1.create
auto sprite = Sprite::create("HelloWorld.png");
Sprite* Sprite::create(const std::string& filename)
{
Sprite *sprite = new (std::nothrow) Sprite();
if (sprite && sprite->initWithFile(filename))
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return nullptr;
}
Sprite::Sprite(void)
: _batchNode(nullptr)
, _textureAtlas(nullptr)
, _shouldBeHidden(false)
, _texture(nullptr)
, _spriteFrame(nullptr)
, _insideBounds(true)
{
}
2.init
bool Sprite::initWithFile(const std::string& filename)
{
if (filename.empty())
{
CCLOG("Call Sprite::initWithFile with blank resource filename.");
return false;
}
_fileName = filename;
_fileType = 0;
Texture2D *texture = _director->getTextureCache()->addImage(filename);
if (texture)
{
Rect rect = Rect::ZERO;
rect.size = texture->getContentSize();
return initWithTexture(texture, rect);
}
// don't release here.
// when load texture failed, it's better to get a "transparent" sprite then a crashed program
// this->release();
return false;
}
1)_director->getTextureCache()->addImage(filename):TextureCache用于管理texture的加载(另开一个线程)
2)rect.size = texture->getContentSize():用texture content size(像素为单位,window.size也是以像素为单位)作为Sprite的size,如果是一张1024X768的图片,则rect = (0,0,1024,768),这个rect会用来生成Sprite的顶点坐标,比如这个Rect的右上角对应的顶点坐标是(1024 / window.size.w, 768 / window.size.h)
bool Node::init()
{
return true;
}
bool Sprite::initWithTexture(Texture2D *texture, const Rect& rect, bool rotated)
{
bool result = false;
if (Node::init())
{
_batchNode = nullptr;
_recursiveDirty = false;
setDirty(false);
_opacityModifyRGB = true;
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
_flippedX = _flippedY = false;
// default transform anchor: center
setAnchorPoint(Vec2(0.5f, 0.5f));
// zwoptex default values
_offsetPosition.setZero();
// clean the Quad
memset(&_quad, 0, sizeof(_quad));
// Atlas: Color
_quad.bl.colors = Color4B::WHITE;
_quad.br.colors = Color4B::WHITE;
_quad.tl.colors = Color4B::WHITE;
_quad.tr.colors = Color4B::WHITE;
// update texture (calls updateBlendFunc), set program but not set vertex attrib and uniform
setTexture(texture);
// set _quad, _texcoord
setTextureRect(rect, rotated, rect.size);
// by default use "Self Render".
// if the sprite is added to a batchnode, then it will automatically switch to "batchnode Render"
setBatchNode(nullptr);
result = true;
}
_recursiveDirty = true;
setDirty(true);
return result;
}
0)_quad.bl.colors = Color4B::WHITE:默认4个角的颜色为白色
1)_flippedX = _flippedY = false:不需要flip,因为TexCoords按照未flip生成的(y轴向下,OpenGL坐标系y轴向上)
2)setAnchorPoint(Vec2(0.5f, 0.5f)):除了layer类,其他Node类锚点默认在正中间
3)_offsetPosition.setZero():Node的content size可能和texture size不一样,这样就会产生offset,一般offset都是0。因为使用texture的content size来设置Node的content size的,两者相等,所以没有offset。
4)setTexture(texture):设置texture,获取GLProgramState,加载编译所有的program,如果texture为nullptr,用一张白色的图片作为texture
void Sprite::setTexture(Texture2D *texture)
{
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP, texture));
// If batchnode, then texture id should be the same
CCASSERT(! _batchNode || (texture && texture->getName() == _batchNode->getTexture()->getName()), "CCSprite: Batched sprites should use the same texture as the batchnode");
// accept texture==nil as argument
CCASSERT( !texture || dynamic_cast<Texture2D*>(texture), "setTexture expects a Texture2D. Invalid argument");
if (texture == nullptr)
{
// Gets the texture by key firstly.
texture = _director->getTextureCache()->getTextureForKey(CC_2x2_WHITE_IMAGE_KEY);
// If texture wasn't in cache, create it from RAW data.
if (texture == nullptr)
{
Image* image = new (std::nothrow) Image();
bool isOK = image->initWithRawData(cc_2x2_white_image, sizeof(cc_2x2_white_image), 2, 2, 8);
CC_UNUSED_PARAM(isOK);
CCASSERT(isOK, "The 2x2 empty texture was created unsuccessfully.");
texture = _director->getTextureCache()->addImage(image, CC_2x2_WHITE_IMAGE_KEY);
CC_SAFE_RELEASE(image);
}
}
if (!_batchNode && _texture != texture)
{
CC_SAFE_RETAIN(texture);
CC_SAFE_RELEASE(_texture);
_texture = texture;
updateBlendFunc();
}
}
5)setTextureRect(rect, rotated, rect.size):setTexCoords(左上为(0,0), 左下为(0.1),load image不flip,TexCoords实现flip)和setPosition(position没有变,左下为(0,0))
void Sprite::setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize)
{
_rectRotated = rotated;
setContentSize(untrimmedSize);
setVertexRect(rect);
setTextureCoords(rect);
float relativeOffsetX = _unflippedOffsetPositionFromCenter.x;
float relativeOffsetY = _unflippedOffsetPositionFromCenter.y;
// issue #732
if (_flippedX)
{
relativeOffsetX = -relativeOffsetX;
}
if (_flippedY)
{
relativeOffsetY = -relativeOffsetY;
}
_offsetPosition.x = relativeOffsetX + (_contentSize.width - _rect.size.width) / 2;
_offsetPosition.y = relativeOffsetY + (_contentSize.height - _rect.size.height) / 2;
// rendering using batch node
if (_batchNode)
{
// update dirty_, don't update recursiveDirty_
setDirty(true);
}
else
{
// self rendering
// Atlas: Vertex
float x1 = 0.0f + _offsetPosition.x;
float y1 = 0.0f + _offsetPosition.y;
float x2 = x1 + _rect.size.width;
float y2 = y1 + _rect.size.height;
// Don't update Z.
_quad.bl.vertices.set(x1, y1, 0.0f);
_quad.br.vertices.set(x2, y1, 0.0f);
_quad.tl.vertices.set(x1, y2, 0.0f);
_quad.tr.vertices.set(x2, y2, 0.0f);
}
_polyInfo.setQuad(&_quad);
}
void Node::setContentSize(const Size & size)
{
if (! size.equals(_contentSize))
{
_contentSize = size;
_anchorPointInPoints.set(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y);
_transformUpdated = _transformDirty = _inverseDirty = _contentSizeDirty = true;
}
}
void Sprite::setVertexRect(const Rect& rect)
{
_rect = rect;
}
void Sprite::setTextureCoords(const Rect& rectInPoint)
{
Texture2D *tex = _batchNode ? _textureAtlas->getTexture() : _texture;
if (tex == nullptr)
{
return;
}
auto rectInPixels = CC_RECT_POINTS_TO_PIXELS(rectInPoint);
float atlasWidth = (float)tex->getPixelsWide();
float atlasHeight = (float)tex->getPixelsHigh();
float left, right, top, bottom;
if (_rectRotated)
{
#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
left = (2*rectInPixels.origin.x+1)/(2*atlasWidth);
right = left+(rectInPixels.size.height*2-2)/(2*atlasWidth);
top = (2*rectInPixels.origin.y+1)/(2*atlasHeight);
bottom = top+(rectInPixels.size.width*2-2)/(2*atlasHeight);
#else
left = rectInPixels.origin.x/atlasWidth;
right = (rectInPixels.origin.x+rectInPixels.size.height) / atlasWidth;
top = rectInPixels.origin.y/atlasHeight;
bottom = (rectInPixels.origin.y+rectInPixels.size.width) / atlasHeight;
#endif // CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
if (_flippedX)
{
std::swap(top, bottom);
}
if (_flippedY)
{
std::swap(left, right);
}
_quad.bl.texCoords.u = left;
_quad.bl.texCoords.v = top;
_quad.br.texCoords.u = left;
_quad.br.texCoords.v = bottom;
_quad.tl.texCoords.u = right;
_quad.tl.texCoords.v = top;
_quad.tr.texCoords.u = right;
_quad.tr.texCoords.v = bottom;
}
else
{
#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
left = (2*rectInPixels.origin.x+1)/(2*atlasWidth);
right = left + (rectInPixels.size.width*2-2)/(2*atlasWidth);
top = (2*rectInPixels.origin.y+1)/(2*atlasHeight);
bottom = top + (rectInPixels.size.height*2-2)/(2*atlasHeight);
#else
left = rectInPixels.origin.x/atlasWidth;
right = (rectInPixels.origin.x + rectInPixels.size.width) / atlasWidth;
top = rectInPixels.origin.y/atlasHeight;
bottom = (rectInPixels.origin.y + rectInPixels.size.height) / atlasHeight;
#endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
if(_flippedX)
{
std::swap(left, right);
}
if(_flippedY)
{
std::swap(top, bottom);
}
_quad.bl.texCoords.u = left;
_quad.bl.texCoords.v = bottom;
_quad.br.texCoords.u = right;
_quad.br.texCoords.v = bottom;
_quad.tl.texCoords.u = left;
_quad.tl.texCoords.v = top;
_quad.tr.texCoords.u = right;
_quad.tr.texCoords.v = top;
}
}
/**The structure of Triangles. */
struct Triangles
{
/**Vertex data pointer.*/
V3F_C4B_T2F* verts;
/**Index data pointer.*/
unsigned short* indices;
/**The number of vertices.*/
int vertCount;
/**The number of indices.*/
int indexCount;
};
static unsigned short quadIndices[]={0,1,2, 3,2,1};
void PolygonInfo::setQuad(V3F_C4B_T2F_Quad *quad)
{
releaseVertsAndIndices();
isVertsOwner = false;
triangles.indices = quadIndices;
triangles.vertCount = 4;
triangles.indexCount = 6;
triangles.verts = (V3F_C4B_T2F*)quad;
}
6)init之后,texture,position(未归一化,bl(0,0),br(0,1024),tl(0,768),tr(1024,768)),indices(预定义的{0,1,2, 3,2,1}),TexCoords(flip过的,bl(0,1),br(1,1),tl(0,0),tr(1,0))
3.setPosition
sprite->setPosition(Vec2(visibleSize / 2) + origin);
void Sprite::setPosition(const Vec2& pos)
{
Node::setPosition(pos);
SET_DIRTY_RECURSIVELY();
}
void Node::setPosition(float x, float y)
{
if (_position.x == x && _position.y == y)
return;
_position.x = x;
_position.y = y;
_transformUpdated = _transformDirty = _inverseDirty = true;
_usingNormalizedPosition = false;
}
1)这里的Position是用来生成translate的
2)与移动相关的Action修改的也是这个Position
3)如何由Position到Transform Matrix
const Mat4& Node::getNodeToParentTransform() const
{
if (_transformDirty)
{
// Translate values 0
float x = _position.x;
float y = _position.y;
float z = _positionZ;
// _ignoreAnchorPointForPosition = false
if (_ignoreAnchorPointForPosition)
{
x += _anchorPointInPoints.x;
y += _anchorPointInPoints.y;
}
bool needsSkewMatrix = ( _skewX || _skewY );
Vec2 anchorPoint(_anchorPointInPoints.x * _scaleX, _anchorPointInPoints.y * _scaleY);
// calculate real position 1
// get real translation
if (! needsSkewMatrix && !_anchorPointInPoints.isZero())
{
x += -anchorPoint.x;
y += -anchorPoint.y;
}
// Build Transform Matrix = translation * rotation * scale
Mat4 translation;
// move to anchor point first, then rotate 2
// will restore after rotate
Mat4::createTranslation(x + anchorPoint.x, y + anchorPoint.y, z, &translation);
Mat4::createRotation(_rotationQuat, &_transform);
if (_rotationZ_X != _rotationZ_Y)
{
// Rotation values
// Change rotation code to handle X and Y
// If we skew with the exact same value for both x and y then we're simply just rotating
float radiansX = -CC_DEGREES_TO_RADIANS(_rotationZ_X);
float radiansY = -CC_DEGREES_TO_RADIANS(_rotationZ_Y);
float cx = cosf(radiansX);
float sx = sinf(radiansX);
float cy = cosf(radiansY);
float sy = sinf(radiansY);
float m0 = _transform.m[0], m1 = _transform.m[1], m4 = _transform.m[4], m5 = _transform.m[5], m8 = _transform.m[8], m9 = _transform.m[9];
_transform.m[0] = cy * m0 - sx * m1, _transform.m[4] = cy * m4 - sx * m5, _transform.m[8] = cy * m8 - sx * m9;
_transform.m[1] = sy * m0 + cx * m1, _transform.m[5] = sy * m4 + cx * m5, _transform.m[9] = sy * m8 + cx * m9;
}
_transform = translation * _transform;
// move by (-anchorPoint.x, -anchorPoint.y, 0) after rotation 3
// restore position after rotate
_transform.translate(-anchorPoint.x, -anchorPoint.y, 0);
if (_scaleX != 1.f)
{
_transform.m[0] *= _scaleX, _transform.m[1] *= _scaleX, _transform.m[2] *= _scaleX;
}
if (_scaleY != 1.f)
{
_transform.m[4] *= _scaleY, _transform.m[5] *= _scaleY, _transform.m[6] *= _scaleY;
}
if (_scaleZ != 1.f)
{
_transform.m[8] *= _scaleZ, _transform.m[9] *= _scaleZ, _transform.m[10] *= _scaleZ;
}
// FIXME:: Try to inline skew
// If skew is needed, apply skew and then anchor point
if (needsSkewMatrix)
{
float skewMatArray[16] =
{
1, (float)tanf(CC_DEGREES_TO_RADIANS(_skewY)), 0, 0,
(float)tanf(CC_DEGREES_TO_RADIANS(_skewX)), 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
Mat4 skewMatrix(skewMatArray);
_transform = _transform * skewMatrix;
// adjust anchor point
if (!_anchorPointInPoints.isZero())
{
// FIXME:: Argh, Mat4 needs a "translate" method.
// FIXME:: Although this is faster than multiplying a vec4 * mat4
_transform.m[12] += _transform.m[0] * -_anchorPointInPoints.x + _transform.m[4] * -_anchorPointInPoints.y;
_transform.m[13] += _transform.m[1] * -_anchorPointInPoints.x + _transform.m[5] * -_anchorPointInPoints.y;
}
}
}
// only camera node need this maybe, get additional transform from scene's eyeTransform Matrix
if (_additionalTransform)
{
// This is needed to support both Node::setNodeToParentTransform() and Node::setAdditionalTransform()
// at the same time. The scenario is this:
// at some point setNodeToParentTransform() is called.
// and later setAdditionalTransform() is called every time. And since _transform
// is being overwritten everyframe, _additionalTransform[1] is used to have a copy
// of the last "_transform without _additionalTransform"
if (_transformDirty)
_additionalTransform[1] = _transform;
if (_transformUpdated)
_transform = _additionalTransform[1] * _additionalTransform[0];
}
_transformDirty = _additionalTransformDirty = false;
return _transform;
}
4.visit
void Node::visit(Renderer* renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
// quick return if not visible. children won't be drawn.
if (!_visible)
{
return;
}
// set transform
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 it
_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
bool visibleByCamera = isVisitableByVisitingCamera();
int i = 0;
if(!_children.empty())
{
sortAllChildren();
// draw children zOrder < 0
for( ; i < _children.size(); i++ )
{
auto node = _children.at(i);
if (node && node->_localZOrder < 0)
node->visit(renderer, _modelViewTransform, flags);
else
break;
}
// self draw
if (visibleByCamera)
this->draw(renderer, _modelViewTransform, flags);
for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
(*it)->visit(renderer, _modelViewTransform, flags);
}
else if (visibleByCamera)
{
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;
}
由Position get _modelViewTransform
uint32_t Node::processParentFlags(const Mat4& parentTransform, uint32_t parentFlags)
{
// _usingNormalizedPosition = false
if(_usingNormalizedPosition)
{
CCASSERT(_parent, "setNormalizedPosition() doesn't work with orphan nodes");
if ((parentFlags & FLAGS_CONTENT_SIZE_DIRTY) || _normalizedPositionDirty)
{
auto& s = _parent->getContentSize();
_position.x = _normalizedPosition.x * s.width;
_position.y = _normalizedPosition.y * s.height;
_transformUpdated = _transformDirty = _inverseDirty = true;
_normalizedPositionDirty = false;
}
}
// Fixes Github issue #16100. Basically when having two cameras, one camera might set as dirty the
// node that is not visited by it, and might affect certain calculations. Besides, it is faster to do this.
if (!isVisitableByVisitingCamera())
return parentFlags;
uint32_t flags = parentFlags;
flags |= (_transformUpdated ? FLAGS_TRANSFORM_DIRTY : 0);
flags |= (_contentSizeDirty ? FLAGS_CONTENT_SIZE_DIRTY : 0);
// true
if(flags & FLAGS_DIRTY_MASK)
_modelViewTransform = this->transform(parentTransform);
_transformUpdated = false;
_contentSizeDirty = false;
return flags;
}
Mat4 Node::transform(const Mat4& parentTransform)
{
return parentTransform * this->getNodeToParentTransform();
}
const Mat4& Node::getNodeToParentTransform() const
{
if (_transformDirty)
{
// Translate values
float x = _position.x;
float y = _position.y;
float z = _positionZ;
// false
if (_ignoreAnchorPointForPosition)
{
x += _anchorPointInPoints.x;
y += _anchorPointInPoints.y;
}
bool needsSkewMatrix = ( _skewX || _skewY );
// (1024.0/2, 768.0/2)
Vec2 anchorPoint(_anchorPointInPoints.x * _scaleX, _anchorPointInPoints.y * _scaleY);
// calculate real position
// not ignore AnchorPoint, calculate real translate values
if (! needsSkewMatrix && !_anchorPointInPoints.isZero())
{
x += -anchorPoint.x;
y += -anchorPoint.y;
}
// Build Transform Matrix = translation * rotation * scale
Mat4 translation;
//move to anchor point first, then rotate 2
Mat4::createTranslation(x + anchorPoint.x, y + anchorPoint.y, z, &translation);
Mat4::createRotation(_rotationQuat, &_transform);
if (_rotationZ_X != _rotationZ_Y)
{
// Rotation values
// Change rotation code to handle X and Y
// If we skew with the exact same value for both x and y then we're simply just rotating
float radiansX = -CC_DEGREES_TO_RADIANS(_rotationZ_X);
float radiansY = -CC_DEGREES_TO_RADIANS(_rotationZ_Y);
float cx = cosf(radiansX);
float sx = sinf(radiansX);
float cy = cosf(radiansY);
float sy = sinf(radiansY);
float m0 = _transform.m[0], m1 = _transform.m[1], m4 = _transform.m[4], m5 = _transform.m[5], m8 = _transform.m[8], m9 = _transform.m[9];
_transform.m[0] = cy * m0 - sx * m1, _transform.m[4] = cy * m4 - sx * m5, _transform.m[8] = cy * m8 - sx * m9;
_transform.m[1] = sy * m0 + cx * m1, _transform.m[5] = sy * m4 + cx * m5, _transform.m[9] = sy * m8 + cx * m9;
}
_transform = translation * _transform;
//move by (-anchorPoint.x, -anchorPoint.y, 0) after rotation 3
_transform.translate(-anchorPoint.x, -anchorPoint.y, 0);
if (_scaleX != 1.f)
{
_transform.m[0] *= _scaleX, _transform.m[1] *= _scaleX, _transform.m[2] *= _scaleX;
}
if (_scaleY != 1.f)
{
_transform.m[4] *= _scaleY, _transform.m[5] *= _scaleY, _transform.m[6] *= _scaleY;
}
if (_scaleZ != 1.f)
{
_transform.m[8] *= _scaleZ, _transform.m[9] *= _scaleZ, _transform.m[10] *= _scaleZ;
}
// FIXME:: Try to inline skew
// If skew is needed, apply skew and then anchor point
if (needsSkewMatrix)
{
float skewMatArray[16] =
{
1, (float)tanf(CC_DEGREES_TO_RADIANS(_skewY)), 0, 0,
(float)tanf(CC_DEGREES_TO_RADIANS(_skewX)), 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
Mat4 skewMatrix(skewMatArray);
_transform = _transform * skewMatrix;
// adjust anchor point
if (!_anchorPointInPoints.isZero())
{
// FIXME:: Argh, Mat4 needs a "translate" method.
// FIXME:: Although this is faster than multiplying a vec4 * mat4
_transform.m[12] += _transform.m[0] * -_anchorPointInPoints.x + _transform.m[4] * -_anchorPointInPoints.y;
_transform.m[13] += _transform.m[1] * -_anchorPointInPoints.x + _transform.m[5] * -_anchorPointInPoints.y;
}
}
}
// false
if (_additionalTransform)
{
// This is needed to support both Node::setNodeToParentTransform() and Node::setAdditionalTransform()
// at the same time. The scenario is this:
// at some point setNodeToParentTransform() is called.
// and later setAdditionalTransform() is called every time. And since _transform
// is being overwritten everyframe, _additionalTransform[1] is used to have a copy
// of the last "_transform without _additionalTransform"
if (_transformDirty)
_additionalTransform[1] = _transform;
if (_transformUpdated)
_transform = _additionalTransform[1] * _additionalTransform[0];
}
_transformDirty = _additionalTransformDirty = false;
return _transform;
}
visit就是沿着Node树从root node把transform传递下去,如:scene的translate同样要apply到子children node,并且在apply transform后,按照树关系调用children node的draw()函数add command,Sprite添加TrianglesCommand
5.draw
void Sprite::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
if (_texture == nullptr)
{
return;
}
#if CC_USE_CULLING
// Don't calculate the culling if the transform was not updated
auto visitingCamera = Camera::getVisitingCamera();
auto defaultCamera = Camera::getDefaultCamera();
if (visitingCamera == defaultCamera) {
_insideBounds = ((flags & FLAGS_TRANSFORM_DIRTY) || visitingCamera->isViewProjectionUpdated()) ? renderer->checkVisibility(transform, _contentSize) : _insideBounds;
}
else
{
// XXX: this always return true since
_insideBounds = renderer->checkVisibility(transform, _contentSize);
}
if(_insideBounds)
#endif
{
_trianglesCommand.init(_globalZOrder,
_texture,
getGLProgramState(),
_blendFunc,
_polyInfo.triangles,
transform,
flags);
renderer->addCommand(&_trianglesCommand);
}
}
void TrianglesCommand::init(float globalOrder, GLuint textureID, GLProgramState* glProgramState, BlendFunc blendType, const Triangles& triangles,const Mat4& mv, uint32_t flags)
{
CCASSERT(glProgramState, "Invalid GLProgramState");
CCASSERT(glProgramState->getVertexAttribsFlags() == 0, "No custom attributes are supported in QuadCommand");
RenderCommand::init(globalOrder, mv, flags);
_triangles = triangles;
if(_triangles.indexCount % 3 != 0)
{
int count = _triangles.indexCount;
_triangles.indexCount = count / 3 * 3;
CCLOGERROR("Resize indexCount from %zd to %zd, size must be multiple times of 3", count, _triangles.indexCount);
}
_mv = mv;
if( _textureID != textureID || _blendType.src != blendType.src || _blendType.dst != blendType.dst ||
_glProgramState != glProgramState ||
_glProgram != glProgramState->getGLProgram())
{
_textureID = textureID;
_blendType = blendType;
_glProgramState = glProgramState;
_glProgram = glProgramState->getGLProgram();
generateMaterialID();
}
}
void Renderer::addCommand(RenderCommand* command)
{
// renderQueue = 0, usual only one renderGroup
int renderQueue =_commandGroupStack.top();
addCommand(command, renderQueue);
}
void Renderer::addCommand(RenderCommand* command, int renderQueue)
{
CCASSERT(!_isRendering, "Cannot add command while rendering");
CCASSERT(renderQueue >=0, "Invalid render queue");
CCASSERT(command->getType() != RenderCommand::Type::UNKNOWN_COMMAND, "Invalid Command Type");
// only have one render groups, but five commands array : GLOBALZ_NEG, OPAQUE_3D ...
_renderGroups[renderQueue].push_back(command);
}
enum QUEUE_GROUP
{
/**Objects with globalZ smaller than 0.*/
GLOBALZ_NEG = 0,
/**Opaque 3D objects with 0 globalZ.*/
OPAQUE_3D = 1,
/**Transparent 3D objects with 0 globalZ.*/
TRANSPARENT_3D = 2,
/**2D objects with 0 globalZ.*/
GLOBALZ_ZERO = 3,
/**Objects with globalZ bigger than 0.*/
GLOBALZ_POS = 4,
/**Max Queue Count*/
QUEUE_COUNT = 5,
};
void RenderQueue::push_back(RenderCommand* command)
{
float z = command->getGlobalOrder();
if(z < 0)
{
_commands[QUEUE_GROUP::GLOBALZ_NEG].push_back(command);
}
else if(z > 0)
{
_commands[QUEUE_GROUP::GLOBALZ_POS].push_back(command);
}
else
{
if(command->is3D())
{
if(command->isTransparent())
{
_commands[QUEUE_GROUP::TRANSPARENT_3D].push_back(command);
}
else
{
_commands[QUEUE_GROUP::OPAQUE_3D].push_back(command);
}
}
else
{
_commands[QUEUE_GROUP::GLOBALZ_ZERO].push_back(command);
}
}
}
6.render
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)
{
//Process render commands
//1. Sort render commands based on ID
for (auto &renderqueue : _renderGroups)
{
// sort use zorder
renderqueue.sort();
}
//
visitRenderQueue(_renderGroups[0]);
}
clean();
_isRendering = false;
}
void RenderQueue::sort()
{
// Don't sort _queue0, it already comes sorted
std::sort(std::begin(_commands[QUEUE_GROUP::TRANSPARENT_3D]), std::end(_commands[QUEUE_GROUP::TRANSPARENT_3D]), compare3DCommand);
std::sort(std::begin(_commands[QUEUE_GROUP::GLOBALZ_NEG]), std::end(_commands[QUEUE_GROUP::GLOBALZ_NEG]), compareRenderCommand);
std::sort(std::begin(_commands[QUEUE_GROUP::GLOBALZ_POS]), std::end(_commands[QUEUE_GROUP::GLOBALZ_POS]), compareRenderCommand);
}
void Renderer::visitRenderQueue(RenderQueue& queue)
{
queue.saveRenderState();
//
//Process Global-Z < 0 Objects
//
//
//Process Opaque Object
//
//
//Process 3D Transparent object
//
//
//Process Global-Z = 0 Queue
//
const auto& zZeroQueue = queue.getSubQueue(RenderQueue::QUEUE_GROUP::GLOBALZ_ZERO);
if (zZeroQueue.size() > 0)
{
// false
if(_isDepthTestFor2D)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
glEnable(GL_BLEND);
RenderState::StateBlock::_defaultState->setDepthTest(true);
RenderState::StateBlock::_defaultState->setDepthWrite(true);
RenderState::StateBlock::_defaultState->setBlend(true);
}
else
{
glDisable(GL_DEPTH_TEST);
glDepthMask(false);
glEnable(GL_BLEND);
RenderState::StateBlock::_defaultState->setDepthTest(false);
RenderState::StateBlock::_defaultState->setDepthWrite(false);
RenderState::StateBlock::_defaultState->setBlend(true);
}
glDisable(GL_CULL_FACE);
RenderState::StateBlock::_defaultState->setCullFace(false);
for (auto it = zZeroQueue.cbegin(); it != zZeroQueue.cend(); ++it)
{
processRenderCommand(*it);
}
flush();
}
//
//Process Global-Z > 0 Queue
//
queue.restoreRenderState();
}
void Renderer::processRenderCommand(RenderCommand* command)
{
auto commandType = command->getType();
if( RenderCommand::Type::TRIANGLES_COMMAND == commandType)
{
// flush other queues
flush3D();
auto cmd = static_cast<TrianglesCommand*>(command);
// flush own queue when buffer is full
if(_filledVertex + cmd->getVertexCount() > VBO_SIZE || _filledIndex + cmd->getIndexCount() > INDEX_VBO_SIZE)
{
CCASSERT(cmd->getVertexCount()>= 0 && cmd->getVertexCount() < VBO_SIZE, "VBO for vertex is not big enough, please break the data down or use customized render command");
CCASSERT(cmd->getIndexCount()>= 0 && cmd->getIndexCount() < INDEX_VBO_SIZE, "VBO for index is not big enough, please break the data down or use customized render command");
drawBatchedTriangles();
}
// queue it, draw when vector full or all cmd queued
_queuedTriangleCommands.push_back(cmd);
_filledIndex += cmd->getIndexCount();
_filledVertex += cmd->getVertexCount();
}
}
void Renderer::flush()
{
flush2D();
flush3D();
}
void Renderer::flush2D()
{
flushTriangles();
}
void Renderer::flushTriangles()
{
drawBatchedTriangles();
}
void Renderer::fillVerticesAndIndices(const TrianglesCommand* cmd)
{
memcpy(&_verts[_filledVertex], cmd->getVertices(), sizeof(V3F_C4B_T2F) * cmd->getVertexCount());
// fill vertex, and convert them to world coordinates
const Mat4& modelView = cmd->getModelView();
for(ssize_t i=0; i < cmd->getVertexCount(); ++i)
{
modelView.transformPoint(&(_verts[i + _filledVertex].vertices));
}
// fill index
const unsigned short* indices = cmd->getIndices();
for(ssize_t i=0; i< cmd->getIndexCount(); ++i)
{
_indices[_filledIndex + i] = _filledVertex + indices[i];
}
_filledVertex += cmd->getVertexCount();
_filledIndex += cmd->getIndexCount();
}
void Renderer::drawBatchedTriangles()
{
if(_queuedTriangleCommands.empty())
return;
CCGL_DEBUG_INSERT_EVENT_MARKER("RENDERER_BATCH_TRIANGLES");
_filledVertex = 0;
_filledIndex = 0;
/************** 1: Setup up vertices/indices *************/
_triBatchesToDraw[0].offset = 0;
_triBatchesToDraw[0].indicesToDraw = 0;
_triBatchesToDraw[0].cmd = nullptr;
int batchesTotal = 0;
int prevMaterialID = -1;
bool firstCommand = true;
for(auto it = std::begin(_queuedTriangleCommands); it != std::end(_queuedTriangleCommands); ++it)
{
const auto& cmd = *it;
auto currentMaterialID = cmd->getMaterialID();
const bool batchable = !cmd->isSkipBatching();
// fill vertices and indices from cmd, also convert vertices to world coordinates
fillVerticesAndIndices(cmd);
// in the same batch ?
if (batchable && (prevMaterialID == currentMaterialID || firstCommand))
{
CC_ASSERT(firstCommand || _triBatchesToDraw[batchesTotal].cmd->getMaterialID() == cmd->getMaterialID() && "argh... error in logic");
_triBatchesToDraw[batchesTotal].indicesToDraw += cmd->getIndexCount();
_triBatchesToDraw[batchesTotal].cmd = cmd;
}
else
{
// is this the first one?
if (!firstCommand) {
batchesTotal++;
_triBatchesToDraw[batchesTotal].offset = _triBatchesToDraw[batchesTotal-1].offset + _triBatchesToDraw[batchesTotal-1].indicesToDraw;
}
_triBatchesToDraw[batchesTotal].cmd = cmd;
_triBatchesToDraw[batchesTotal].indicesToDraw = (int) cmd->getIndexCount();
// is this a single batch ? Prevent creating a batch group then
if (!batchable)
currentMaterialID = -1;
}
// capacity full ?
if (batchesTotal + 1 >= _triBatchesToDrawCapacity) {
_triBatchesToDrawCapacity *= 1.4;
_triBatchesToDraw = (TriBatchToDraw*) realloc(_triBatchesToDraw, sizeof(_triBatchesToDraw[0]) * _triBatchesToDrawCapacity);
}
prevMaterialID = currentMaterialID;
firstCommand = false;
}
batchesTotal++;
/************** 2: Copy vertices/indices to GL objects *************/
// false
if (conf->supportsShareableVAO() && conf->supportsMapBuffer())
{
//Bind VAO
GL::bindVAO(_buffersVAO);
//Set VBO data
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(_verts[0]) * _filledVertex, _verts, GL_STATIC_DRAW);
// option 3: orphaning + glMapBuffer
// FIXME: in order to work as fast as possible, it must "and the exact same size and usage hints it had before."
// source: https://www.opengl.org/wiki/Buffer_Object_Streaming#Explicit_multiple_buffering
// so most probably we won't have any benefit of using it
glBufferData(GL_ARRAY_BUFFER, sizeof(_verts[0]) * _filledVertex, nullptr, GL_STATIC_DRAW);
void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
memcpy(buf, _verts, sizeof(_verts[0]) * _filledVertex);
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _filledIndex, _indices, GL_STATIC_DRAW);
}
else
{
// Client Side Arrays
#define kQuadSize sizeof(_verts[0])
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(_verts[0]) * _filledVertex , _verts, GL_DYNAMIC_DRAW);
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
// vertices
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, vertices));
// colors
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, colors));
// tex coords
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(_indices[0]) * _filledIndex, _indices, GL_STATIC_DRAW);
}
/************** 3: Draw *************/
for (int i=0; i<batchesTotal; ++i)
{
CC_ASSERT(_triBatchesToDraw[i].cmd && "Invalid batch");
_triBatchesToDraw[i].cmd->useMaterial();
glDrawElements(GL_TRIANGLES, (GLsizei) _triBatchesToDraw[i].indicesToDraw, GL_UNSIGNED_SHORT, (GLvoid*) (_triBatchesToDraw[i].offset*sizeof(_indices[0])) );
_drawnBatches++;
_drawnVertices += _triBatchesToDraw[i].indicesToDraw;
}
/************** 4: Cleanup *************/
if (Configuration::getInstance()->supportsShareableVAO())
{
//Unbind VAO
GL::bindVAO(0);
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
_queuedTriangleCommands.clear();
_filledVertex = 0;
_filledIndex = 0;
}
void TrianglesCommand::useMaterial() const
{
//Set texture
GL::bindTexture2D(_textureID);
if (_alphaTextureID > 0)
{ // ANDROID ETC1 ALPHA supports.
GL::bindTexture2DN(1, _alphaTextureID);
}
//set blend mode
GL::blendFunc(_blendType.src, _blendType.dst);
_glProgramState->apply(_mv);
}
void GLProgramState::apply(const Mat4& modelView)
{
applyGLProgram(modelView);
applyAttributes();
applyUniforms();
}
void GLProgramState::applyGLProgram(const Mat4& modelView)
{
CCASSERT(_glprogram, "invalid glprogram");
updateUniformsAndAttributes();
// set shader
_glprogram->use();
_glprogram->setUniformsForBuiltins(modelView);
}
缺陷:
1)每次render都会重新更新VBO中的vertex data,可能这样比较适合
2)glVertexAttribPointer和GLProgramState分离,GLProgramState并不起作用