原文链接: 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!
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:
(PS: 更多原理可参考 http://yannickloriot.com/2011/12/create-buttons-in-cocos2d-by-using-cccontrolbutton/ )
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!
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)
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
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;
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, 0); } long offset = (long)&m_sQuad; // vertex int diff = offsetof(ccV3F_C4B_T2F, vertices); glVertexPointer(3, GL_FLOAT, kQuadSize, (void*)(offset + diff)); // color diff = offsetof( ccV3F_C4B_T2F, colors); glColorPointer(4, GL_UNSIGNED_BYTE, kQuadSize, (void*)(offset + diff)); // tex coords diff = offsetof( ccV3F_C4B_T2F, texCoords); glTexCoordPointer(2, GL_FLOAT, kQuadSize, (void*)(offset + diff)); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
(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)
(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);
void CCScaleNineSprite::CalculateScaleNineVertices(unsigned int widthFromLeft, unsigned int widthFromRight, unsigned int heightFromTop, unsigned int heightFromBottom) { float textureWidth = getTextureRect().size.width; float textureHeight = getTextureRect().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 = 0; vertice.vertices.y = contentHeight; vertice.vertices.z = 0; vertice.colors.a = 255; vertice.colors.r = 255; vertice.colors.g = 255; vertice.colors.b = 255; vertice.texCoords.u = 0; vertice.texCoords.v = 0; mScaleNineVertices[0] = vertice; vertice.vertices.x = (float) widthFromLeft; vertice.texCoords.u = (float) widthFromLeft / textureAtlasWidth; mScaleNineVertices[1] = vertice; vertice.vertices.x = (float) (contentWidth - widthFromRight); vertice.texCoords.u = (float) (textureWidth - widthFromRight) / textureAtlasWidth; mScaleNineVertices[2] = vertice; vertice.vertices.x = (float) contentWidth; vertice.texCoords.u = (float) textureWidth / textureAtlasWidth; mScaleNineVertices[3] = vertice; // Second Line vertice.vertices.x = 0; vertice.vertices.y = (float) (contentHeight - heightFromTop); vertice.texCoords.u = 0; vertice.texCoords.v = (float) heightFromTop / textureAtlasHeight; mScaleNineVertices[4] = vertice; vertice.vertices.x = (float) widthFromLeft; vertice.texCoords.u = (float) widthFromLeft / textureAtlasWidth; mScaleNineVertices[5] = vertice; vertice.vertices.x = (float) (contentWidth - widthFromRight); vertice.texCoords.u = (float) (textureWidth - widthFromRight) / textureAtlasWidth; mScaleNineVertices[6] = vertice; vertice.vertices.x = (float) contentWidth; vertice.texCoords.u = (float) textureWidth / textureAtlasWidth; mScaleNineVertices[7] = vertice; // Third Line vertice.vertices.x = 0; vertice.vertices.y = (float) heightFromBottom; vertice.texCoords.u = 0; vertice.texCoords.v = (float) (textureHeight - heightFromBottom) / textureAtlasHeight; mScaleNineVertices[8] = vertice; vertice.vertices.x = (float) widthFromLeft; vertice.texCoords.u = (float) widthFromLeft / textureAtlasWidth; mScaleNineVertices[9] = vertice; vertice.vertices.x = (float) (contentWidth - widthFromRight); vertice.texCoords.u = (float) (textureWidth - widthFromRight) / textureAtlasWidth; mScaleNineVertices[10] = vertice; vertice.vertices.x = (float) contentWidth; vertice.texCoords.u = (float) textureWidth / textureAtlasWidth; mScaleNineVertices[11] = vertice; // Fourth Line vertice.vertices.x = 0; vertice.vertices.y = 0; vertice.texCoords.u = 0; vertice.texCoords.v = (float) textureHeight / textureAtlasHeight; mScaleNineVertices[12] = vertice; vertice.vertices.x = (float) widthFromLeft; vertice.texCoords.u = (float) widthFromLeft / textureAtlasWidth; mScaleNineVertices[13] = vertice; vertice.vertices.x = (float) (contentWidth - widthFromRight); vertice.texCoords.u = (float) (textureWidth - widthFromRight) / textureAtlasWidth; mScaleNineVertices[14] = vertice; vertice.vertices.x = (float) contentWidth; vertice.texCoords.u = (float) textureWidth / textureAtlasWidth; mScaleNineVertices[15] = vertice; }
#define kVertexSize sizeof(ccV3F_C4B_T2F) if (m_pobTexture) { glBindTexture(GL_TEXTURE_2D, m_pobTexture->getName()); } else { glBindTexture(GL_TEXTURE_2D, 0); } long offset = (long) mScaleNineVertices; // vertex int diff = offsetof(ccV3F_C4B_T2F, vertices); glVertexPointer(3, GL_FLOAT, kVertexSize, (void*)(offset + diff)); // color diff = offsetof( ccV3F_C4B_T2F, colors); glColorPointer(4, GL_UNSIGNED_BYTE, kVertexSize, (void*)(offset + diff)); // tex coords diff = offsetof( ccV3F_C4B_T2F, texCoords); glTexCoordPointer(2, GL_FLOAT, kVertexSize, (void*)(offset + diff)); glDrawElements(GL_TRIANGLES, 54, GL_UNSIGNED_SHORT, mVerticesIndex);
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!)
// Add a Scale Nine Sprite CCTexture2D* texture = CCTextureCache::sharedTextureCache()->addImage("GreenButton.png"); CCScaleNineSprite* scaleNineSprite = CCScaleNineSprite::scaleNineSpriteWithTexture(texture); scaleNineSprite->setContentSize(CCSizeMake(200, 100)); scaleNineSprite->CalculateScaleNineVertices(10); scaleNineSprite->setPosition(CCPointMake(size.width / 2, size.height / 2)); this->addChild(scaleNineSprite);
原资源: