[轉貼]Cocos2d-x3.2與OpenGL渲染總結(一)Cocos2d-x3.2的渲染流程


看了opengles有一段時間了,算是了解了一下下。然后,就在基本要決定還是回歸cocos2dx 3.2的,看了這篇好文章,欣喜轉之~ 

推薦看原帖: Cocos2d-x3.2與OpenGL渲染總結(一)Cocos2d-x3.2的渲染流程

最近幾天,我都在學習如何在Cocos2d-x 3.2中使用OpenGL來實現對圖形的渲染。在網上也看到了很多好的文章,在這些文章基礎上做了這次的我個人認為比較完整的總結。當你了解了Cocos2d-x 3.2中對圖形渲染的流程,你就會覺得要學會寫自己的shader才是最重要的。

 

第一、渲染流程從2.x到3.x的變化

在2.x中,渲染過程是通過遞歸渲染樹(Rendering tree)這種圖關系來渲染關系圖。遞歸調用visit()函數,並且在visit()函數中調用該節點的draw函數渲染各個節點,此時draw函數的作用是直接調用OpenGL代碼進行圖形的渲染。由於visit()和draw函數都是虛函數,所以要注意執行時的多態。那么我們來看看2.x版本中CCSprite的draw函數,如代碼1。

代碼1:

 1 //這是cocos2d-2.0-x-2.0.4版本的CCSprite的draw函數
 2 void CCSprite::draw(void)
 3 {
 4     CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");
 5     CCAssert(!m_pobBatchNode, "If CCSprite is being rendered by CCSpriteBatchNode, CCSprite#draw SHOULD NOT be called");
 6     CC_NODE_DRAW_SETUP();
 7     ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst );
 8     if (m_pobTexture != NULL)
 9     {
10         ccGLBindTexture2D( m_pobTexture->getName() );
11     }
12     else
13     {
14         ccGLBindTexture2D(0);
15     }  
16     //
17     // Attributes
18     //
19     ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );
20 #define kQuadSize sizeof(m_sQuad.bl)
21     long offset = (long)&m_sQuad;
22     // vertex
23     int diff = offsetof( ccV3F_C4B_T2F, vertices);
24     glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
25     // texCoods
26     diff = offsetof( ccV3F_C4B_T2F, texCoords);
27     glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
28     // color
29     diff = offsetof( ccV3F_C4B_T2F, colors);
30     glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
31     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
32     CHECK_GL_ERROR_DEBUG();
33 #if CC_SPRITE_DEBUG_DRAW == 1
34     // draw bounding box
35     CCPoint vertices[4]={
36         ccp(m_sQuad.tl.vertices.x,m_sQuad.tl.vertices.y),
37         ccp(m_sQuad.bl.vertices.x,m_sQuad.bl.vertices.y),
38         ccp(m_sQuad.br.vertices.x,m_sQuad.br.vertices.y),
39         ccp(m_sQuad.tr.vertices.x,m_sQuad.tr.vertices.y),
40     };
41     ccDrawPoly(vertices, 4, true);
42 #elif CC_SPRITE_DEBUG_DRAW == 2
43     // draw texture box
44     CCSize s = this->getTextureRect().size;
45     CCPoint offsetPix = this->getOffsetPosition();
46     CCPoint vertices[4] = {
47         ccp(offsetPix.x,offsetPix.y), ccp(offsetPix.x+s.width,offsetPix.y),
48         ccp(offsetPix.x+s.width,offsetPix.y+s.height), ccp(offsetPix.x,offsetPix.y+s.height)
49     };
50     ccDrawPoly(vertices, 4, true);
51 #endif // CC_SPRITE_DEBUG_DRAW
52 
53     CC_INCREMENT_GL_DRAWS(1);
54 
55     CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");
56 }

 那么我們也看看3.x中Sprite的draw函數,如代碼2

      代碼2:

 1 void Sprite::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
 2 {
 3     // Don't do calculate the culling if the transform was not updated
 4     _insideBounds = (flags & FLAGS_TRANSFORM_DIRTY) ? renderer->checkVisibility(transform, _contentSize) : _insideBounds;
 5     if(_insideBounds)
 6     {
 7         _quadCommand.init(_globalZOrder, _texture->getName(), getGLProgramState(), _blendFunc, &_quad, 1, transform);
 8         renderer->addCommand(&_quadCommand);
 9 #if CC_SPRITE_DEBUG_DRAW
10         _customDebugDrawCommand.init(_globalZOrder);
11         _customDebugDrawCommand.func = CC_CALLBACK_0(Sprite::drawDebugData, this);
12         renderer->addCommand(&_customDebugDrawCommand);
13 #endif //CC_SPRITE_DEBUG_DRAW
14     }
15 }

從代碼1和代碼2的對比中,我們很容易就發現2.x版本中的draw函數直接調用OpengGL代碼進行圖形渲染,而3.x版本中draw的作用是把RenderCommand添加到CommandQueue中,至於這樣做的好處是,實際的渲染API進入其中一個與顯卡直接交流的有獨立線程的RenderQueue。

    從Cocos2d-x3.0開始,Cocos2d-x引入了新的渲染流程,它不像2.x版本直接在每一個node中的draw函數中直接調用OpenGL代碼進行圖形渲染,而是通過各種RenderCommand封裝起來,然后添加到一個CommandQueue隊列里面去,而現在draw函數的作用就是在此函數中設置好相對應的RenderCommand參數,然后把此RenderCommand添加到CommandQueue中。最后在每一幀結束時調用renderer函數進行渲染,在renderer函數中會根據ID對RenderCommand進行排序,然后才進行渲染。

   下面我們來看看圖1、圖2,這兩個圖形象地表現了Cocos2d-x3.x下RenderCommand的封裝與傳遞與及RenderCommand的排序。

    圖1:

      

 

    圖2:

       

     上面所說的各個方面都有點零碎,下面就對渲染的整個流程來一個從頭到尾的梳理吧。下面是針對3.2版本的,對於2.x版本的梳理不做梳理,因為我用的是3.2版本。

  首先,我們Cocos2d-x的執行是通過Application::run()來開始的,如代碼3,此代碼目錄中在xx\cocos2d\cocos\platform\對應平台的目錄下,這是與多平台實現有關的類,關於如何實現多平台的編譯,你可以參考《Cocos2d-x3.2源碼分析(一)類FileUtils--實現把資源放在Resources文件目錄下達到多平台的引用》中我對平台編譯的分析。以防篇幅過長,只截取了重要部分,如需詳解,可以直接查看源碼。

代碼3:

1 int Application::run()
2 {
3   ...
4   director->mainLoop();
5   ...
6  }

從代碼3中,它明顯的啟發着我們要繼續追尋Director::mainLoop()函數。在Director中mainLoop()為純函數,此子類DisplayLinkDirector才有其實現,如代碼4。

代碼4:

 1 void DisplayLinkDirector::mainLoop()
 2 {   
 3     //只有一種情況會調用到這里來,就是導演類調用end函數
 4     if (_purgeDirectorInNextLoop)
 5     {
 6         _purgeDirectorInNextLoop = false;
 7         //清除導演類
 8        purgeDirector();
 9     }
10     else if (! _invalid)
11     {   //繪制
12         drawScene(); 
13         //清除當前內存池中對象,即池中每一個對象--_referenceCount
14         PoolManager::getInstance()->getCurrentPool()->clear();
15     }
16 }

mainLoop是主線程調用的循環,其中drawScene()是繪制函數,接着我們繼續追尋它的代碼,如代碼5。

代碼5:

 1 void Director::drawScene()
 2 {
 3    //計算間隔時間
 4     calculateDeltaTime();
 5     
 6     //忽略該幀如果時間間隔接近0
 7     if(_deltaTime < FLT_EPSILON)
 8     {
 9         return;
10     }
11 
12     if (_openGLView)
13     {
14         _openGLView->pollInputEvents();
15     }
16 
17     //tick before glClear: issue #533
18     if (! _paused)
19     {
20         _scheduler->update(_deltaTime);
21         _eventDispatcher->dispatchEvent(_eventAfterUpdate);
22     }
23 
24     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
25 
26     /* to avoid flickr, nextScene MUST be here: after tick and before draw.
27      XXX: Which bug is this one. It seems that it can't be reproduced with v0.9 */
28     if (_nextScene)
29     {
30         setNextScene();
31     }
32 
33     pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
34 
35     // draw the scene
36     if (_runningScene)
37     {
38         _runningScene->visit(_renderer, Mat4::IDENTITY, false);
39         _eventDispatcher->dispatchEvent(_eventAfterVisit);
40     }
41 
42     // draw the notifications node
43     if (_notificationNode)
44     {
45         _notificationNode->visit(_renderer, Mat4::IDENTITY, false);
46     }
47 
48     if (_displayStats)
49     {
50         showStats();
51     }
52 
53     _renderer->render();
54     _eventDispatcher->dispatchEvent(_eventAfterDraw);
55 
56     popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
57 
58     _totalFrames++;
59 
60     // swap buffers
61     if (_openGLView)
62     {
63         _openGLView->swapBuffers();
64     }
65 
66     if (_displayStats)
67     {
68         calculateMPF();
69     }
70 }

從代碼5中,我們看見visit()和render()函數的調用。其中visit()函數會調用draw()函數來向RenderQueue中添加RenderCommand,那么就繼續追尋visit()的代碼,如代碼6。

代碼6:

 1 void Node::visit(Renderer* renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 2 {
 3     // quick return if not visible. children won't be drawn.
 4     if (!_visible)
 5     {
 6         return;
 7     }
 8 
 9     uint32_t flags = processParentFlags(parentTransform, parentFlags);
10 
11     // IMPORTANT:
12     // To ease the migration to v3.0, we still support the Mat4 stack,
13     // but it is deprecated and your code should not rely on it
14     Director* director = Director::getInstance();
15     director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
16     director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
17     int i = 0;
18     if(!_children.empty())
19     {
20         sortAllChildren();
21         // draw children zOrder < 0
22         for( ; i < _children.size(); i++ )
23         {
24             auto node = _children.at(i);
25 
26             if ( node && node->_localZOrder < 0 )
27                 node->visit(renderer, _modelViewTransform, flags);
28             else
29                 break;
30         }
31         // self draw
32         this->draw(renderer, _modelViewTransform, flags);
33 
34         for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
35             (*it)->visit(renderer, _modelViewTransform, flags);
36     }
37     else
38     {
39         this->draw(renderer, _modelViewTransform, flags);
40     }
41 
42     director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
43     
44     // FIX ME: Why need to set _orderOfArrival to 0??
45     // Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
46     // reset for next frame
47     // _orderOfArrival = 0;
48 }

從代碼6中,我們可以看到“ auto node = _children.at(i);和node->visit(renderer, _modelViewTransform, flags);”,這段代碼的意思是先獲取子節點,然后遞歸調用節點的visit()函數,到了沒有子節點的節點,開始調用draw()函數。那么我們看看draw()函數代碼,如代碼7。

代碼7:

 1 void Node::draw(Renderer* renderer, const Mat4 &transform, uint32_t flags)  {  } 

好吧,從代碼7中,我們看到Node的draw什么都沒有做,是我們找錯地方?原來draw()是虛函數,所以它執行時執行的是該字節類的draw()函數。確實是我們找錯地方了。那么我們分別看DrawNode::draw()、Sprite::draw()。

代碼8:

 1 void DrawNode::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
 2 {
 3     _customCommand.init(_globalZOrder);
 4     _customCommand.func = CC_CALLBACK_0(DrawNode::onDraw, this, transform, flags);
 5     renderer->addCommand(&_customCommand);
 6 }
 7 
 8 void Sprite::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
 9 {
10 // Don't do calculate the culling if the transform was not updated
11 _insideBounds = (flags & FLAGS_TRANSFORM_DIRTY) ? renderer->checkVisibility(transform, _contentSize) : _insideBounds;
12 
13  if(_insideBounds)
14 {
15    _quadCommand.init(_globalZOrder, _texture->getName(), getGLProgramState(), _blendFunc, &_quad, 1, transform);
16    renderer->addCommand(&_quadCommand);
17 #if CC_SPRITE_DEBUG_DRAW
18   _customDebugDrawCommand.init(_globalZOrder);
19   _customDebugDrawCommand.func = CC_CALLBACK_0(Sprite::drawDebugData, this);
20   renderer->addCommand(&_customDebugDrawCommand);
21 #endif //CC_SPRITE_DEBUG_DRAW
22   }
23 }

 從代碼8中,我們可以看到在draw()函數向RenderQueue中添加RenderCommand,當然有的類的draw()不是向RenderQueue中添加RenderCommand,而是直接使用OpenGL的API直接進行渲染,或者做一些其他的事情。

    那么當draw()都遞歸調用完了,我們來看看最后進行渲染的Renderer::render() 函數,如代碼9。

    代碼9:

 1 void Renderer::render()
 2 {
 3     //Uncomment this once everything is rendered by new renderer
 4     //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 5 
 6     //TODO setup camera or MVP
 7     _isRendering = true;
 8     
 9     if (_glViewAssigned)
10     {
11         // cleanup
12         _drawnBatches = _drawnVertices = 0;
13 
14         //Process render commands
15         //1. Sort render commands based on ID
16         for (auto &renderqueue : _renderGroups)
17         {
18             renderqueue.sort();
19         }
20         visitRenderQueue(_renderGroups[0]);
21         flush();
22     }
23     clean();
24     _isRendering = false;
25 }

從代碼9中,我們看到“renderqueue.sort()",這是之前所說的對命令先排序,然后才進行渲染,“visitRenderQueue( _renderGroups[0])”就是來進行渲染的。那么我們接着看看void Renderer::visitRenderQueue(const RenderQueue& queue)的代碼,如代碼10。

代碼10:

 1 void Renderer::visitRenderQueue(const RenderQueue& queue)
 2 {
 3     ssize_t size = queue.size();
 4     
 5     for (ssize_t index = 0; index < size; ++index)
 6     {
 7         auto command = queue[index];
 8         auto commandType = command->getType();
 9         if(RenderCommand::Type::QUAD_COMMAND == commandType)
10         {
11             flush3D();
12             auto cmd = static_cast<QuadCommand*>(command);
13             //Batch quads
14             if(_numQuads + cmd->getQuadCount() > VBO_SIZE)
15             {
16                 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");
17                 
18                 //Draw batched quads if VBO is full
19                 drawBatchedQuads();
20             }
21             
22             _batchedQuadCommands.push_back(cmd);
23             
24             memcpy(_quads + _numQuads, cmd->getQuads(), sizeof(V3F_C4B_T2F_Quad) * cmd->getQuadCount());
25             convertToWorldCoordinates(_quads + _numQuads, cmd->getQuadCount(), cmd->getModelView());
26             
27             _numQuads += cmd->getQuadCount();
28 
29         }
30         else if(RenderCommand::Type::GROUP_COMMAND == commandType)
31         {
32             flush();
33             int renderQueueID = ((GroupCommand*) command)->getRenderQueueID();
34             visitRenderQueue(_renderGroups[renderQueueID]);
35         }
36         else if(RenderCommand::Type::CUSTOM_COMMAND == commandType)
37         {
38             flush();
39             auto cmd = static_cast<CustomCommand*>(command);
40             cmd->execute();
41         }
42         else if(RenderCommand::Type::BATCH_COMMAND == commandType)
43         {
44             flush();
45             auto cmd = static_cast<BatchCommand*>(command);
46             cmd->execute();
47         }
48         else if (RenderCommand::Type::MESH_COMMAND == commandType)
49         {
50             flush2D();
51             auto cmd = static_cast<MeshCommand*>(command);
52             if (_lastBatchedMeshCommand == nullptr || _lastBatchedMeshCommand->getMaterialID() != cmd->getMaterialID())
53             {
54                 flush3D();
55                 cmd->preBatchDraw();
56                 cmd->batchDraw();
57                 _lastBatchedMeshCommand = cmd;
58             }
59             else
60             {
61                 cmd->batchDraw();
62             }
63         }
64         else
65         {
66             CCLOGERROR("Unknown commands in renderQueue");
67         }
68     }
69 }

從代碼10中,我們看到RenderCommand類型有QUAD_COMMAND,CUSTOM_COMMAND,BATCH_COMMAND,GROUP_COMMAND,MESH_COMMAND五種,這些類型的講解在下一節。

從代碼10中,好像沒有與OpenGL相關的代碼,有點囧。其實這OpenGL的API調用是在Renderer::drawBatchedQuads()、BatchCommand::execute()中。在代碼10中,我們也看到在QUAD_COMMAND類型中調用了drawBatchedQuads(),如代碼11。在CUSTOM_COMMAND中調用了CustomCommand::execute(),如代碼12。在BATCH_COMMAND中調用了BatchCommand::execute(),如代碼13。在MESH_COMMAND類型中調用了MeshCommand::preBatchDraw()和MeshCommand::batchDraw()。至於GROUP_COMMAND類型,就遞歸它組里的成員。

代碼11:

  1 void Renderer::drawBatchedQuads()
  2 {
  3     //TODO we can improve the draw performance by insert material switching command before hand.
  4 
  5     int quadsToDraw = 0;
  6     int startQuad = 0;
  7 
  8     //Upload buffer to VBO
  9     if(_numQuads <= 0 || _batchedQuadCommands.empty())
 10     {
 11         return;
 12     }
 13 
 14     if (Configuration::getInstance()->supportsShareableVAO())
 15     {
 16         //Set VBO data
 17         glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
 18 
 19         // option 1: subdata
 20 //        glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * n , &_quads[start] );
 21 
 22         // option 2: data
 23 //        glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * (n-start), &quads_[start], GL_DYNAMIC_DRAW);
 24 
 25         // option 3: orphaning + glMapBuffer
 26         glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * (_numQuads), nullptr, GL_DYNAMIC_DRAW);
 27         void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
 28         memcpy(buf, _quads, sizeof(_quads[0])* (_numQuads));
 29         glUnmapBuffer(GL_ARRAY_BUFFER);
 30 
 31         glBindBuffer(GL_ARRAY_BUFFER, 0);
 32 
 33         //Bind VAO
 34         GL::bindVAO(_quadVAO);
 35     }
 36     else
 37     {
 38 #define kQuadSize sizeof(_quads[0].bl)
 39         glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
 40 
 41         glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * _numQuads , _quads, GL_DYNAMIC_DRAW);
 42 
 43         GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
 44 
 45         // vertices
 46         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, vertices));
 47 
 48         // colors
 49         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, colors));
 50 
 51         // tex coords
 52         glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords));
 53 
 54         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
 55     }
 56 
 57     //Start drawing verties in batch
 58     for(const auto& cmd : _batchedQuadCommands)
 59     {
 60         auto newMaterialID = cmd->getMaterialID();
 61         if(_lastMaterialID != newMaterialID || newMaterialID == QuadCommand::MATERIAL_ID_DO_NOT_BATCH)
 62         {
 63             //Draw quads
 64             if(quadsToDraw > 0)
 65             {
 66                 glDrawElements(GL_TRIANGLES, (GLsizei) quadsToDraw*6, GL_UNSIGNED_SHORT, (GLvoid*) (startQuad*6*sizeof(_indices[0])) );
 67                 _drawnBatches++;
 68                 _drawnVertices += quadsToDraw*6;
 69 
 70                 startQuad += quadsToDraw;
 71                 quadsToDraw = 0;
 72             }
 73 
 74             //Use new material
 75             cmd->useMaterial();
 76             _lastMaterialID = newMaterialID;
 77         }
 78 
 79         quadsToDraw += cmd->getQuadCount();
 80     }
 81 
 82     //Draw any remaining quad
 83     if(quadsToDraw > 0)
 84     {
 85         glDrawElements(GL_TRIANGLES, (GLsizei) quadsToDraw*6, GL_UNSIGNED_SHORT, (GLvoid*) (startQuad*6*sizeof(_indices[0])) );
 86         _drawnBatches++;
 87         _drawnVertices += quadsToDraw*6;
 88     }
 89 
 90     if (Configuration::getInstance()->supportsShareableVAO())
 91     {
 92         //Unbind VAO
 93         GL::bindVAO(0);
 94     }
 95     else
 96     {
 97         glBindBuffer(GL_ARRAY_BUFFER, 0);
 98         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
 99     }
100 
101     _batchedQuadCommands.clear();
102     _numQuads = 0;
103 }

代碼12:

1 void CustomCommand::execute()
2 {
3     if(func)
4     {
5         func();
6     }
7 }

代碼13:

 1 void BatchCommand::execute()
 2 {
 3     // Set material
 4     _shader->use();
 5     _shader->setUniformsForBuiltins(_mv);
 6     GL::bindTexture2D(_textureID);
 7     GL::blendFunc(_blendType.src, _blendType.dst);
 8  
 9     // Draw
10     _textureAtlas->drawQuads();
11 }

從代碼11、代碼12、代碼13中,我們都看到了這些函數中對OpenGl的API調用來進行渲染。其中特別提醒一下,在CustomCommand::execute()中直接調用的函數是我們設置的回調函數。在這個函數中,我們可以自己使用OpenGL的API進行圖形的渲染。這就在第三節中講如何在Cocos2d-x中自己設置渲染功能中向_customCommand添加的函數。在這里我先給出簡便的方式,_customCommand.func = CC_CALLBACK_0(HelloWorld::onDraw, this)。

 

以上就是把一個完整的渲染的流程都梳理了一片,下面我給出了流程圖,如圖3。

圖3:

1411351453252003.png

第二、RenderCommand的類型

這里的類型講解主要參考這篇文章中關於RenderComman的類型講解。

  • QUAD_COMMAND:QuadCommand類繪制精靈等。所有繪制圖片的命令都會調用到這里,處理這個類型命令的代碼就是繪制貼圖的openGL代碼,下一篇文章會詳細介紹這部分代碼。

  • CUSTOM_COMMAND:CustomCommand類自定義繪制,自己定義繪制函數,在調用繪制時只需調用已經傳進來的回調函數就可以,裁剪節點,繪制圖形節點都采用這個繪制,把繪制函數定義在自己的類里。這種類型的繪制命令不會在處理命令的時候調用任何一句openGL代碼,而是調用你寫好並設置給func的繪制函數,后續文章會介紹引擎中的所有自定義繪制,並自己實現一個自定義的繪制。

  • BATCH_COMMAND:BatchCommand類批處理繪制,批處理精靈和粒子。其實它類似於自定義繪制,也不會再render函數中出現任何一句openGL函數,它調用一個固定的函數,這個函數會在下一篇文章中介紹。

  • GROUP_COMMAND:GroupCommand類繪制組,一個節點包括兩個以上繪制命令的時候,把這個繪制命令存儲到另外一個_renderGroups中的元素中,並把這個元素的指針作為一個節點存儲到_renderGroups[0]中。

 

第三、如何在Cocos2d-x中自己設置渲染功能

1.第一種方法針對的是整個圖層的渲染

重寫visit()函數,並且在visit()函數中直接向CommandQueue添加CustomCommand,設置好回調函數,這個比較直接,如代碼14,代碼14是子龍山人基於Cocos2d-x學習OpenGL ES 2.0系列文章的第一篇中的部分代碼。或者重寫draw()函數,並且在draw()函數中向CommandQueue添加CustomCommand,設置好回調函數,這個就比較按照正規的流程走。

代碼14:

 1 void HelloWorld::visit(cocos2d::Renderer *renderer, const Mat4 &transform, bool transformUpdated)
 2 {
 3     Layer::draw(renderer, transform, transformUpdated);
 4      
 5     //send custom command to tell the renderer to call opengl commands
 6     _customCommand.init(_globalZOrder);
 7     _customCommand.func = CC_CALLBACK_0(HelloWorld::onDraw, this);
 8     renderer->addCommand(&_customCommand);
 9      
10      
11 }
12 void HelloWorld::onDraw()
13 {
14     //question1: why the triangle goes to the up side
15     //如果使用對等矩陣,則三角形繪制會在最前面
16     Director::getInstance()->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
17     Director::getInstance()->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
18     Director::getInstance()->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
19     Director::getInstance()->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
20     
21    &nbsp;auto glProgram = getGLProgram();
22      
23     glProgram->use();
24      
25     //set uniform values, the order of the line is very important
26     glProgram->setUniformsForBuiltins();
27     auto size = Director::getInstance()->getWinSize();
28      
29     //use vao
30     glBindVertexArray(vao);
31      
32     GLuint uColorLocation = glGetUniformLocation(glProgram->getProgram(), "u_color");
33      
34     float uColor[] = {1.0, 1.0, 1.0, 1.0};
35     glUniform4fv(uColorLocation,1, uColor);   
36 //  glDrawArrays(GL_TRIANGLES, 0, 6);
37     glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE,(GLvoid*)0);  
38     glBindVertexArray(0); 
39     CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 6);
40     CHECK_GL_ERROR_DEBUG();  
41     Director::getInstance()->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);   
42     Director::getInstance()->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
43  
44 }

從代碼14中,我們看到重寫visit()函數,在visit()函數中直接向RenderQueue添加RenderCommand,即“renderer->addCommand(&_customCommand);”,由於此RenderCommand類型為CustomCommand,所以要添加處理圖形渲染的回調函數,即“_customCommand.func = CC_CALLBACK_0(HelloWorld::onDraw, this);”,這行代碼就是添加回調函數的,onDraw()函數中調用OpengGL的API渲染圖形。關於func是如何被調用,可以參考上面的代碼12上下文的分析。

 

2.第二種方法針對個別精靈

有時候,我們只要對個別精靈進行特效的處理,這個精靈需要使用我們自己編寫的Shader,而圖層其他的元素按默認處理就行了。這時候就需要第二種方法了。設置好Shader,向精靈添加Shader,最后在重寫draw函數,在draw函數中進行特效的處理,如代碼15,代碼15是《捕魚達人3》教程第二節的代碼。

代碼15:

 1 bool FishLayer::init()
 2 {
 3          ...省略了不相關的代碼。
 4     // 將vsh與fsh裝配成一個完整的Shader文件。
 5     auto glprogram = GLProgram::createWithFilenames("UVAnimation.vsh", "UVAnimation.fsh");
 6     // 由Shader文件創建這個Shader
 7     auto glprogramstate = GLProgramState::getOrCreateWithGLProgram(glprogram);
 8     // 給精靈設置所用的Shader
 9     m_Sprite->setGLProgramState(glprogramstate);
10 
11     //創建海龜所用的貼圖。
12     auto textrue1 = Director::getInstance()->getTextureCache()->addImage("tortoise.png");
13     //將貼圖設置給Shader中的變量值u_texture1
14     glprogramstate->setUniformTexture("u_texture1", textrue1);
15     //創建波光貼圖。
16     auto textrue2 = Director::getInstance()->getTextureCache()->addImage("caustics.png");
17     //將貼圖設置給Shader中的變量值u_lightTexture
18     glprogramstate->setUniformTexture("u_lightTexture", textrue2);
19 
20     //注意,對於波光貼圖,我們希望它在進行UV動畫時能產生四方連續效果,必須設置它的紋理UV尋址方式為GL_REPEAT。
21     Texture2D::TexParams    tRepeatParams;
22     tRepeatParams.magFilter = GL_LINEAR_MIPMAP_LINEAR;
23     tRepeatParams.minFilter = GL_LINEAR;
24     tRepeatParams.wrapS = GL_REPEAT;
25     tRepeatParams.wrapT = GL_REPEAT;
26     textrue2->setTexParameters(tRepeatParams);
27     //在這里,我們設置一個波光的顏色,這里設置為白色。
28     Vec4  tLightColor(1.0,1.0,1.0,1.0);
29     glprogramstate->setUniformVec4("v_LightColor",tLightColor);
30     //下面這一段,是為了將我們自定義的Shader與我們的模型頂點組織方式進行匹配。模型的頂點數據一般包括位置,法線,色彩,紋理,以及骨骼綁定信息。而Shader需要將內部相應的頂點屬性通道與模型相應的頂點屬性數據進行綁定才能正確顯示出頂點。
31     long offset = 0;
32     auto attributeCount = m_Sprite->getMesh()->getMeshVertexAttribCount();
33     for (auto k = 0; k < attributeCount; k++) {
34         auto meshattribute = m_Sprite->getMesh()->getMeshVertexAttribute(k);
35         glprogramstate->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
36                                              meshattribute.size,
37                                              meshattribute.type,
38                                              GL_FALSE,
39                                              m_Sprite->getMesh()->getVertexSizeInBytes(),
40                                              (GLvoid*)offset);
41         offset += meshattribute.attribSizeBytes;
42     }
43 
44     //uv滾動初始值設為0
45     m_LightAni.x = m_LightAni.y = 0;
46     return true;
47 }
48 
49 void FishLayer::draw(Renderer* renderer, const Mat4 &transform, uint32_t flags)
50 {
51     if(m_Sprite)
52     {
53         //烏龜從右向左移動,移出屏幕后就回到最右邊
54         auto s = Director::getInstance()->getWinSize();
55         m_Sprite->setPositionX(m_Sprite->getPositionX()-1);
56         if(m_Sprite->getPositionX() < -100)
57         {
58             m_Sprite->setPositionX(s.width + 10);
59         }
60         
61         auto glprogramstate = m_Sprite->getGLProgramState();
62         if(glprogramstate)
63         {
64             m_LightAni.x += 0.01;
65             if(m_LightAni.x > 1.0)
66             {
67                 m_LightAni.x-= 1.0;
68             }
69             m_LightAni.y += 0.01;
70             if(m_LightAni.y > 1.0)
71             {
72                 m_LightAni.y-= 1.0;
73             }
74             glprogramstate->setUniformVec2("v_animLight",m_LightAni);
75         }
76     }
77     Node::draw(renderer,transform,flags);
78 }

從代碼15中,我們可以看到先使用OpengGL的API創建自己的Shader,然后再把m_sprite的Shader設置為自己的Shader即“m_Sprite->setGLProgramState(glprogramstate);”,這是給精靈設置所用的Shader,這就是針對個別的精靈,而不是整個圖層。接着在draw()中,如果精靈已生成,每次調用draw()函數都改變Shader中參數,以達到特別的效果。

以上都是我通過閱讀別人的代碼總結的方法,有其他的在Cocos2d-x中自己設置渲染功能的方法,可以一起溝通。

來源網址:http://blog.csdn.net/cbbbc/article/details/39449945

 


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