来源文章
我正在尝试实现raywenderlich 的关于使用 cocos2d 生成具有重复条纹坐标的山的教程,这篇文章是为 Cocos2D 1.0 编写的,当我试图将它移植到 Cocos2D 2.0 时,这意味着为 openGl-es 2 更新它。到目前为止,一切都运行良好,但是我在让山的纹理正确重复时遇到问题......
这是我的代码:
向山丘发送纹理:
CCSprite *stripes = [self stripedSpriteWithColor1:color3 color2:color4 textureSize:512 stripes:nStripes];
stripes.position = ccp(winSize.width/2,winSize.height/2);
ccTexParams tp2 = {GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_CLAMP_TO_EDGE};
[stripes.texture setTexParameters:&tp2];
_terrain.stripes = stripes;
_backgroundTerrain.stripes = stripes;
生成纹理:
-(CCSprite *)stripedSpriteWithColor1:(ccColor4F)c1 color2:(ccColor4F)c2 textureSize:(float)textureSize stripes:(int) nStripes {
// 1: Create new CCRenderTexture
CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:textureSize height:textureSize];
// 2: Call CCRenderTexture:begin
[rt beginWithClear:c1.r g:c1.g b:c1.b a:c1.a];
// 3: Draw into texture
//OpenGL gradient
NSLog(@"Strip color is: %f : %f : %f", c2.r,c2.g,c2.b);
CGPoint vertices[nStripes*6];
ccColor4F colors[nStripes*6];
int nVertices = 0;
float x1 = -textureSize;
float x2;
float y1 = textureSize;
float y2 = 0;
float dx = textureSize / nStripes * 2;
float stripeWidth = dx/2;
ccColor4F stripColor = (ccColor4F){c2.r,c2.g,c2.b,c2.a};
for (int i=0; i<nStripes; i++) {
x2 = x1 + textureSize;
colors[nVertices] = stripColor;
vertices[nVertices++] = ccpMult(CGPointMake(x1, y1), CC_CONTENT_SCALE_FACTOR());
colors[nVertices] = stripColor;
vertices[nVertices++] = ccpMult(CGPointMake(x1+stripeWidth, y1), CC_CONTENT_SCALE_FACTOR());
colors[nVertices] = stripColor;
vertices[nVertices++] = ccpMult(CGPointMake(x2, y2), CC_CONTENT_SCALE_FACTOR());
colors[nVertices] = stripColor;
vertices[nVertices++] = vertices[nVertices-3];
colors[nVertices] = stripColor;
vertices[nVertices++] = vertices[nVertices-3];
colors[nVertices] = stripColor;
vertices[nVertices++] = ccpMult(CGPointMake(x2+stripeWidth, y2), CC_CONTENT_SCALE_FACTOR());
x1 += dx;
}
[self.shaderProgram use];
ccGLEnableVertexAttribs(kCCVertexAttribFlag_Position | kCCVertexAttribFlag_Color);
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, 0, colors);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)nVertices);
//Gradient
float gradientAlpha = 0.2;
nVertices = 0;
vertices[nVertices] = CGPointMake(0, 0);
colors[nVertices++] = (ccColor4F){0,0,0,0};
vertices[nVertices] = CGPointMake(textureSize, 0);
colors[nVertices++] = (ccColor4F){0,0,0,0};
vertices[nVertices] = CGPointMake(0, textureSize);
colors[nVertices++] = (ccColor4F){0,0,0,gradientAlpha};
vertices[nVertices] = CGPointMake(textureSize, textureSize);
colors[nVertices++] = (ccColor4F){0,0,0,gradientAlpha};
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, 0, colors);
glDrawArrays(GL_TRIANGLE_STRIP,0, (GLsizei)nVertices);
// Highlighting
float borderWidth = textureSize/8;
float borderAlpha = 0.1f;
nVertices = 0;
vertices[nVertices] = CGPointMake(0, 0);
colors [nVertices++] = (ccColor4F){1,1,1,borderAlpha};
vertices[nVertices] = CGPointMake(textureSize*CC_CONTENT_SCALE_FACTOR(),0);
colors [nVertices++] = (ccColor4F){1,1,1,borderAlpha};
vertices[nVertices] = CGPointMake(0, borderWidth*CC_CONTENT_SCALE_FACTOR());
colors [nVertices++] = (ccColor4F){0,0,0,0};
vertices[nVertices] = CGPointMake(textureSize*CC_CONTENT_SCALE_FACTOR(),borderWidth*CC_CONTENT_SCALE_FACTOR());
colors [nVertices++] = (ccColor4F){0,0,0,0};
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, 0, colors);
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVertices);
//Noise
CCSprite *noise = [CCSprite spriteWithFile:@"noise.png"];
[noise setBlendFunc:(ccBlendFunc){GL_DST_COLOR, GL_ZERO}];
noise.position = ccp(textureSize/2, textureSize/2);
[noise visit];
[rt end];
// Return texture sprite
return [CCSprite spriteWithTexture:rt.sprite.texture];
}
获取 TexCoords 以将条纹限制在山上:
- (void)resetHillVertices {
CGSize winSize = [CCDirector sharedDirector].winSize;
static int prevFromKeyPointI = -1;
static int prevToKeyPointI = -1;
// key points interval for drawing
while (_hillKeyPoints[_fromKeyPointI+1].x < _offsetX-winSize.width/self.scale) {
_fromKeyPointI++;
}
while (_hillKeyPoints[_toKeyPointI].x < _offsetX+winSize.width*3/2/self.scale) {
_toKeyPointI++;
}
if (prevFromKeyPointI != _fromKeyPointI || prevToKeyPointI != _toKeyPointI) {
_nHillVertices = 0;
_nBorderVertices = 0;
CGPoint p0, p1, pt0, pt1;
p0 = _hillKeyPoints[_fromKeyPointI];
for (int i=_fromKeyPointI+1; i<_toKeyPointI+1; i++) {
p1 = _hillKeyPoints[i];
// triangle strip between p0 and p1
int hSegments = floorf((p1.x-p0.x)/kHillSegmentWidth);
float dx = (p1.x - p0.x) / hSegments;
float da = M_PI / hSegments;
float ymid = (p0.y + p1.y) / 2;
float ampl = (p0.y - p1.y) / 2;
pt0 = p0;
_borderVertices[_nBorderVertices++] = pt0;
for (int j=1; j<hSegments+1; j++) {
pt1.x = p0.x + j*dx;
pt1.y = ymid + ampl * cosf(da*j);
_borderVertices[_nBorderVertices++] = pt1;
_hillVertices[_nHillVertices] = CGPointMake(pt0.x, 0);
_hillTexCoords[_nHillVertices++] = CGPointMake(pt0.x/512, 1.0f);
_hillVertices[_nHillVertices] = CGPointMake(pt1.x, 0);
_hillTexCoords[_nHillVertices++] = CGPointMake(pt1.x/512, 1.0f);
_hillVertices[_nHillVertices] = CGPointMake(pt0.x, pt0.y);
_hillTexCoords[_nHillVertices++] = CGPointMake(pt0.x/512, 0);
_hillVertices[_nHillVertices] = CGPointMake(pt1.x, pt1.y);
_hillTexCoords[_nHillVertices++] = CGPointMake(pt1.x/512, 0);
pt0 = pt1;
}
p0 = p1;
}
prevFromKeyPointI = _fromKeyPointI;
prevToKeyPointI = _toKeyPointI;
[self resetBox2DBody];
}
}
绘制纹理:
- (void) draw {
self.shaderProgram = [[CCShaderCache sharedShaderCache] programForKey:kCCShader_PositionTexture];
CC_NODE_DRAW_SETUP();
ccGLBlendFunc( CC_BLEND_SRC, CC_BLEND_DST ); //TB 25-08-12: Allows change of blend function
ccGLEnableVertexAttribs(kCCVertexAttribFlag_Position | kCCVertexAttribFlag_TexCoords);
ccGLBindTexture2D(_stripes.texture.name);
// Assign the vertices array to the 'position' attribute
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, _hillVertices);
// Assign the texCoords array to the 'TexCoords' attribute
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, _hillTexCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)_nHillVertices);
}
我遇到的问题是:经过一定次数的重复后,纹理的质量开始下降,如下所示:
有没有办法让纹理重复而不退化?
编辑1:
我已经对纹理如何退化进行了更多分析,结果证明它不会连续退化,而是以 2 次重复的功率退化,所以它在第一次重复时第一次退化,然后在 2 次重复后退化,然后是 4, 8, 16, 32 等等......似乎每次图像质量下降时,在图像中可以看到的开始出现的垂直条带宽度会加倍。同样在每次降级时,游戏的帧速率都会大大降低,所以我开始认为这可能是内存问题。
编辑2:
到目前为止,我对为什么会发生这种情况的最佳猜测是因为地形的 -draw 方法不断生成 GL_TRAINGLE_STRIP,并且一旦它们离开屏幕就不会删除它们,从而导致地形的内存使用量增加,从而导致退化和帧率下降。
更新 1
我已经解决了纹理生成中出现的两个问题......
解决错位
在精灵生成方法中:
float x1 = -textureSize;
float x2;
float y1 = textureSize;
float y2 = 0;
float dx = textureSize / nStripes * 2;
对此:
float x1 = -winSize.width;
float x2;
float y1 = winSize.height;
float y2 = 0;
float dx = winSize.width / nStripes * 2;
我意识到这与主要错误完全无关,而是由于我的条纹由于某种原因没有以 45 度角出现,这导致它们在重复时错位。我试图思考造成这种情况的原因,最后通过假设纹理坐标原点位于屏幕的左上角而不是纹理的左上角来修复它。
解决退化(种类)
我有一种预感,由于纹理的大量重复,图像质量下降,原因与此类似,尽管我可能在这方面错了!
为了在 resetHillVertices 中解决这个问题,我将其设置为 texCoords 始终介于 0 和 1 之间,这意味着绑定到山丘的纹理始终是纹理的第一次重复。我是这样实现的:
for (int j=1; j<hSegments+1; j++) {
pt1.x = p0.x + j*dx;
pt1.y = ymid + ampl * cosf(da*j);
_borderVertices[_nBorderVertices++] = pt1;
float xTex0 = pt0.x/512;
float xTex1 = pt1.x/512;
while (xTex0 > 1) { // makes sure texture coordinates are always within the first repetition of texture
xTex0 -= 1;
}
while (xTex1 > 1) {
xTex1 -= 1;
}
_hillVertices[_nHillVertices] = CGPointMake(pt0.x, 0);
_hillTexCoords[_nHillVertices++] = CGPointMake(xTex0, 1.0);
_hillVertices[_nHillVertices] = CGPointMake(pt1.x, 0);
_hillTexCoords[_nHillVertices++] = CGPointMake(xTex1, 1.0);
_hillVertices[_nHillVertices] = CGPointMake(pt0.x, pt0.y);
_hillTexCoords[_nHillVertices++] = CGPointMake(xTex0, 0.0);
_hillVertices[_nHillVertices] = CGPointMake(pt1.x, pt1.y);
_hillTexCoords[_nHillVertices++] = CGPointMake(xTex1, 0.0);
pt0 = pt1;
}
这几乎解决了所有问题,我仍然存在的唯一两个问题是:
- 纹理连接之间的一些像素列被奇怪地渲染
- 绘制 texPos 和 Pos 三角形仍然存在内存问题
这些可以在这张照片中看到:正如您所见,帧速率急剧下降,并且在整个游戏过程中继续下降。
更新 2
我减小了每个三角形条带的宽度,以尝试找出纹理重复处发生的情况,并发现由于某种原因,条带被整个背景纹理填充但反转了。经过少量思考后,我意识到这是因为这里的地板:int hSegments = floorf((p1.x-p0.x)/kHillSegmentWidth);
我们得到每次重复的最后一条带刚刚超过纹理的宽度,但是当我们删除 1 而 xTex1 大于 1 时,这设置了这个 texCoords到 0.02(或其他一些小数字),实际上应该是 1.02(这很难理解,但它是正确的)。我认为这可以通过使用另一个 if 语句来解决,如下所示:
float xTex0 = pt0.x/512;
float xTex1 = pt1.x/512;
while (xTex0 > 1.0) {
xTex0 -= 1.0;
}
while (xTex1 > 1.0) {
xTex1 -= 1.0;
}
if (xTex1 < xTex0) {
xTex1++;
}
_hillVertices[_nHillVertices] = CGPointMake(pt0.x, 0);
_hillTexCoords[_nHillVertices++] = CGPointMake(xTex0, 1.0);
_hillVertices[_nHillVertices] = CGPointMake(pt1.x, 0);
_hillTexCoords[_nHillVertices++] = CGPointMake(xTex1, 1.0);
_hillVertices[_nHillVertices] = CGPointMake(pt0.x, pt0.y);
_hillTexCoords[_nHillVertices++] = CGPointMake(xTex0, 0.0);
_hillVertices[_nHillVertices] = CGPointMake(pt1.x, pt1.y);
_hillTexCoords[_nHillVertices++] = CGPointMake(xTex1, 0.0);
这适用于该条带中的第一个三角形,但由于某些特殊原因,第二个三角形不起作用,我根本无法理解!它看起来像这样:
然而 _hillTexCoords 中的设置似乎是正确的,当我在应用程序中设置断点时,这是我为 _hillTexCoords 数组得到的结果,看起来它应该正确固定纹理,但它仍然不是(令人难以置信的令人沮丧! )
[44] CGPoint (x=0.804036,y=1)
[45] CGPoint (x=0.873047,y=1)
[46] CGPoint (x=0.804036,y=0)
[47] CGPoint (x=0.873047,y=0)
[48] CGPoint (x=0.873047,y=1)
[49] CGPoint (x=0.939453,y=1)
[50] CGPoint (x=0.873047,y=0)
[51] CGPoint (x=0.939453,y=0)
[52] CGPoint (x=0.939453,y=1)
[53] CGPoint (x=1.00586,y=1)
[54] CGPoint (x=0.939453,y=0)
[55] CGPoint (x=1.00586,y=0)
[56] CGPoint (x=0.00585938,y=1)
[57] CGPoint (x=0.0722656,y=1)
[58] CGPoint (x=0.00585938,y=0)
[59] CGPoint (x=0.0722656,y=0)
[60] CGPoint (x=0.0722656,y=1)
[61] CGPoint (x=0.13737,y=1)
[62] CGPoint (x=0.0722656,y=0)
[63] CGPoint (x=0.13737,y=0)
很容易看出,从一个纹理到纹理开头的重叠遵循与其他纹理相同的模式,但仍然无法正确渲染!
更新 3
事实证明,我的内存问题与使用 Opengl-es 2.0 绘图完全无关,它实际上与我的游戏的 box2D 元素没有在内存中解除分配有关,所以我为此创建了一个单独的问题。 . 但是,我仍在寻找解决纹理退化问题的方法!