2

这个网站...

...他们解释如何绘制抗锯齿线。

正是我想要的!
但是……

我不明白如何用一条简单的线来实现这一点。我找到了这本书的在线版本(文章是从这本书中衍生出来的),我已经下载了示例代码(展示了一个做花哨动作的简笔画),但是有很多 mambojambo 正在发生......有些奇怪python脚本...以png图像和头文件形式循环,几乎所有内容都是用cpp编写的,我复制到我的项目中的文件会产生很多我无法正确解决的错误等等。而且我认为我不需要所有那些花哨的东西,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 粗使它们在连接时有丑陋的孔(fe 在由几条线组成的圆圈中),因此我必须使用 AA 看起来]。

那么是否有人使用链接文章中解释的原理拥有或发现了一小段可运行的示例代码?


笔记:

  1. 在图片中,您会看到孔: http:
    //pimml.de/circles.png

  2. 在这里您可以找到上述火柴人(AA Lines)的代码:http ://examples.oreilly.com/9780596804831/readme.html#AaLines

  3. 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);    
    
4

3 回答 3

2

感谢 Paul Haeberli,这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);
}
于 2011-01-23T17:10:53.407 回答
1

我也遇到了这个问题。我花了一段时间才弄清楚这一点......我使用了一段时间类似于这个的解决方案(通过 Apple.com 上的 walterBenjamin):

https://devforums.apple.com/message/264670

这很有效,很容易而且看起来不错,但它仍然不是最好的(对于我正在做的事情)。最后,我写了自己的解决方案,将GL Paint粒子绘制与他的点对点线绘制解决方案相结合。

我创建了一个数组,在 touchesBegin 和 touchesMoved 处,我添加了一个点:

[currentStroke addObject:[NSValue valueWithCGPoint:point]]

然后我遍历笔画,就像您在使用 GL_Points 的 GL Paint 中看到的那样。

于 2010-09-16T02:37:26.353 回答
0

也许你可以看到这个。我从那个链接为opengl-es解决了这个问题。

于 2010-09-08T23:57:52.150 回答