cocos-2dx 渲染(2)

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前文说完了,opengl初始化结束。接着就是cocos进行绘制了。在Application-win32.cpp实现的Application::run(),可以看到程序通过CCDirector的mainloop()来绘制,而mainloop具体实现是在其子类DisplayLinkDirector实现的。

    PVRFrameEnableControlWindow(false);    // Main message loop:    LARGE_INTEGER nLast;    LARGE_INTEGER nNow;    QueryPerformanceCounter(&nLast);    initGLContextAttrs();    // Initialize instance and cocos2d.    if (!applicationDidFinishLaunching())    {        return 0;    }    auto director = Director::getInstance();    auto glview = director->getOpenGLView();    // Retain glview to avoid glview being released in the while loop    glview->retain();    while(!glview->windowShouldClose())    {        QueryPerformanceCounter(&nNow);        if (nNow.QuadPart - nLast.QuadPart > _animationInterval.QuadPart)        {            nLast.QuadPart = nNow.QuadPart - (nNow.QuadPart % _animationInterval.QuadPart);                      <strong> director->mainLoop();          glview->pollEvents();</strong>        }        else        {            Sleep(1);        }    }    // Director should still do a cleanup if the window was closed manually.    if (glview->isOpenGLReady())    {        director->end();        director->mainLoop();        director = nullptr;    }    glview->release();    return true;

这里简单讲解下背景知识。

Cocos2Dx使用了模型视图矩阵、投影矩阵和纹理矩阵。

模型视图矩阵完成模型和视图的变换,包括平移、旋转和缩放。

投影矩阵完成三维空间的顶点映射到二维的屏幕上,有两种投影:正射投影和透视投影。

纹理矩阵用来对纹理进行变换。

OpenGL使用栈来存放矩阵,而且为上述的3种矩阵分别定义了栈(std::stack实现),而OpenGL可以通过矩阵乘法完成平移、旋转和缩放等变换。

cocos会在第一次创建CCDirector类的时候初始化3个矩阵。

bool Director::init(void){    setDefaultValues();  //初始化变量值,如_runningScene,_nextScene,_notificationNode  //以及创建调度器和动作管理器,_scheduler,_scheduler ...   //初始化纹理缓冲区TextureCache    initTextureCache();  //初始化矩阵栈    initMatrixStack();  //创建渲染类    _renderer = new (std::nothrow) Renderer;    return true;}
初始化矩阵时,先清空栈空间,然后每个栈压入一个单位矩阵(单位矩阵左乘任何顶点,顶点不会变化。单位矩阵不会影响后续的变换)
void Director::initMatrixStack(){    while (!_modelViewMatrixStack.empty())    {        _modelViewMatrixStack.pop();    }        while (!_projectionMatrixStack.empty())    {        _projectionMatrixStack.pop();    }        while (!_textureMatrixStack.empty())    {        _textureMatrixStack.pop();    }        _modelViewMatrixStack.push(Mat4::IDENTITY);    _projectionMatrixStack.push(Mat4::IDENTITY);    _textureMatrixStack.push(Mat4::IDENTITY);}


0.CCDirector::mainloop()中会调用drawScene绘制场景。

void DisplayLinkDirector::mainLoop(){    if (_purgeDirectorInNextLoop)    {        _purgeDirectorInNextLoop = false;        purgeDirector();    }    else if (_restartDirectorInNextLoop)    {        _restartDirectorInNextLoop = false;        restartDirector();    }    else if (! _invalid)    {   <span style="color:#33cc00;"> //调用scene绘制       drawScene();             // release the objects        PoolManager::getInstance()->getCurrentPool()->clear();    }}


1.CCDirector绘制场景。

 <pre name="code" class="cpp">void Director::drawScene(){   <span style="color:#33cc00;">//清理上次drawScene可能带来的影响</span>   ...    <span style="color:#33cc00;">//复制一个模式视图矩阵栈的单位矩阵,然后放到栈顶上,假设为T1</span>    pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);        if (_runningScene)    {#if CC_USE_PHYSICS    //update Box2d物理引擎的状态        auto physicsWorld = _runningScene->getPhysicsWorld();        if (physicsWorld && physicsWorld->isAutoStep())        {            physicsWorld->update(_deltaTime, false);        }#endif        //clear draw stats        _renderer->clearDrawStats();               <span style="color:#33cc00;">//使用T1矩阵,渲染当前场景</span>        _runningScene->render(_renderer);                _eventDispatcher->dispatchEvent(_eventAfterVisit);    }  <span style="color:#33cc00;">//_notificationNode ,独立于当前运行的scene,可用于全局的信息提示</span>    if (_notificationNode)    {        _notificationNode->visit(_renderer, Mat4::IDENTITY, 0);    }    if (_displayStats)    {        showStats();    }    _renderer->render();    _eventDispatcher->dispatchEvent(_eventAfterDraw);        <span style="color:#33cc00;">//绘制完毕后,矩阵出栈</span>    popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);    _totalFrames++;    // swap buffers    if (_openGLView)    {        _openGLView->swapBuffers();    }    if (_displayStats)    {        calculateMPF();    }}

2. 上述的_runningScene->render(_renderer)就是cocos中具体的渲染过程。

<pre name="code" class="cpp">void Scene::render(Renderer* renderer){    auto director = Director::getInstance();    Camera* defaultCamera = nullptr; <span style="color:#33cc00;">//返回一个矩阵,可以转换子UI的坐标到父UI的坐标</span>    const auto& transform = getNodeToParentTransform();    if (_cameraOrderDirty)    {        stable_sort(_cameras.begin(), _cameras.end(), camera_cmp);        _cameraOrderDirty = false;    }        for (const auto& camera : _cameras)    {        if (!camera->isVisible())            continue;                Camera::_visitingCamera = camera;        if (Camera::_visitingCamera->getCameraFlag() == CameraFlag::DEFAULT)        {            defaultCamera = Camera::_visitingCamera;        }                director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);      <span style="color:#33cc00;"> //添加Camer的投影矩阵</span>        director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, Camera::_visitingCamera->getViewProjectionMatrix());                <span style="color:#33cc00;">//访问scene的children并且递归绘制</span>       visit(renderer, transform, 0);       renderer->render();                irector->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);    }    Camera::_visitingCamera = nullptr;}




3.CCNode的visit()函数

这里解释一下_director->pushMatrix(),_director->loadMatrix()和_director->popMatrix()

_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW)会复制当前指定栈的栈顶并入栈

_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform),将当前指定矩阵栈改为当前Node的模型试图矩阵

director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW),出栈

在完成前2步后,程序就会访问并绘制该节点的children,这时通过矩阵栈将当前Node的模型视图矩阵传递给了children,这样保证当children平移,旋转等计算时使用的变换矩阵是一样的,完毕后,出栈删除该矩阵。

那视图模型矩阵究竟起什么作用呢?那就是各自类自身draw所决定的,大体的作用是移动,旋转时用来计算用的。详细的以后再研究

void Node::visit(Renderer* renderer, const Mat4 &parentTransform, uint32_t parentFlags){    // quick return if not visible. children won't be drawn.    if (!_visible)    {        return;    }    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 <strong>   _director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);    _director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);</strong>        bool visibleByCamera = isVisitableByVisitingCamera();    int i = 0;    if(!_children.empty())    {        sortAllChildren();        // draw children zOrder < 0        for( ; i < _children.size(); i++ )        {            auto node = _children.at(i);          <strong><span style="color:#33cc00;">//递归访问</span></strong>            if (node && node->_localZOrder < 0)                node->visit(renderer, _modelViewTransform, flags);            else                break;        }      <span style="color:#33cc00;"> //绘制Node</span>        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)    {       <span style="color:#33cc00;">//绘制</span>        this->draw(renderer, _modelViewTransform, flags);    }   <strong> _director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);</strong>}



这样就分析完了,程序是如何渲染scene的,接下来就是各种类各自的渲染了,见下一章。


背景知识:http://my.oschina.net/sulliy/blog/299437

                    http://blog.csdn.net/augusdi/article/details/19998787

                    http://blog.csdn.net/teng_ontheway/article/details/26078869

                   http://blog.sina.com.cn/s/blog_7a2ffd5c0100trz8.html



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