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,flags);

        for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
            (*it)->visit(renderer,flags);
    }
    else if (visibleByCamera)
    {
       <span style="color:#33cc00;">//绘制</span>
        this->draw(renderer,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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