1、java端
1、Cocos2dxRenderer类 @Override public void onDrawFrame(final GL10 gl) { /* * No need to use algorithm in default(60 FPS) situation,* since onDrawFrame() was called by system 60 times per second by default. */ if (sAnimationInterval <= 1.0 / 60 * Cocos2dxRenderer.NANOSECONDSPERSECOND) { Cocos2dxRenderer.nativeRender(); } else { final long now = System.nanoTime(); final long remain = mLastTickInNanoSeconds + Cocos2dxRenderer.sAnimationInterval - now; if (remain > 0) { try { Thread.sleep(remain / Cocos2dxRenderer.NANOSECONDSPERMICROSECOND); } catch (final Exception e) { } } /* * Render time MUST be counted in,or the FPS will slower than appointed. */ mLastTickInNanoSeconds = System.nanoTime(); Cocos2dxRenderer.nativeRender(); //调用C++部分的函数 } }2、Java_org_cocos2dx_lib_Cocos2dxRenderer.cpp C++端
JNIEXPORT void JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeRender(JNIEnv* env) { cocos2d::CCDirector::sharedDirector()->mainLoop(); } -->> mainLoop函数 void CCDisplayLinkDirector::mainLoop(void) { if (m_bPurgeDirecotorInNextLoop) { m_bPurgeDirecotorInNextLoop = false; purgeDirector(); } else if (! m_bInvalid) { drawScene(); // release the objects CCPoolManager::sharedPoolManager()->pop(); } } -->>drawScene渲染 // Draw the Scene void CCDirector::drawScene(void) { // calculate "global" dt calculateDeltaTime(); //tick before glClear: issue #533 if (! m_bPaused) //定时器相关,以后说 { m_pScheduler->update(m_fDeltaTime); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* to avoid flickr,nextScene MUST be here: after tick and before draw. XXX: Which bug is this one. It seems that it can't be reproduced with v0.9 */ if (m_pNextScene) { setNextScene(); } kmGLPushMatrix(); // draw the scene 渲染 if (m_pRunningScene) { m_pRunningScene->visit(); } // draw the notifications node if (m_pNotificationNode) { m_pNotificationNode->visit(); } if (m_bDisplayStats) { showStats(); } kmGLPopMatrix(); m_uTotalFrames++; // swap buffers if (m_pobOpenGLView) { m_pobOpenGLView->swapBuffers(); } if (m_bDisplayStats) { calculateMPF(); } }
-->>visit函数,遍历UI树,调用visit和draw进行每个node的渲染 void CCNode::visit() { // quick return if not visible. children won't be drawn. if (!m_bVisible) { return; } kmGLPushMatrix(); if (m_pGrid && m_pGrid->isActive()) { m_pGrid->beforeDraw(); } this->transform(); CCNode* pNode = NULL; unsigned int i = 0; if(m_pChildren && m_pChildren->count() > 0) { sortAllChildren(); // draw children zOrder < 0 ccArray *arrayData = m_pChildren->data; for( ; i < arrayData->num; i++ ) { pNode = (CCNode*) arrayData->arr[i]; if ( pNode && pNode->m_nZOrder < 0 ) { pNode->visit(); } else { break; } } // self draw this->draw(); for( ; i < arrayData->num; i++ ) { pNode = (CCNode*) arrayData->arr[i]; if (pNode) { pNode->visit(); } } } else { this->draw(); } // reset for next frame m_uOrderOfArrival = 0; if (m_pGrid && m_pGrid->isActive()) { m_pGrid->afterDraw(this); } kmGLPopMatrix(); }原文链接:https://www.f2er.com/cocos2dx/343755.html