1:TextureAtlas
头文件:
GLushort* _indices; //顶点index
GLuint _VAOname;
GLuint _buffersVBO[2]; //0: vertex 1: indices
bool _dirty; //indicates whether or not the array buffer of the VBO needs to be updated
/** quantity of quads that are going to be drawn */
ssize_t _totalQuads; //所有的顶点数量
/** quantity of quads that can be stored with the current texture atlas size */
ssize_t _capacity;
/** Texture of the texture atlas */
Texture2D* _texture;
/** Quads that are going to be rendered */
V3F_C4B_T2F_Quad* _quads; //顶点数据
源文件代码分析:
``bool TextureAtlas::initWithTexture(Texture2D *texture,ssize_t capacity)
{
CCASSERT(capacity>=0,"Capacity must be >= 0");
// CCASSERT(texture != nullptr,"texture should not be null");
_capacity = capacity; //预留的顶点数量
_totalQuads = 0;
// retained in property
this->_texture = texture;
CC_SAFE_RETAIN(_texture);
// Re-initialization is not allowed
CCASSERT(_quads == nullptr && _indices == nullptr,"");
//给预留的顶点数量分配内存。每个顶点数据包括(位置---V3F,颜色---C4B,uv值---T2F)
_quads = (V3F_C4B_T2F_Quad*)malloc( _capacity * sizeof(V3F_C4B_T2F_Quad) );
//所有构成三角形的顶点index,4个顶点有6个index(两个三角形)
_indices = (GLushort *)malloc( _capacity * 6 * sizeof(GLushort) );
if( ! ( _quads && _indices) && _capacity > 0)
{
//CCLOG("cocos2d: TextureAtlas: not enough memory");
CC_SAFE_FREE(_quads);
CC_SAFE_FREE(_indices);
// release texture,should set it to null,because the destruction will
// release it too. see cocos2d-x issue #484
CC_SAFE_RELEASE_NULL(_texture);
return false;
}
memset( _quads,0,_capacity * sizeof(V3F_C4B_T2F_Quad) );
memset( _indices,_capacity * 6 * sizeof(GLushort) );
//.. ...省略部分代码
return true;
}
void TextureAtlas::setupIndices()
{
if (_capacity == 0)
return;
for( int i=0; i < _capacity; i++) { _indices[i*6+0] = i*4+0; //第i*4+0个顶点构成2*i个三角形的第一个顶点 _indices[i*6+1] = i*4+1; //第i*4+1个顶点构成2*i个三角形的第二个顶点 _indices[i*6+2] = i*4+2; //第i*4+2个顶点构成2*i个三角形的第三个顶点 // inverted index. issue #179 _indices[i*6+3] = i*4+3; //第i*4+3个顶点构成2*i+1个三角形的第一个顶点 _indices[i*6+4] = i*4+2; //第i*4+2个顶点构成2*i+1个三角形的第二个顶点 _indices[i*6+5] = i*4+1; //第i*4+1个顶点构成2*i+1个三角形的第三个顶点 }
}
``
//将quad插入到所有数据的index位置中
void TextureAtlas::insertQuad(V3F_C4B_T2F_Quad *quad,ssize_t index)
{
CCASSERT( index>=0 && index<_capacity,"insertQuadWithTexture: Invalid index");
_totalQuads++; //顶点数量+1
CCASSERT( _totalQuads <= _capacity,"invalid totalQuads");
// issue #575. index can be > totalQuads
auto remaining = (_totalQuads-1) - index; //将index后面的remaining个顶点往后移。
// last object doesn't need to be moved
if( remaining > 0)
{
// texture coordinates
//移动remaining个数据往后移动。
memmove( &_quads[index+1],&_quads[index],sizeof(_quads[0]) * remaining );
}
_quads[index] = *quad;
_dirty = true;
}
//将quads的amount个数据插入到所有数据的index位置上。
void TextureAtlas::insertQuads(V3F_C4B_T2F_Quad* quads,ssize_t index,ssize_t amount)
{
CCASSERT(index>=0 && amount>=0 && index+amount<=_capacity,"insertQuadWithTexture: Invalid index + amount");
_totalQuads += amount; //顶点数据+amount
CCASSERT( _totalQuads <= _capacity,"invalid totalQuads");
// issue #575. index can be > totalQuads
auto remaining = (_totalQuads-1) - index - amount;
// last object doesn't need to be moved
if( remaining > 0)
{
// tex coordinates
//将index后面的所有数据向后移动amount个位置
memmove( &_quads[index+amount],sizeof(_quads[0]) * remaining );
}
//设置index后面的数据
auto max = index + amount;
int j = 0;
for (ssize_t i = index; i < max ; i++)
{
_quads[index] = quads[j];
index++;
j++;
}
_dirty = true;
}
//将oldIndex位置的数据插入到newIndex的位置。并且中间的数据一并移动。
//oldIndex,A,A..,newIndex---->A,newIndex,oldIndex。
//newIndex,oldIndex---->oldIndex,A..。
void TextureAtlas::insertQuadFromIndex(ssize_t oldIndex,ssize_t newIndex)
{
CCASSERT( newIndex >= 0 && newIndex < _totalQuads,"insertQuadFromIndex:atIndex: Invalid index");
CCASSERT( oldIndex >= 0 && oldIndex < _totalQuads,"insertQuadFromIndex:atIndex: Invalid index");
if( oldIndex == newIndex )
{
return;
}
// because it is ambiguous in iphone,so we implement abs ourselves
// unsigned int howMany = abs( oldIndex - newIndex);
auto howMany = (oldIndex - newIndex) > 0 ? (oldIndex - newIndex) : (newIndex - oldIndex);
auto dst = oldIndex;
auto src = oldIndex + 1;
if( oldIndex > newIndex)
{
dst = newIndex+1;
src = newIndex;
}
// texture coordinates
V3F_C4B_T2F_Quad quadsBackup = _quads[oldIndex];
memmove( &_quads[dst],&_quads[src],sizeof(_quads[0]) * howMany );
_quads[newIndex] = quadsBackup;
_dirty = true;
}
//删除index的数据,并且将index后面的 数据往前移动一个。
void TextureAtlas::removeQuadAtIndex(ssize_t index)
{
CCASSERT( index>=0 && index<_totalQuads,"removeQuadAtIndex: Invalid index");
auto remaining = (_totalQuads-1) - index;
// last object doesn't need to be moved
if( remaining )
{
// texture coordinates
memmove( &_quads[index],&_quads[index+1],sizeof(_quads[0]) * remaining );
}
_totalQuads--;
_dirty = true;
}
//删除index开始的amount个数据,后面的数据往前移动
void TextureAtlas::removeQuadsAtIndex(ssize_t index,ssize_t amount)
{
CCASSERT(index>=0 && amount>=0 && index+amount<=_totalQuads,"removeQuadAtIndex: index + amount out of bounds");
auto remaining = (_totalQuads) - (index + amount);
_totalQuads -= amount;
if ( remaining )
{
memmove( &_quads[index],&_quads[index+amount],sizeof(_quads[0]) * remaining );
}
_dirty = true;
}
//移动oldIndex开始的amount到newIndex位置。
void TextureAtlas::moveQuadsFromIndex(ssize_t oldIndex,ssize_t amount,ssize_t newIndex)
{
CCASSERT(oldIndex>=0 && amount>=0 && newIndex>=0,"values must be >= 0");
CCASSERT(newIndex + amount <= _totalQuads,"insertQuadFromIndex:atIndex: Invalid index");
CCASSERT(oldIndex < _totalQuads,"insertQuadFromIndex:atIndex: Invalid index");
if( oldIndex == newIndex )
{
return;
}
//create buffer
size_t quadSize = sizeof(V3F_C4B_T2F_Quad);
V3F_C4B_T2F_Quad* tempQuads = (V3F_C4B_T2F_Quad*)malloc( quadSize * amount);
memcpy( tempQuads,&_quads[oldIndex],quadSize * amount );
if (newIndex < oldIndex)
{
// move quads from newIndex to newIndex + amount to make room for buffer
memmove( &_quads[newIndex],&_quads[newIndex+amount],(oldIndex-newIndex)*quadSize);
}
else
{
// move quads above back
memmove( &_quads[oldIndex],&_quads[oldIndex+amount],(newIndex-oldIndex)*quadSize);
}
memcpy( &_quads[newIndex],tempQuads,amount*quadSize);
free(tempQuads);
_dirty = true;
}
//渲染start位置的numberOfQuads的数据
void TextureAtlas::drawNumberOfQuads(ssize_t numberOfQuads,ssize_t start)
{
CCASSERT(numberOfQuads>=0 && start>=0,"numberOfQuads and start must be >= 0");
if(!numberOfQuads)
return;
GL::bindTexture2D(_texture->getName());
if (Configuration::getInstance()->supportsShareableVAO()) { // // Using VBO and VAO // // FIXME:: update is done in draw... perhaps it should be done in a timer if (_dirty) { 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 glBufferData(GL_ARRAY_BUFFER,sizeof(_quads[0]) * _capacity,nullptr,GL_DYNAMIC_DRAW); void *buf = glMapBuffer(GL_ARRAY_BUFFER,GL_WRITE_ONLY); memcpy(buf,_quads,sizeof(_quads[0])* _totalQuads); glUnmapBuffer(GL_ARRAY_BUFFER); glBindBuffer(GL_ARRAY_BUFFER,0); _dirty = false; } GL::bindVAO(_VAOname); #if CC_REBIND_INDICES_BUFFER glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,_buffersVBO[1]); #endif glDrawElements(GL_TRIANGLES,(GLsizei) numberOfQuads*6,GL_UNSIGNED_SHORT,(GLvoid*) (start*6*sizeof(_indices[0])) ); GL::bindVAO(0); #if CC_REBIND_INDICES_BUFFER glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); #endif // glBindVertexArray(0); } else { // // Using VBO without VAO // #define kQuadSize sizeof(_quads[0].bl) glBindBuffer(GL_ARRAY_BUFFER,_buffersVBO[0]); // FIXME:: update is done in draw... perhaps it should be done in a timer if (_dirty) { glBufferSubData(GL_ARRAY_BUFFER,sizeof(_quads[0]) * _totalQuads,&_quads[0] ); _dirty = false; } 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,colors)); // tex coords glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD,2,texCoords)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,_buffersVBO[1]); glDrawElements(GL_TRIANGLES,(GLsizei)numberOfQuads*6,(GLvoid*) (start*6*sizeof(_indices[0]))); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,numberOfQuads*6); CHECK_GL_ERROR_DEBUG(); }
2:SpriteBatchNode
// addChild helper,faster than insertChild
void SpriteBatchNode::appendChild(Sprite* sprite)
{
_reorderChildDirty=true;
sprite->setBatchNode(this);
sprite->setDirty(true);
if(_textureAtlas->getTotalQuads() == _textureAtlas->getCapacity()) {
increaseAtlasCapacity();
}
_descendants.push_back(sprite);//所有的子节点。
int index = static_cast<int>(_descendants.size()-1);
sprite->setAtlasIndex(index); 设置sprite的渲染节点为TextureAtlas的第index个数据
V3F_C4B_T2F_Quad quad = sprite->getQuad();
_textureAtlas->insertQuad(&quad,index);//将sprite的顶点数据传入到TextureAtlas的index位置。
// add children recursively
auto& children = sprite->getChildren();
for(const auto &child: children) {
appendChild(static_cast<Sprite*>(child)); //将sprite的所有数据加入到descendants。
}
}
//将sprite的数据插入到TextureAtlas的index位置。但是现在还不append到spriteBatchNode
void SpriteBatchNode::insertQuadFromSprite(Sprite *sprite,ssize_t index)
{
CCASSERT( sprite != nullptr,"Argument must be non-nullptr");
CCASSERT( dynamic_cast<Sprite*>(sprite),"CCSpriteBatchNode only supports Sprites as children");
// make needed room
while(index >= _textureAtlas->getCapacity() || _textureAtlas->getCapacity() == _textureAtlas->getTotalQuads())
{
this->increaseAtlasCapacity();
}
//
// update the quad directly. Don't add the sprite to the scene graph
//
sprite->setBatchNode(this);
sprite->setAtlasIndex(index);
V3F_C4B_T2F_Quad quad = sprite->getQuad();
_textureAtlas->insertQuad(&quad,index);
// FIXME:: updateTransform will update the textureAtlas too,using updateQuad.
// FIXME:: so,it should be AFTER the insertQuad
sprite->setDirty(true);
sprite->updateTransform();
}
//获取sprite的第一个atlas 数据的index
ssize_t SpriteBatchNode::atlasIndexForChild(Sprite *sprite,int nZ)
{
auto& siblings = sprite->getParent()->getChildren();
auto childIndex = siblings.getIndex(sprite);
// ignore parent Z if parent is spriteSheet
bool ignoreParent = (SpriteBatchNode*)(sprite->getParent()) == this;
Sprite *prev = nullptr;
if (childIndex > 0 && childIndex != -1)
{
prev = static_cast<Sprite*>(siblings.at(childIndex - 1));
}
// first child of the sprite sheet
if (ignoreParent)
{
if (childIndex == 0)
{
return 0;
}
return highestAtlasIndexInChild(prev) + 1; //之前兄弟节点的最后一个子节点的index +1
}
// parent is a Sprite,so,it must be taken into account
// first child of an Sprite ?
if (childIndex == 0)//第一个节点
{
Sprite *p = static_cast<Sprite*>(sprite->getParent());
// less than parent and brothers
if (nZ < 0)
{
return p->getAtlasIndex();//
}
else
{
return p->getAtlasIndex() + 1;//如果nz>=0,那么index是父节点的index +1。
}
}
else
{
// prevIoUs & sprite belong to the same branch
if ((prev->getLocalZOrder() < 0 && nZ < 0) || (prev->getLocalZOrder() >= 0 && nZ >= 0))
{
//prev和本 节点在同一批次,那么index是prev的最大index+1。
return highestAtlasIndexInChild(prev) + 1;
}
// else (prevIoUs < 0 and sprite >= 0 )
Sprite *p = static_cast<Sprite*>(sprite->getParent());//这种情况下,是父节点的index+1
return p->getAtlasIndex() + 1;
}
// Should not happen. Error calculating Z on SpriteSheet
CCASSERT(0,"should not run here");
return 0;
}
//sprite和sprite所有子节点的最大index
ssize_t SpriteBatchNode::highestAtlasIndexInChild(Sprite *sprite)
{
auto& children = sprite->getChildren();
if (children.size() == 0)
{
return sprite->getAtlasIndex();
}
else
{
return highestAtlasIndexInChild( static_cast<Sprite*>(children.back()));
}
}
//sprite和sprite所有子节点的最小index
ssize_t SpriteBatchNode::lowestAtlasIndexInChild(Sprite *sprite)
{
auto& children = sprite->getChildren();
if (children.size() == 0)
{
return sprite->getAtlasIndex();
}
else
{
return lowestAtlasIndexInChild(static_cast<Sprite*>(children.at(0)));
}
}
//更新sprite和sprite子节点的atlas数据的index。
void SpriteBatchNode::updateAtlasIndex(Sprite* sprite,ssize_t* curIndex)
{
auto& array = sprite->getChildren();
auto count = array.size();
ssize_t oldIndex = 0;
if( count == 0 )//如果没有子节点,那么sprite就是curIndex位置了
{
oldIndex = sprite->getAtlasIndex();
sprite->setAtlasIndex(*curIndex);
sprite->setOrderOfArrival(0);
if (oldIndex != *curIndex){
swap(oldIndex,*curIndex);
}
(*curIndex)++;
}
else
{
bool needNewIndex=true;
//先localZ<0的,然后sprite,最后localZ>0
//因为先对所有的子节点排序过。先localZ<0,然后localZ>0
if (array.at(0)->getLocalZOrder() >= 0)//如果第一个localZ>0那么先设置sprite的index
{
//all children are in front of the parent
oldIndex = sprite->getAtlasIndex();
sprite->setAtlasIndex(*curIndex);
sprite->setOrderOfArrival(0);
if (oldIndex != *curIndex)
{
swap(oldIndex,*curIndex);
}
(*curIndex)++;
needNewIndex = false;
}
for(const auto &child: array) {
Sprite* sp = static_cast<Sprite*>(child);
//找到了第一个localZorder>0的,设置sprite。
if (needNewIndex && sp->getLocalZOrder() >= 0)
{
oldIndex = sprite->getAtlasIndex();
sprite->setAtlasIndex(*curIndex);
sprite->setOrderOfArrival(0);
if (oldIndex != *curIndex) {
this->swap(oldIndex,*curIndex);
}
(*curIndex)++;
needNewIndex = false;
}
updateAtlasIndex(sp,curIndex);
}
//这种情况是:所有的子节点都是localZ<0。
if (needNewIndex)
{//all children have a zOrder < 0)
oldIndex = sprite->getAtlasIndex();
sprite->setAtlasIndex(*curIndex);
sprite->setOrderOfArrival(0);
if (oldIndex != *curIndex) {
swap(oldIndex,*curIndex);
}
(*curIndex)++;
}
}
}