cocos2d-x游戏引擎核心(3.x)----启动渲染流程
(1) 首先,这里以win32平台下为例子.win32下游戏的启动都是从win32目录下main文件开始的,即是游戏的入口函数,如下:
#include "main.h" #include "AppDelegate.h" #include "cocos2d.h"USING_NS_CC;int APIENTRY _tWinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPTSTR lpCmdLine,int nCmdShow) {UNREFERENCED_PARAMETER(hPrevInstance);UNREFERENCED_PARAMETER(lpCmdLine);// create the application instance AppDelegate app; // 启动游戏return Application::getInstance()->run(); }
(1-1)这里可以看出,在入口函数中,首先创建了一个AppDelegate对象,AppDelegate继承 自CCApplication,在创建APPDelegate对象的时候就会隐式调用CCApplication构造函数,在这个构造函数里边会将AppDelegate的this指针传递给全局共享对象sm_pSharedApplication,如下:
Application::Application()//初始化win32应用程序对象 : _instance(nullptr) , _accelTable(nullptr) {_instance = GetModuleHandle(nullptr); // 用于控制帧数的计数值_animationInterval.QuadPart = 0;CC_ASSERT(! sm_pSharedApplication);// 全局共享对象sm_pSharedApplication = this; }
(1-2) 接下来调用Application::getInstance()->run();启动游戏,如下:
int Application::run() {PVRFrameEnableControlWindow(false);// Main message loop: LARGE_INTEGER nFreq;LARGE_INTEGER nLast;LARGE_INTEGER nNow;QueryPerformanceFrequency(&nFreq);QueryPerformanceCounter(&nLast);// Initialize instance and cocos2d.// 执行AppDeletegate重载的applicationDidFinishLaunching函数if (!applicationDidFinishLaunching()){return 0;}auto director = Director::getInstance();auto glview = director->getOpenGLView();// Retain glview to avoid glview being released in the while loopglview->retain();while(!glview->windowShouldClose()){QueryPerformanceCounter(&nNow);if (nNow.QuadPart - nLast.QuadPart > _animationInterval.QuadPart){nLast.QuadPart = nNow.QuadPart;// 主循环,每帧调用director->mainLoop();glview->pollEvents();}else{Sleep(0);}}// Director should still do a cleanup if the window was closed manually.if (glview->isOpenGLReady()){// 结束,执行清理工作director->end();director->mainLoop();director = nullptr;}glview->release();return true; }
(1-2-1) 我们进入到AppDelegate::applicationDidFinishLaunching(),看它究竟做了什么,我们以/cocos2d-x-3.2/templates/cpp-template-default/Classes/AppDelegate.cpp为例:
bool AppDelegate::applicationDidFinishLaunching() {// initialize directorauto director = Director::getInstance();auto glview = director->getOpenGLView();if(!glview) {// 创建glview对象, 这里采用默认的分辨率先创建出游戏窗口
glview = GLView::create("My Game");// 这里设置了和OpenGL相关的一些信息director->setOpenGLView(glview);}// turn on display FPSdirector->setDisplayStats(true);// set FPS. the default value is 1.0/60 if you don't call thisdirector->setAnimationInterval(1.0 / 60);// create a scene. it's an autorelease object // 创建场景auto scene = HelloWorld::createScene();// run 运行场景director->runWithScene(scene);return true;
}
(1-2-1-1) 可以看到applicationDidFinishLaunching函数里面设置了glview对象之后,就开始运行场景,可以进入GLView::create中看其究竟是如何创建GLView对象,同样,我们是win32下面看的, 所以找到cocos2d-x-3.2/cocos/platform/desktop/CCGLView.cpp文件:
GLView* GLView::create(const std::string& viewName) {auto ret = new GLView;if(ret && ret->initWithRect(viewName, Rect(0, 0, 960, 640), 1)) {ret->autorelease();return ret;}return nullptr; }
从代码可以看到只是简单的new一个GLView对象,我们进入/cocos2d-x-3.2/cocos/platform/desktop/CCGLView.h看一下它究竟是个什么东西:
/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2013-2014 Chukong Technologies Inc.http://www.cocos2d-x.org*/#ifndef __CC_EGLVIEW_DESKTOP_H__ #define __CC_EGLVIEW_DESKTOP_H__#include "base/CCRef.h" #include "platform/CCCommon.h" #include "platform/CCGLViewProtocol.h" #include "glfw3.h"NS_CC_BEGINclass CC_DLL GLView : public GLViewProtocol, public Ref { public:static GLView* create(const std::string& viewName);static GLView* createWithRect(const std::string& viewName, Rect size, float frameZoomFactor = 1.0f);static GLView* createWithFullScreen(const std::string& viewName);static GLView* createWithFullScreen(const std::string& viewName, const GLFWvidmode &videoMode, GLFWmonitor *monitor);/**frameZoomFactor for frame. This method is for debugging big resolution (e.g.new ipad) app on desktop.*///void resize(int width, int height);float getFrameZoomFactor();//void centerWindow();virtual void setViewPortInPoints(float x , float y , float w , float h);virtual void setScissorInPoints(float x , float y , float w , float h);bool windowShouldClose();void pollEvents();GLFWwindow* getWindow() const { return _mainWindow; }/* override functions */virtual bool isOpenGLReady() override;// 删除窗口,做窗口清理工作virtual void end() override;// 交换buffervirtual void swapBuffers() override;// 设置窗口大小virtual void setFrameSize(float width, float height) override;// 设置输入法状态virtual void setIMEKeyboardState(bool bOpen) override;/** Set zoom factor for frame. This method is for debugging big resolution (e.g.new ipad) app on desktop.*/void setFrameZoomFactor(float zoomFactor);/** Retina support is disabled by default* @note This method is only available on Mac.*/void enableRetina(bool enabled);/** Check whether retina display is enabled. */bool isRetinaEnabled() const { return _isRetinaEnabled; };/** Get retina factor */int getRetinaFactor() const { return _retinaFactor; }protected:GLView();virtual ~GLView();bool initWithRect(const std::string& viewName, Rect rect, float frameZoomFactor);bool initWithFullScreen(const std::string& viewName);bool initWithFullscreen(const std::string& viewname, const GLFWvidmode &videoMode, GLFWmonitor *monitor);bool initGlew();void updateFrameSize();// GLFW callbacksvoid onGLFWError(int errorID, const char* errorDesc);void onGLFWMouseCallBack(GLFWwindow* window, int button, int action, int modify);void onGLFWMouseMoveCallBack(GLFWwindow* window, double x, double y);void onGLFWMouseScrollCallback(GLFWwindow* window, double x, double y);void onGLFWKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);void onGLFWCharCallback(GLFWwindow* window, unsigned int character);void onGLFWWindowPosCallback(GLFWwindow* windows, int x, int y);void onGLFWframebuffersize(GLFWwindow* window, int w, int h);void onGLFWWindowSizeFunCallback(GLFWwindow *window, int width, int height);bool _captured;bool _supportTouch;bool _isInRetinaMonitor;bool _isRetinaEnabled;int _retinaFactor; // Should be 1 or 2float _frameZoomFactor;GLFWwindow* _mainWindow;GLFWmonitor* _monitor;float _mouseX;float _mouseY;friend class GLFWEventHandler;private:CC_DISALLOW_COPY_AND_ASSIGN(GLView); };NS_CC_END // end of namespace cocos2d#endif // end of __CC_EGLVIEW_DESKTOP_H__
GLView继承自GLViewProtocol,我们也进入看一下:
/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2013-2014 Chukong Technologies Inc.http://www.cocos2d-x.org*******************************************************/#ifndef __CCGLVIEWPROTOCOL_H__ #define __CCGLVIEWPROTOCOL_H__#include "base/ccTypes.h" #include "base/CCEventTouch.h"#include <vector> // 5种屏幕适配策略 enum class ResolutionPolicy { EXACT_FIT, NO_BORDER, SHOW_ALL, FIXED_HEIGHT, FIXED_WIDTH,UNKNOWN, };NS_CC_BEGIN class CC_DLL GLViewProtocol { public:/*** @js ctor*/GLViewProtocol();/*** @js NA* @lua NA*/virtual ~GLViewProtocol();/** Force destroying EGL view, subclass must implement this method. */virtual void end() = 0;/** Get whether opengl render system is ready, subclass must implement this method. */virtual bool isOpenGLReady() = 0;/** Exchanges the front and back buffers, subclass must implement this method. */virtual void swapBuffers() = 0;/** Open or close IME keyboard , subclass must implement this method. */virtual void setIMEKeyboardState(bool open) = 0;/*** Polls input events. Subclass must implement methods if platform* does not provide event callbacks.*/virtual void pollInputEvents();/*** Get the frame size of EGL view.* In general, it returns the screen size since the EGL view is a fullscreen view.*/virtual const Size& getFrameSize() const;/*** Set the frame size of EGL view.*/virtual void setFrameSize(float width, float height); // 获取可见区域的原点和大小virtual Size getVisibleSize() const;virtual Vec2 getVisibleOrigin() const;virtual Rect getVisibleRect() const; //设置设计的size,当需要适配多种设备时,可以用这个函数定义逻辑坐标,cocos2dx会自动将逻辑坐标转化成实际坐标,这样一样的代码可以适配各种设备分辨率virtual void setDesignResolutionSize(float width, float height, ResolutionPolicy resolutionPolicy);/** Get design resolution size.* Default resolution size is the same as 'getFrameSize'.*/virtual const Size& getDesignResolutionSize() const;/*** Set opengl view port rectangle with points.*/virtual void setViewPortInPoints(float x , float y , float w , float h);/*** Set Scissor rectangle with points.*/virtual void setScissorInPoints(float x , float y , float w , float h);/*** Get whether GL_SCISSOR_TEST is enable*/virtual bool isScissorEnabled();/*** Get the current scissor rectangle*/virtual Rect getScissorRect() const;virtual void setViewName(const std::string& viewname);const std::string& getViewName() const;/** Touch events are handled by default; if you want to customize your handlers, please override these functions: */ // 触摸处理函数,可以重载virtual void handleTouchesBegin(int num, intptr_t ids[], float xs[], float ys[]);virtual void handleTouchesMove(int num, intptr_t ids[], float xs[], float ys[]);virtual void handleTouchesEnd(int num, intptr_t ids[], float xs[], float ys[]);virtual void handleTouchesCancel(int num, intptr_t ids[], float xs[], float ys[]);/*** Get the opengl view port rectangle.*/const Rect& getViewPortRect() const;/*** Get scale factor of the horizontal direction.*/float getScaleX() const;/*** Get scale factor of the vertical direction.*/float getScaleY() const;/** returns the current Resolution policy */ResolutionPolicy getResolutionPolicy() const { return _resolutionPolicy; }protected:void updateDesignResolutionSize();void handleTouchesOfEndOrCancel(EventTouch::EventCode eventCode, int num, intptr_t ids[], float xs[], float ys[]);// real screen size Size _screenSize;// resolution size, it is the size appropriate for the app resources. Size _designResolutionSize;// the view port size Rect _viewPortRect;// the view namestd::string _viewName;float _scaleX;float _scaleY;ResolutionPolicy _resolutionPolicy; };// end of platform group /// @} NS_CC_END#endif /* __CCGLVIEWPROTOCOL_H__ */
以看到CCEGLView和GLViewProtocol是显示窗口,负责窗口级别的功能管理和实现, 包括:坐标和缩放管理, 画图工具,按键事件;
(1-2-1-2) 创建glview对象之后,导演类Director就把glview设置进游戏,其中包括很多配置信息, 如设置屏幕大小适配相关的函数getDesignResolutionSize, 如下:
void Director::setOpenGLView(GLView *openGLView) {CCASSERT(openGLView, "opengl view should not be null");if (_openGLView != openGLView){// Configuration. Gather GPU infoConfiguration *conf = Configuration::getInstance();conf->gatherGPUInfo();CCLOG("%s\n",conf->getInfo().c_str());if(_openGLView)_openGLView->release();_openGLView = openGLView;_openGLView->retain();// set size 设置屏幕大小适配相关的函数_winSizeInPoints = _openGLView->getDesignResolutionSize();createStatsLabel();if (_openGLView){setGLDefaultValues();}// 完成初始化_renderer->initGLView();CHECK_GL_ERROR_DEBUG();if (_eventDispatcher){_eventDispatcher->setEnabled(true);}} }
(1-2-1-2-1) 我们进入initGLView看看它都做了什么初始化工作,找到/cocos2d-x-3.2/cocos/renderer/CCRenderer.cpp:
void Renderer::initGLView() { #if CC_ENABLE_CACHE_TEXTURE_DATA_cacheTextureListener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom* event){/** listen the event that renderer was recreated on Android/WP8 */this->setupBuffer();});Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_cacheTextureListener, -1); #endif// 填充索引缓冲setupIndices();setupBuffer();_glViewAssigned = true; }
(1-2-1-2-1-1) 进入setupIndices如下:
void Renderer::setupIndices() {for( int i=0; i < VBO_SIZE; i++){ // 计算索引缓冲值_indices[i*6+0] = (GLushort) (i*4+0);_indices[i*6+1] = (GLushort) (i*4+1);_indices[i*6+2] = (GLushort) (i*4+2);_indices[i*6+3] = (GLushort) (i*4+3);_indices[i*6+4] = (GLushort) (i*4+2);_indices[i*6+5] = (GLushort) (i*4+1);} }
(1-2-1-2-1-2) 进入setupBuffer如下:
void Renderer::setupBuffer() {// 如果使用VAOif(Configuration::getInstance()->supportsShareableVAO()){// 初始化VAO和VBOsetupVBOAndVAO();}else{// 初始化VBOsetupVBO();} }
(1-2-1-2-1-2-1) 进入setupVBOAndVAO和setupVBO, 开始调用OpenGL API进行顶点数据指定,具体意义参见基于Cocos2d-x学习OpenGL ES 2.0系列——编写自己的shader(2):
void Renderer::setupVBOAndVAO() {glGenVertexArrays(1, &_quadVAO);GL::bindVAO(_quadVAO);glGenBuffers(2, &_buffersVBO[0]);glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * VBO_SIZE, _quads, GL_DYNAMIC_DRAW);// vertices glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, vertices));// colors glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, colors));// tex coords glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*) offsetof( V3F_C4B_T2F, texCoords));glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * VBO_SIZE * 6, _indices, GL_STATIC_DRAW);// Must unbind the VAO before changing the element buffer.GL::bindVAO(0);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);glBindBuffer(GL_ARRAY_BUFFER, 0);CHECK_GL_ERROR_DEBUG(); }void Renderer::setupVBO() {glGenBuffers(2, &_buffersVBO[0]);mapBuffers(); }
(1-2-2) 在applicationDidFinishLaunching里面创建场景之后,就调用director->mainLoop();开始游戏主循环了.我们进入mainLoop看它做了什么, win32下我们找到cocos2d-x-3.2/cocos/base/CCDirector.cpp:
void DisplayLinkDirector::mainLoop() {if (_purgeDirectorInNextLoop){_purgeDirectorInNextLoop = false;// 主循环结束,清除工作purgeDirector();}else if (! _invalid){ // 渲染场景drawScene();// release the objects // 释放对象:内存池里之前通过autorelease加入的对象引用计数减 1.PoolManager::getInstance()->getCurrentPool()->clear();} }
mainLoop主要完成三个动作:
1 判断是否需要释放 CCDirector,如果需要,则删除 CCDirector 占用的资源。通常,游戏结束时才会执行这个步骤。
2 调用 drawScene()方法,绘制当前场景并进行其他必要的处理。
3 弹出自动回收池,使得这一帧被放入自动回收池的对象全部释放。
(1-2-2-1) 由此可见,mainLoop()把内存管理以外的操作都交给了 drawScene()方法,因此关键的步骤都在 drawScene()方法之中。下面是 drawScene()方法的实现:
// Draw the Scene void Director::drawScene() {// calculate "global" dt // 计算全局帧间时间差 dt calculateDeltaTime();// skip one flame when _deltaTime equal to zero.if(_deltaTime < FLT_EPSILON){return;}if (_openGLView){_openGLView->pollInputEvents();}//tick before glClear: issue #533if (! _paused){// 启动定时器_scheduler->update(_deltaTime);_eventDispatcher->dispatchEvent(_eventAfterUpdate);}glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);/* to avoid flickr, nextScene MUST be here: after tick and before draw.XXX: Which bug is this one. It seems that it can't be reproduced with v0.9 */if (_nextScene){ // 如果有,设置下一个场景setNextScene();} // 保存原来的模型视图(ModelView)矩阵pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);// draw the sceneif (_runningScene){ // 开始绘制场景_runningScene->visit(_renderer, Mat4::IDENTITY, false); // 事件分发_eventDispatcher->dispatchEvent(_eventAfterVisit);}// draw the notifications nodeif (_notificationNode){ // 处理通知节点_notificationNode->visit(_renderer, Mat4::IDENTITY, false);}if (_displayStats){showStats();}// 开始渲染场景_renderer->render();_eventDispatcher->dispatchEvent(_eventAfterDraw);popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);_totalFrames++;// swap buffers 交换缓冲区if (_openGLView){_openGLView->swapBuffers();}if (_displayStats){calculateMPF();} }
可以发现drawScene主要用于处理 OpenGL 和一些细节,如计算 FPS、帧间时间差等,这里我们主要进行了以下 3 个操作。
1 调用了定时调度器的 update 方法,引发定时器事件。
2 如果场景需要被切换,则调用 setNextScene 方法,在显示场景前切换场景。
3 调用当前场景的 visit 方法,将当前场景加入渲染队列,并通过render统一渲染。
(1-2-2-1-1) 我们进入到visit方法里面,看它怎样把每一个节点添加到渲染队列, 这里我们找到/cocos2d-x-3.2/cocos/2d/CCNode.cpp:
void Node::visit(Renderer* renderer, const Mat4 &parentTransform, uint32_t parentFlags) {// quick return if not visible. children won't be drawn.if (!_visible){return;} // 设置_modelViewTransform矩阵uint32_t flags = processParentFlags(parentTransform, parentFlags);// IMPORTANT:// To ease the migration to v3.0, we still support the Mat4 stack,// but it is deprecated and your code should not rely on itDirector* director = Director::getInstance();director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);int i = 0;if(!_children.empty()){sortAllChildren();// draw children zOrder < 0for( ; i < _children.size(); i++ ){auto node = _children.at(i);if ( node && node->_localZOrder < 0 )node->visit(renderer, _modelViewTransform, flags);elsebreak;}// self drawthis->draw(renderer, _modelViewTransform, flags);for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)(*it)->visit(renderer, _modelViewTransform, flags);}else{this->draw(renderer, _modelViewTransform, flags);}director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);// FIX ME: Why need to set _orderOfArrival to 0??// Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920// reset for next frame// _orderOfArrival = 0; }
(1-2-2-1-1-1) 对节点的所有孩子排序,通过调用draw函数,首先绘制ZOrder<0的节点,在绘制自身,最后绘制ZOrder>0的节点. 我们进入draw看看它做些什么. 注意,visit和draw都是虚函数, 以sprite为例,我们进入到/cocos2d-x-3.2/cocos/2d/CCSprite.cpp:
void Sprite::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{// Don't do calculate the culling if the transform was not updated_insideBounds = (flags & FLAGS_TRANSFORM_DIRTY) ? renderer->checkVisibility(transform, _contentSize) : _insideBounds;if(_insideBounds){_quadCommand.init(_globalZOrder, _texture->getName(), getGLProgramState(), _blendFunc, &_quad, 1, transform);renderer->addCommand(&_quadCommand);// 物理引擎相关绘制边界
#if CC_SPRITE_DEBUG_DRAW_customDebugDrawCommand.init(_globalZOrder);_customDebugDrawCommand.func = CC_CALLBACK_0(Sprite::drawDebugData, this);renderer->addCommand(&_customDebugDrawCommand);
#endif //CC_SPRITE_DEBUG_DRAW}
}
(1-2-2-1-1-1-1) 从代码中可以看出,Sprite的draw函数里面并没有做实际的渲染工作,而是用QuadCommand命令将渲染操作打包,加入到渲染队列里面,在drawscene最后通过调用render()进行统一渲染;我们可以看看_quadCommand.init里面究竟做了什么,找到/cocos2d-x-3.2/cocos/renderer/CCQuadCommand.cpp:
void QuadCommand::init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, V3F_C4B_T2F_Quad* quad, ssize_t quadCount, const Mat4 &mv) {CCASSERT(glProgramState, "Invalid GLProgramState");CCASSERT(glProgramState->getVertexAttribsFlags() == 0, "No custom attributes are supported in QuadCommand");_globalOrder = globalOrder;_quadsCount = quadCount;_quads = quad;// 设置MV矩阵_mv = mv;if( _textureID != textureID || _blendType.src != blendType.src || _blendType.dst != blendType.dst || _glProgramState != glProgramState) {// _textureID = textureID;// _blendType就是我们的BlendFunc混合函数_blendType = blendType;_glProgramState = glProgramState;// 生成材质ID generateMaterialID();} }
(1-2-2-1-1-1-1-1) 我们在进入到generateMaterialID()函数里面看看:
void QuadCommand::generateMaterialID() {if(_glProgramState->getUniformCount() > 0){_materialID = QuadCommand::MATERIAL_ID_DO_NOT_BATCH;}else{int glProgram = (int)_glProgramState->getGLProgram()->getProgram();int intArray[4] = { glProgram, (int)_textureID, (int)_blendType.src, (int)_blendType.dst};_materialID = XXH32((const void*)intArray, sizeof(intArray), 0);} }
从这里我们可以看出, 我们的材质ID(_materialID)最终是要由shader(glProgram)、混合类型(_blendType)、纹理ID(_textureID)组成的, 所以这三样东西如果有谁不一样的话,那就无法生成相同的材质ID,也就无法在同一 个批次里进行渲染了。
(1-2-2-1-2) 现在,我们回到(1-2-2-1-1-1)的draw函数, 通过上面将渲染指令初始化之后,就是将打包好的渲染命令添加到渲染队列里面了.这里只需简单调用renderer->addCommand(&_quadCommand);即可. 这样,(1-2-2-1)处的drawscene函数中,visit通过调用派生类节点添加渲染指令到渲染队列的工作已经完成了.接下来要做的就是做实际的渲染工作了.3.x版本与之前版本不同,是在drawscene最后通过调用render()函数进行统一渲染的,我们进入render()看一下,找到cocos2d-x-3.2/cocos/renderer/CCRenderer.cpp:
void Renderer::render() {//Uncomment this once everything is rendered by new renderer//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//TODO setup camera or MVP_isRendering = true;if (_glViewAssigned){// cleanup_drawnBatches = _drawnVertices = 0;//Process render commands//1. Sort render commands based on IDfor (auto &renderqueue : _renderGroups){renderqueue.sort();}visitRenderQueue(_renderGroups[0]);flush();}clean();_isRendering = false; }
从代码可以看出,从Cocos2d-x3.0开始,Cocos2d-x引入了新的渲染流程,它不像2.x版本 直接在每一个node中的draw函数中直接调用OpenGL代码进行图形渲染,而是通过各种RenderCommand封装起来,然后添加到一个 CommandQueue队列里面去,而现在draw函数的作用就是在此函数中设置好相对应的RenderCommand参数,然后把此 RenderCommand添加到CommandQueue中。最后在每一帧结束时调用renderer函数进行渲染,在renderer函数中会根据 ID对RenderCommand进行排序,然后才进行渲染。
(1-2-2-1-2-1) 现在我们进入visitRenderQueue函数看看它做了什么动作:
void Renderer::visitRenderQueue(const RenderQueue& queue) {ssize_t size = queue.size();for (ssize_t index = 0; index < size; ++index){auto command = queue[index];auto commandType = command->getType(); if(RenderCommand::Type::QUAD_COMMAND == commandType){flush3D();auto cmd = static_cast<QuadCommand*>(command);//Batch quads // 如果Quad数据量超过VBO的大小,那么调用绘制,将缓存的命令全部绘制if(_numQuads + cmd->getQuadCount() > VBO_SIZE){CCASSERT(cmd->getQuadCount()>= 0 && cmd->getQuadCount() < VBO_SIZE, "VBO is not big enough for quad data, please break the quad data down or use customized render command");//Draw batched quads if VBO is full drawBatchedQuads();} // 这个处理主要是把命令存入_batchedQuadCommands中,如果如果Quad数据量超过VBO的大小,那么调用绘制,将缓存的命令全部绘制. // 如果一直没有超过VBO的大小,drawBatchedQuads绘制函数将在flush被调用时调用.//将命令缓存起来,先不调用绘制
_batchedQuadCommands.push_back(cmd);memcpy(_quads + _numQuads, cmd->getQuads(), sizeof(V3F_C4B_T2F_Quad) * cmd->getQuadCount()); // 通过MV矩阵,转换成世界坐标
convertToWorldCoordinates(_quads + _numQuads, cmd->getQuadCount(), cmd->getModelView());// 记录下四边形数量
_numQuads += cmd->getQuadCount();}else if(RenderCommand::Type::GROUP_COMMAND == commandType){flush();int renderQueueID = ((GroupCommand*) command)->getRenderQueueID();visitRenderQueue(_renderGroups[renderQueueID]);}else if(RenderCommand::Type::CUSTOM_COMMAND == commandType){flush();auto cmd = static_cast<CustomCommand*>(command);cmd->execute();}else if(RenderCommand::Type::BATCH_COMMAND == commandType){flush();auto cmd = static_cast<BatchCommand*>(command);cmd->execute();}else if (RenderCommand::Type::MESH_COMMAND == commandType){flush2D();auto cmd = static_cast<MeshCommand*>(command);if (_lastBatchedMeshCommand == nullptr || _lastBatchedMeshCommand->getMaterialID() != cmd->getMaterialID()){flush3D();cmd->preBatchDraw();cmd->batchDraw();_lastBatchedMeshCommand = cmd;}else{cmd->batchDraw();}}else{CCLOGERROR("Unknown commands in renderQueue");}} }
从代码中,我们看到RenderCommand类型有QUAD_COMMAND,CUSTOM_COMMAND,BATCH_COMMAND,GROUP_COMMAND,MESH_COMMAND五种,OpenGL的API调用是在Renderer::drawBatchedQuads()、BatchCommand::execute()中。通过上面代码的注释,可以看到最常用的QUAD_COMMAND类型的渲染命令的处理过程.
(1-2-2-1-2-1-1) 如果Quad数据量超过VBO的大小(VBO_SIZE = 65536 / 6;), 则会调用drawBatchedQuads进行批量渲染:
void Renderer::drawBatchedQuads() {//TODO we can improve the draw performance by insert material switching command before hand.int quadsToDraw = 0;int startQuad = 0;//Upload buffer to VBOif(_numQuads <= 0 || _batchedQuadCommands.empty()){return;}// 是否支持VAOif (Configuration::getInstance()->supportsShareableVAO()){//Set VBO data 绑定VBO数据, 激活缓冲区对象glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);// option 1: subdata // glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * n , &_quads[start] );// option 2: data // glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * (n-start), &quads_[start], GL_DYNAMIC_DRAW);// option 3: orphaning + glMapBuffer // 用数据分配和初始化缓冲区对象glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * (_numQuads), nullptr, GL_DYNAMIC_DRAW);// OPENGL 缓冲区对象(buffer object),允许应用程序显式地指定把哪些数据存储在图形服务器或显存中 // 返回指向缓冲区的指针, 缓冲一经具体使用之后,只需要改变缓冲区的内容,即在glMapBuffer和glUnmapBuffer之间改变数据即可void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);memcpy(buf, _quads, sizeof(_quads[0])* (_numQuads));glUnmapBuffer(GL_ARRAY_BUFFER);// 解除绑定glBindBuffer(GL_ARRAY_BUFFER, 0);//Bind VAO 绑定VAO GL::bindVAO(_quadVAO);}else{ #define kQuadSize sizeof(_quads[0].bl)glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _numQuads , _quads, GL_DYNAMIC_DRAW);GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);// verticesglVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, vertices));// colorsglVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, colors));// tex coordsglVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords));glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);}//Start drawing verties in batchfor(const auto& cmd : _batchedQuadCommands){auto newMaterialID = cmd->getMaterialID();if(_lastMaterialID != newMaterialID || newMaterialID == QuadCommand::MATERIAL_ID_DO_NOT_BATCH){//Draw quadsif(quadsToDraw > 0){// 四边形都可以由2个三角形组合而成,指定6个索引点(画出2个GL_TRIANGLES)glDrawElements(GL_TRIANGLES, (GLsizei) quadsToDraw*6, GL_UNSIGNED_SHORT, (GLvoid*) (startQuad*6*sizeof(_indices[0])) );_drawnBatches++;_drawnVertices += quadsToDraw*6;startQuad += quadsToDraw;quadsToDraw = 0;}//Use new materialcmd->useMaterial();_lastMaterialID = newMaterialID;}quadsToDraw += cmd->getQuadCount();}//Draw any remaining quadif(quadsToDraw > 0){ // 画剩下的四边形glDrawElements(GL_TRIANGLES, (GLsizei) quadsToDraw*6, GL_UNSIGNED_SHORT, (GLvoid*) (startQuad*6*sizeof(_indices[0])) );_drawnBatches++;_drawnVertices += quadsToDraw*6;}if (Configuration::getInstance()->supportsShareableVAO()){//Unbind VAO 接除绑定VAOGL::bindVAO(0);}else{glBindBuffer(GL_ARRAY_BUFFER, 0);glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);}_batchedQuadCommands.clear();_numQuads = 0; }
附注:5种渲染类型:
1. QUAD_COMMAND:QuadCommand类绘制精灵等。所有绘制图片的命令都会调用到这里,处理这个类型命令的代码就是绘制贴图的openGL代码。
2. CUSTOM_COMMAND:CustomCommand类自定义绘制,自己定义绘制函数,在调用绘制时只需调用已经传进来的回调函数就可以,裁剪节点,绘制图形节点都采用这个绘制,把绘制函数定义在自己的类里。这种类型的绘制命令不会在处理命令的时候调用任何一句openGL代码,而是调用你写好并设置给func的绘制函数。
3. BATCH_COMMAND:BatchCommand类批处理绘制,批处理精灵和粒子,其实它类似于自定义绘制,也不会再render函数中出现任何一句openGL函数。
4. GROUP_COMMAND:GroupCommand类绘制组,一个节点包括两个以上绘制命令的时候,把这个绘制命令存储到另外一个_renderGroups中的元素中,并把这个元素的指针作为一个节点存储到_renderGroups[0]中。
5. MESH_COMMAND :
转载于:https://www.cnblogs.com/yyxt/p/5514412.html
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