重复绑定到cocos2d 2.0中的山峰的OpenGL-es纹理

时间:2012-12-17 13:57:08

标签: objective-c opengl-es cocos2d-iphone opengl-es-2.0

原始文章

我正在尝试使用cocos2d在生成具有重复条带坐标的山上实现raywenderlich's tutorial,本文是为Cocos2D 1.0编写的,当我尝试将其移植到Cocos2D 2.0时这意味着更新它对于openGl-es 2.到目前为止,一切都运行得很好,但是我遇到的问题是让山的纹理正确重复......

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];

}

让TexCoords将条纹绑定到山上:

- (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:经过一定数量的重复后,纹理的质量开始下降,如下所示:

Degradation

有没有办法让纹理重复而不会降级?

编辑1:

我已经对纹理如何降级进行了更多的分析,事实证明它不是连续地进行,而是随着2次重复的功率而降级,因此它在第一次重复时首次降级,然后在2次重复后降级,然后是4,8,16,32等等......似乎每次图像质量下降时,图像中可以看到的垂直条带可以在图像中看到两倍。同样在每次降级时,游戏的帧速率大幅下降,所以我开始认为这可能是一个内存问题。

编辑2:

我最好猜测为什么到目前为止发生这种情况是因为地形的-draw方法不断产生GL_TRAINGLE_STRIP,并且一旦它们在屏幕外,就不会删除它们,导致在地形的内存使用中累积,导致降级和帧速率下降。

Degradation Doubling

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;

到此:

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出现在45度角,导致它们在重复时不对齐。我试着想一想这个的原因,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)

我有一个暗示,由于与this类似的原因,由于纹理的大量重复而导致图像质量下降,尽管我在这方面可能错了!

要在resetHillVertices中解决这个问题,我将其设置为使得texCoords始终在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。我这样实现了这个:

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,我仍然遇到的唯一两个问题是:

  • 纹理连接之间的几个像素列奇怪地呈现
  • 绘制texPos和Pos三角形
  • 仍然存在内存问题

这张照片可以在这张照片中看到:正如您所看到的那样,帧速率已大幅下降,并且在整个游戏过程中都会继续这样做。

Still Have Memory Issue

更新2

我减小了每个三角形条带的宽度,试图找到纹理重复处理的内容,并发现由于某种原因条带被整个背景纹理填充但反转。经过一番思考后,我意识到这是因为在这里由于地板:int hSegments = floorf((p1.x-p0.x)/kHillSegmentWidth);我们得到每次重复的最后一个条带刚好超过纹理的宽度,但是当我们删除1而xTex1大于一个这将texCoords设置为0.02(或其他一些小数字),它应该实际上是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:

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);

这适用于那个条带中的第一个三角形,但不是因为某些特殊原因的第二个三角形,我根本无法理解!它看起来像这样:enter image description here

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,这是我得到的_hillTexCoords数组的结果,看起来它应该正确地固定纹理,但它仍然不是(令人难以置信的沮丧!)

[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始的重叠遵循与其他纹理相同的模式,但它仍然无法正确渲染!

更新3

事实证明我的内存问题与使用Opengl-es 2.0的绘图完全无关,它实际上与我游戏中的box2D元素没有在内存中解除分配有关,所以我创建了一个{{3为此...我仍然在寻找纹理退化问题的修复程序!

2 个答案:

答案 0 :(得分:6)

为地形的可见部分生成的三角形条带将具有从左到右增加的纹理坐标。当这些变得非常大时,您将遇到精确问题。

对于UV坐标,您需要从三角形条带中的所有坐标中减去相同的值。通常,取最低坐标的整数部分(可能是您的情况下的最左边或第一个坐标),然后从您生成的所有UV中减去该坐标。或者将其用作生成其他人的基线,无论您喜欢哪种。

因此,如果屏幕左侧的U值为100.7且右侧的U值为129.5,则实际上您希望输出的值范围为0.7到29.5。 (如果你仍然有精度问题,你可以通过使用负数合并将范围居中于零来吱吱作响)。

另一种选择,如果您需要在单个条带内的纹理坐标中具有不连续性并获得最大精度,则引入退化三角形,这是零区域,因此不会被渲染,而您改变tex-coords。你可以通过重复顶点来做到这一点,但是在继续之前使用调整好的tex-coords。

根据您的上述代码,我建议这样的事情:

// This line should happen only once per-strip. 
float U_Off = floor(pt0.x / 512);

// The inner loop then looks like this:
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 - U_Off;
    float xTex1 = pt1.x/512 - U_Off;

    _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;
}

答案 1 :(得分:4)

这只是我的猜测......不是解决方案,而是可能的解释。

我试图追踪你是如何生成网格的。起初我虽然你做了某种故意的退化(因为你使用的是三角形条带,并且每2个三角形使用4个顶点)。但是你正在创建这样的网格,对吗?

3 ___ 4-7___ 8
| \    | \   |
|  \   |  \  |
1 ___ 2-5 __ 6

这会创建三角形123,[234],345,[456],567,[678] ......等等(注意[]表示反转)。所以,你看到你重叠了一半的三角形。我想最后绘制的三角形是可见的,另一个是隐藏的...假设z正好为0,你没有任何神器。 当4 = 7,而2 = 5时,也就是当你没有修改你的texutre坐标时,一切正常,因为这样,这种或那种方式减少到下面(如果你去处理它,这将是正确的方法) - acbdef)。转换为坐标 - 相同的坐标,相同的点就像这样:

c ___ d ___ f
| \   | \   |
|  \  |  \  |
a ___ b ___ e

在你发布的日志中,你一次写4分,对吧?因此,在“for”的第13个循环中,您将生成此顶点:(14 * 3 = 52):

    [52]    CGPoint (x=0.939453,y=1) //1
    [53]    CGPoint (x=1.00586,y=1)  //2
    [54]    CGPoint (x=0.939453,y=0) //3
    [55]    CGPoint (x=1.00586,y=0)  //4

    [56]    CGPoint (x=0.00585938,y=1) //5

这使得5个三角形。特别是2有兴趣在这里:[234]和345. 234是好的,但345必须隐藏它(因为它渲染到另一个??尝试使用像GL_GREATER这样的深度测试函数,以避免它渲染和看到如果我对这个正确的话)。好吧,345不对,它将纹理从x = 0.07映射到1.00。因此,即使您更正了234,仍然会在正确的三角形上绘制345。这应该可以解释你背景逆转的事情。

所以,这就是我认为的问题(如果没有像教程那样规范化纹理坐标,就不会发生这种情况。)

我还要写解决方案吗? :/

首先,我建议你生成你的网格,就像我在第二个位置绘制的那样(a,b,c ......)。然后继续解决方案。一个解决方案就是对邪恶的三角形345进行改造。那将是一次重复第4点(我现在有点头晕,可能是错的) - 无论如何这不是一个好的解决方案,你正在混合方向和重叠的三角形。每次迭代都应该添加

        _hillVertices[_nHillVertices] = CGPointMake(pt0.x, 0);
        _hillTexCoords[_nHillVertices++] = CGPointMake(xTex0, 1.0);

        _hillVertices[_nHillVertices] = CGPointMake(pt0.x, pt0.y);
        _hillTexCoords[_nHillVertices++] = CGPointMake(xTex0, 0.0);

让我想一个干净的解决方案,或者让别人为我写一封 - 事实上,提供这个就是问题。