Circle shape clipping with opengl-es in cocos2d
I'm trying to make a circle shape clipping on a CCSprite in cocos2d, after searching a lot, i tried the open gl glScissor method, i achieve an squared clipping over my sprite. But, i need to make it a circle, and it seems to be impossible to do with the glScissor. I kept trying and I found something about gl stencil, but I haven't found a how to on this and I'm not familiar with opengl.
Also I heard something about calling multiple times to the glScissor wo you can achieve a custom shape but i haven't found anything.
Thanks in advance, any answer is welcome.
this is my actual visit method:
-(void) visit
{
glPushM开发者_开发知识库atrix();
glEnable(GL_SCISSOR_TEST);
glScissor(clippingRegion.origin.x , clippingRegion.origin.y ,
clippingRegion.size.width, clippingRegion.size.height);
[super visit];
glDisable(GL_SCISSOR_TEST);
glPopMatrix();
}
glScissor won't do what you want. Here is part of some code I wrote a while ago. It draws a rectangle with a grating texture and uses the stencil buffer to only have a disk visible.
Here is the link I used back then: http://www.swiftless.com/tutorials/opengl/basic_reflection.html
(let ((cnt 0d0))
(defmethod display ((w window))
;; the complex number z represents amplitude and direction
;; of the grating constant
;; r and psi addresses different points in the back focal plane
;; r=0 will result in z=w0. the system is aligned to illuminate
;; the center of the back focal plane for z=w0.
(let* ((w0 (* 540d0 (exp (complex 0d0 (/ pi 4d0)))))
(r 260d0)
(psi 270d0)
(w (* r (exp (complex 0d0 (* psi (/ pi 180d0))))))
(z (+ w w0)))
(clear-stencil 0)
(clear :color-buffer-bit :stencil-buffer-bit)
(load-identity)
;; http://www.swiftless.com/tutorials/
;; opengl/basic_reflection.html
;; use stencil buffer to cut a disk out of the grating
(color-mask :false :false :false :false)
(depth-mask :false)
(enable :stencil-test)
(stencil-func :always 1 #xffffff)
(stencil-op :replace :replace :replace)
(draw-disk 100d0 (* .5d0 1920) (* .5d0 1080))
;; center on camera 549,365
;; 400 pixels on lcos = 276 pixels on camera (with binning 2)
(color-mask :true :true :true :true)
(depth-mask :false)
(stencil-func :equal 1 #xffffff)
(stencil-op :keep :keep :keep)
;; draw the grating
(disable :depth-test)
(with-pushed-matrix
(translate (* .5 1920) (* .5 1080) 0)
(rotate (* (phase z) 180d0 (/ pi)) 0 0 1)
(translate (* -.5 1920) (* -.5 1080) 0)
(draw *bild*))
(disable :stencil-test)
(enable :depth-test)
(fill-grating *grating* (abs z))
(format t "~a~%" cnt)
(if (< cnt 360d0)
(incf cnt 30d0)
(setf cnt 0d0))
(update *bild*)
(swap-buffers)
(sleep (/ 1d0)) ;; 1 frame per second
(post-redisplay))))
You will probably need to make a for loop, define some angles and offsets, and perform the Scissor cut in a circle around the sprite to get a circularly shaped clipping field. But only if you are unable to create a circle shape to begin with - that would be much faster in opengl-es.
Edit: Lets say you have a square 1x1 centered on 0,0. That would mean that co-ordinates of the square are (-.5,-.5) to (.5, .5). We want to turn this into a circle using clipping. A single gl scissor call will only cut off a box shape from one side, so we will do this using a loop of scissor commands. (Again, if you can just create a circle shaped polygon, that would be faster).
Pseudocode to do a circular cut:
polyX = 0;
polyY = 0;
polyWidth = 1;
rad = pi/180
for (int i = 0; i <360; i++)
{
x = Math.cos(i*rad)*polyWidth + polyX;
y = Math.sin(i*rad)*polyWidth + polyY;
glScissor(x,y,((polyWidth/2)-polyX)-x,.05);
}
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