originalImage = [UIImage imageNamed:@"IMG_1968.PNG"];
NSLog(@"originalImage Height :: %f", originalImage.size.height);
NSLog(@"originalImage Width :: %f", originalImage.size.width);
texture2D = [[CCTexture2D alloc] initWithImage:originalImage];
我用图像创建了纹理,图像尺寸为 320*480,但它没有以完整/原始尺寸显示。我的应用程序中没有任何代码来调整图像大小和缩放图像。我究竟做错了什么?//绘图中的代码
- (id)init {
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self=[super init])) {
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:
self priority:0 swallowsTouches:YES];
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
originalImage = [UIImage imageNamed:@"IMG_1968.PNG"];
texture2D = [[CCTexture2D alloc] initWithImage:originalImage];
// CCSprite *sp = [CCSprite spriteWithTexture:texture2D];
// [sp setAnchorPoint:ccp(0.0,0.0)];
// [self addChild:sp z:2];
[self body_init];
[self scheduleUpdateWithPriority:-1];
self.isTouchEnabled = YES;
}
return self;
}
- (void)draw {
glDisableClientState(GL_COLOR_ARRAY);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(224,224,244,200);
[self body_redraw];
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
glEnableClientState(GL_COLOR_ARRAY);
}
- (void)update:(ccTime)deltaTime {
[self body_dynamics:mousex:mousey];
}
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
isFirstTouch=YES;
CGPoint location = [self convertTouchToNodeSpace: touch];
mousex = location.x;
mousey = location.y;
firstPoint=location;
NSLog(@"TouchBegan -> mousex:%f mousey:%f", mousex, mousey);
grab = [self body_grab:location.x:location.y];
NSLog(@"GRAB %d",grab);
return YES;
}
- (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event {
CGPoint location = [self convertTouchToNodeSpace: touch];
isFirstTouch=NO;
int gridSizeX2 = 10;
if ((location.x < firstPoint.x + gridSizeX2 && location.y < firstPoint.y + gridSizeX2)
&& (location.x > firstPoint.x - gridSizeX2 && location.y > firstPoint.y - gridSizeX2)){
mousex = location.x;
mousey = location.y;
NSLog(@"TouchMoved -> mousex:%f mousey:%f", mousex, mousey);
}
}
- (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event {
grab = -1;
[self grabTextureToImage];
}
-(void) grabTextureToImage
{
NSString *filepath = [[NSHomeDirectory() stringByAppendingPathComponent:
@"Documents"] stringByAppendingPathComponent:@"IMG_1968.PNG"];
//Make sure your contentSize is not zero before doing this...
CCRenderTexture *rTexture =[CCRenderTexture renderTextureWithWidth:
texture2D.contentSize.width height:texture2D.contentSize.height];
[rTexture begin];
//[rTexture visit];
[self visit];
[rTexture end];
[rTexture saveBuffer:filepath format:kCCImageFormatPNG];
NSLog(@"Image Saved to Path %@",filepath);
}
- (void)body_dynamics:(int)x:(int)y {
if (grab != -1 && !mass[grab].nail &&!isFirstTouch)
{
mass[grab].x[0] = x;
mass[grab].x[1] = y;
mass[grab].x[2] = -(CLIP_FAR - CLIP_NEAR)/4.0;
}
}
- (int)body_grab:(int)x:(int)y {
float dx[2];
float d;
float min_d;
float min_i;
int i;
for (i = 0; i < GRID_SIZE_X*GRID_SIZE_Y; i++)
{
dx[0] = mass[i].x[0] - x;
dx[1] = mass[i].x[1] - y;
d = sqrt(dx[0]*dx[0] + dx[1]*dx[1]);
if (i == 0 || d < min_d)
{
min_i = i;
min_d = d;
}
}
return min_i;
}
- (void)body_redraw {
int k;
int i, j;
if(mass == NULL) {
NSLog(@"mass is null");
return;
}
glBindTexture(GL_TEXTURE_2D, [texture2D name]);
k = 0;
for (i = 0; i < GRID_SIZE_X - 1; i++)
{
for (j = 0; j < GRID_SIZE_Y - 1; j++)
{
GLfloat vertices[]= {
mass[k].x[0],mass[k].x[1],mass[k].x[2],
mass[k + 1].x[0],mass[k + 1].x[1],mass[k + 1].x[2],
mass[k + GRID_SIZE_Y + 1].x[0],mass[k + GRID_SIZE_Y + 1].x[1],mass[k + GRID_SIZE_Y
+ 1].x[2],
mass[k + GRID_SIZE_Y].x[0],mass[k + GRID_SIZE_Y].x[1],mass[k + GRID_SIZE_Y].x[2]
};
GLfloat tex[]={
mass[k].t[0], mass[k].t[1],
mass[k + 1].t[0], mass[k + 1].t[1],
mass[k + GRID_SIZE_Y + 1].t[0], mass[k + GRID_SIZE_Y + 1].t[1],
mass[k + GRID_SIZE_Y].t[0], mass[k + GRID_SIZE_Y].t[1]
};
glVertexPointer(3, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, tex);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
k++;
}
k++;
}
}
- (void)body_init {
GLint width = texture2D.contentSizeInPixels.width;
GLint height = texture2D.contentSizeInPixels.height;
int i, j;
int k;
if (mass == NULL)
{
mass = (MASS *) malloc(sizeof(MASS)*GRID_SIZE_X*GRID_SIZE_Y);
if (mass == NULL)
{
fprintf(stderr, "body: Can't allocate memory.\n");
exit(-1);
}
}
k = 0;
for (i = 0; i < GRID_SIZE_X; i++)
for (j = 0; j < GRID_SIZE_Y; j++)
{
//this code implements grid on texture2D, gets vertex & side vertex in array
mass[k].nail = (i == 0 || j == 0 || i == GRID_SIZE_X - 1
|| j == GRID_SIZE_Y - 1);//value is 0/1
mass[k].x[0] = i/(GRID_SIZE_X - 1.0)*width;
mass[k].x[1] = j/(GRID_SIZE_Y - 1.0)*height;
mass[k].x[2] = -(CLIP_FAR - CLIP_NEAR)/4.0;
mass[k].v[0] = 0.0;
mass[k].v[1] = 0.0;
mass[k].v[2] = 0.0;
mass[k].t[0] = i/(GRID_SIZE_X - 1.0);
mass[k].t[1] = j/(GRID_SIZE_Y - 1.0);
k++;
}
}
- (void)dealloc {
// in case you have something to dealloc, do it in this method
// in this particular example nothing needs to be released.
// cocos2d will automatically release all the children (Label)
[originalImage release];
[self unscheduleUpdate];
[texture2D release];
// don't forget to call "super dealloc"
[super dealloc];
}
@end