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cocos-2dx 渲染(2)

2015-08-18 18:28 691 查看
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 visi
4000
bleByCamera = 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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