶点信息的结构体,包括坐标(x, y, z),颜色(r, g, b, a),纹理坐标(x, y)
(PS:2D游戏中,坐标的z都为0,这里的z并不是Z-Order,Z-Order是指渲染的先后属性,z是代表3D的z轴坐标)
//! a Point with a vertex point, a tex coord point and a color 4B
typedef struct _ccV3F_C4B_T2F
{
//! vertices (3F)
ccVertex3F vertices; // 12 bytes
// char __padding__[4]; //! colors (4B)
ccColor4B colors; // 4 bytes
// char __padding2__[4]; // tex coords (2F)
ccTex2F texCoords; // 8 byts
} ccV3F_C4B_T2F;
(2)绘制
在初始化精灵之后,就将纹理的四个顶点信息保存在m_sQuad中了,接下来要做的,就是根据m_sQuad的信息来绘制
由于OpenGL是状态机的设计,所以要先将顶点信息保存,再根据顶点的关系进行绘制,主要的绘制代码如下:
#define kQuadSize sizeof(m_sQuad.bl)
int size = sizeof(m_sQuad.bl);
if (m_pobTexture)
{
glBindTexture(GL_TEXTURE_2D, m_pobTexture->getName());
}
else
{
glBindTexture(GL_TEXTURE_2D, );
} long offset = (long)&m_sQuad; // vertex
int diff = offsetof(ccV3F_C4B_T2F, vertices);
glVertexPointer(, GL_FLOAT, kQuadSize, (void*)(offset + diff)); // color
diff = offsetof( ccV3F_C4B_T2F, colors);
glColorPointer(, GL_UNSIGNED_BYTE, kQuadSize, (void*)(offset + diff)); // tex coords
diff = offsetof( ccV3F_C4B_T2F, texCoords);
glTexCoordPointer(, GL_FLOAT, kQuadSize, (void*)(offset + diff)); glDrawArrays(GL_TRIANGLE_STRIP, , );
(PS: offsetof()函数是得到结构体中某一数据的地址偏移量)
根据注释可知,先将顶点的坐标数据保存,再将顶点的颜色数据保存,最后将顶点的纹理映射坐标保存
(吐槽一下:#define kQuadSize sizeof(m_sQuad.bl) 这个宏的名字把我迷惑了,我不知道为什么会有Quad字眼,我觉得应该是kVertexSize)
3. CCScaleNineSprite的实现
(吐槽一下:我没找到更好的关于九宫格的名字,于是偷懒将9换成了Nine。。。)
我的九宫格的实现和CCScale9Sprite略有不同,只是优化了其内存的问题,我将1个CCSpriteBatchNode和9个CCSprite用1个CCSprite来实现了,通过纹理映射做拉伸!
(PS:我目前也没有解决支持CCSpriteBatchNode,因为CCSpriteBatchNode的子节点要求是CCSprite类型,而我的CCScaleNineSprite并不是继承于CCSprite,而是于CCSprite是兄弟关系,因为其顶点的数据不同,所以我认为不是继承关系,当然可以考虑把CCSprite的顶点数据修改,使其不再被限制于固定4个顶点)
我偷懒将CCSprite.h和CCSprite.cpp拷贝了一份,注释掉了一些不常用的方法,以及对CCSpriteBatchNode的支持。。。
将m_sQuad替换为ccV3F_C4B_T2F mScaleNineVertices[16](九宫格需要16个顶点,请根据上面的图计算,包括顶点和切割线的交点)
额外增加了1个设置九宫格比例的方法(重载了3份),通过比例计算出mScaleNineVertices的数据
public:
void CalculateScaleNineVertices(unsigned int widthFromLeft, unsigned int widthFromRight,
unsigned int heightFromTop, unsigned int heightFromBottom);
void CalculateScaleNineVertices(unsigned int widthFromLeft, unsigned int heightFromTop);
void CalculateScaleNineVertices(unsigned int offsetFromEdge);
贴上这个长长的计算算法吧,我表示我很笨,没有想到更好的计算算法。。。欢迎留言赐教
void CCScaleNineSprite::CalculateScaleNineVertices(unsigned int widthFromLeft, unsigned int widthFromRight,
unsigned int heightFromTop, unsigned int heightFromBottom)
{
float textureOriginX = m_obRectInPixels.origin.x;
float textureOriginY = m_obRectInPixels.origin.y; float textureWidth = m_obRectInPixels.size.width;
float textureHeight = m_obRectInPixels.size.height; CCAssert((widthFromLeft < textureWidth) && (widthFromRight < textureWidth) &&
(heightFromTop < textureHeight) && (heightFromBottom < textureHeight), "The SIZE of Corner is too BIG!"); float contentWidth = m_tContentSizeInPixels.width;
float contentHeight = m_tContentSizeInPixels.height; unsigned int textureAtlasWidth = getTexture()->getPixelsWide();
unsigned int textureAtlasHeight = getTexture()->getPixelsHigh(); ccV3F_C4B_T2F vertice; // First Line
vertice.vertices.x = ;
vertice.vertices.y = contentHeight;
vertice.vertices.z = ;
vertice.colors.a = ;
vertice.colors.r = ;
vertice.colors.g = ;
vertice.colors.b = ;
vertice.texCoords.u = textureOriginX / textureAtlasWidth;
vertice.texCoords.v = textureOriginY / textureAtlasHeight;
mScaleNineVertices[] = vertice; vertice.vertices.x = (float) widthFromLeft;
vertice.texCoords.u = (float) (textureOriginX + widthFromLeft) / textureAtlasWidth;
mScaleNineVertices[] = vertice; vertice.vertices.x = (float) (contentWidth - widthFromRight);
vertice.texCoords.u = (float) (textureOriginX + textureWidth - widthFromRight) / textureAtlasWidth;
mScaleNineVertices[] = vertice; vertice.vertices.x = (float) contentWidth;
vertice.texCoords.u = (float) (textureOriginX + textureWidth) / textureAtlasWidth;
mScaleNineVertices[] = vertice; // Second Line
vertice.vertices.x = ;
vertice.vertices.y = (float) (contentHeight - heightFromTop);
vertice.texCoords.u = textureOriginX / textureAtlasWidth;
vertice.texCoords.v = (float) (textureOriginY + heightFromTop) / textureAtlasHeight;
mScaleNineVertices[] = vertice; vertice.vertices.x = (float) widthFromLeft;
vertice.texCoords.u = (float) (textureOriginX + widthFromLeft) / textureAtlasWidth;
mScaleNineVertices[] = vertice; vertice.vertices.x = (float) (contentWidth - widthFromRight);
vertice.texCoords.u = (float) (textureOriginX + textureWidth - widthFromRight) / textureAtlasWidth;
mScaleNineVertices[] = vertice; vertice.vertices.x = (float) contentWidth;
vertice.texCoords.u = (float) (textureOriginX + textureWidth) / textureAtlasWidth;
mScaleNineVertices[] = vertice; // Third Line
vertice.vertices.x = ;
vertice.vertices.y = (float) heightFromBottom;
vertice.texCoords.u = textureOriginX / textureAtlasWidth;
vertice.texCoords.v = (float) (textureOriginY + textureHeight - heightFromBottom) / textureAtlasHeight;
mScaleNineVertices[] = vertice; vertice.vertices.x = (float) widthFromLeft;
vertice.texCoords.u = (float) (textureOriginX + widthFromLeft) / textureAtlasWidth;
mScaleNineVertices[] = vertice; vertice.vertices.x = (float) (contentWidth - widthFromRight);
vertice.texCoords.u = (float) (textureOriginX + textureWidth - widthFromRight) / textureAtlasWidth;
mScaleNineVertices[] = vertice; vertice.vertices.x = (float) contentWidth;
vertice.texCoords.u = (float) (textureOriginX + textureWidth) / textureAtlasWidth;
mScaleNineVertices[] = vertice; // Fourth Line
vertice.vertices.x = ;
vertice.vertices.y = ;
vertice.texCoords.u = textureOriginX / textureAtlasWidth;
vertice.texCoords.v = (float) (textureOriginY + textureHeight) / textureAtlasHeight;
mScaleNineVertices[] = vertice; vertice.vertices.x = (float) widthFromLeft;
vertice.texCoords.u = (float) (textureOriginX + widthFromLeft) / textureAtlasWidth;
mScaleNineVertices[] = vertice; vertice.vertices.x = (float) (contentWidth - widthFromRight);
vertice.texCoords.u = (float) (textureOriginX + textureWidth - widthFromRight) / textureAtlasWidth;
mScaleNineVertices[] = vertice; vertice.vertices.x = (float) contentWidth;
vertice.texCoords.u = (float) (textureOriginX + textureWidth) / textureAtlasWidth;
mScaleNineVertices[] = vertice;
}
计算好顶点数据之后,简单修改一下draw()函数就可以了(将之前的m_sQuad替换为mScaleNineVertices)
#define kVertexSize sizeof(ccV3F_C4B_T2F)
if (m_pobTexture)
{
glBindTexture(GL_TEXTURE_2D, m_pobTexture->getName());
}
else
{
glBindTexture(GL_TEXTURE_2D, );
} // vertex
int diff = offsetof(ccV3F_C4B_T2F, vertices);
glVertexPointer(, GL_FLOAT, kVertexSize, (void*)(offset + diff)); // color
diff = offsetof( ccV3F_C4B_T2F, colors);
glColorPointer(, GL_UNSIGNED_BYTE, kVertexSize, (void*)(offset + diff)); // tex coords
diff = offsetof( ccV3F_C4B_T2F, texCoords);
glTexCoordPointer(, GL_FLOAT, kVertexSize, (void*)(offset + diff));
glDrawElements(GL_TRIANGLES, , GL_UNSIGNED_SHORT, mVerticesIndex);
看起来和之前的差别不大。。。只有两处修改(高亮吧!)
4.Demo
和CCSprite的使用差不太多,只是需要设置一下ContentSize(即展示的尺寸),并且需要设置九宫格切割的比例(以像素为单位,美术比较好理解!)
CCTexture2D* texture = CCTextureCache::sharedTextureCache()->addImage("GreenButton.png");
CCScaleNineSprite* scaleNineSprite = CCScaleNineSprite::scaleNineSpriteWithTexture(texture);
scaleNineSprite->setContentSize(CCSizeMake(, ));
scaleNineSprite->CalculateScaleNineVertices();
scaleNineSprite->setPosition(CCPointMake(size.width / , size.height / ));
this->addChild(scaleNineSprite);
效果如下:
原资源