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Cocos2d-x3.2与OpenGL渲染总结(一)Cocos2d-x3.2的渲染流程
来源:互联网   发布日期:2015-09-28 10:37:45   浏览:4041次  

导读: 最近几天,我都在学习如何在Cocos2d-x3.2中使用OpenGL来实现对图形的渲染。在网上也看到了很多好的文章,我在它们的基础上做了这次的我个人认为比较完整的总结。当你了解了Coc...

最近几天,我都在学习如何在Cocos2d-x3.2中使用OpenGL来实现对图形的渲染。在网上也看到了很多好的文章,我在它们的基础上做了这次的我个人认为比较完整的总结。当你了解了Cocos2d-x3.2中对图形渲染的流程,你就会觉得要学会写自己的shader才是最重要的。

第一,渲染流程从2.x到3.x的变化。

在2.x中,渲染过程是通过递归渲染树(Rendering tree)这种图关系来渲染关系图。递归调用visit()函数,并且在visit()函数中调用该节点的draw函数渲染各个节点,此时draw函数的作用是直接调用OpenGL代码进行图形的渲染。由于visit()和draw函数都是虚函数,所以要注意执行时的多态。那么我们来看看2.x版本中CCSprite的draw函数,如代码1。

代码1:

//这是cocos2d-2.0-x-2.0.4版本的CCSprite的draw函数

void CCSprite::draw(void)

{

CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");

CCAssert(!m_pobBatchNode, "If CCSprite is being rendered by CCSpriteBatchNode, CCSprite#draw SHOULD NOT be called");

CC_NODE_DRAW_SETUP();

ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst );

if (m_pobTexture != NULL)

{

ccGLBindTexture2D( m_pobTexture->getName() );

}

else

{

ccGLBindTexture2D(0);

}

//

// Attributes

//

ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );

#define kQuadSize sizeof(m_sQuad.bl)

long offset = (long)&m_sQuad;

// vertex

int diff = offsetof( ccV3F_C4B_T2F, vertices);

glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));

// texCoods

diff = offsetof( ccV3F_C4B_T2F, texCoords);

glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));

// color

diff = offsetof( ccV3F_C4B_T2F, colors);

glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));

glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

CHECK_GL_ERROR_DEBUG();

#if CC_SPRITE_DEBUG_DRAW == 1

// draw bounding box

CCPoint vertices[4]={

ccp(m_sQuad.tl.vertices.x,m_sQuad.tl.vertices.y),

ccp(m_sQuad.bl.vertices.x,m_sQuad.bl.vertices.y),

ccp(m_sQuad.br.vertices.x,m_sQuad.br.vertices.y),

ccp(m_sQuad.tr.vertices.x,m_sQuad.tr.vertices.y),

};

ccDrawPoly(vertices, 4, true);

#elif CC_SPRITE_DEBUG_DRAW == 2

// draw texture box

CCSize s = this->getTextureRect().size;

CCPoint offsetPix = this->getOffsetPosition();

CCPoint vertices[4] = {

ccp(offsetPix.x,offsetPix.y), ccp(offsetPix.x+s.width,offsetPix.y),

ccp(offsetPix.x+s.width,offsetPix.y+s.height), ccp(offsetPix.x,offsetPix.y+s.height)

};

ccDrawPoly(vertices, 4, true);

#endif // CC_SPRITE_DEBUG_DRAW

CC_INCREMENT_GL_DRAWS(1);

CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");

}那么我们也看看3.x中Sprite的draw函数,如代码2。

代码2:

void Sprite::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)

{

// Don't do calculate the culling if the transform was not updated

_insideBounds = (flags & FLAGS_TRANSFORM_DIRTY) ? renderer->checkVisibility(transform, _contentSize) : _insideBounds;

if(_insideBounds)

{

_quadCommand.init(_globalZOrder, _texture->getName(), getGLProgramState(), _blendFunc, &_quad, 1, transform);

renderer->addCommand(&_quadCommand);

#if CC_SPRITE_DEBUG_DRAW

_customDebugDrawCommand.init(_globalZOrder);

_customDebugDrawCommand.func = CC_CALLBACK_0(Sprite::drawDebugData, this);

renderer->addCommand(&_customDebugDrawCommand);

#endif //CC_SPRITE_DEBUG_DRAW

}

}

从代码1和代码2的对比中,我们很容易就发现2.x版本中的draw函数直接调用OpengGL代码进行图形渲染,而3.x版本中draw的作用是把RenderCommand添加到CommandQueue中,至于这样做的好处是,实际的渲染API进入其中一个与显卡直接交流的有独立线程的RenderQueue。

从Cocos2d-x3.0开始,Cocos2d-x引入了新的渲染流程,它不像2.x版本直接在每一个node中的draw函数中直接调用OpenGL代码进行图形渲染,而是通过各种RenderCommand封装起来,然后添加到一个CommandQueue队列里面去,而现在draw函数的作用就是在此函数中设置好相对应的RenderCommand参数,然后把此RenderCommand添加到CommandQueue中。最后在每一帧结束时调用renderer函数进行渲染,在renderer函数中会根据ID对RenderCommand进行排序,然后才进行渲染。

下面我们来看看图1、图2,这两个图形象地表现了Cocos2d-x3.x下RenderCommand的封装与传递与及RenderCommand的排序。

图1:

图2:

上面所说的各个方面都有点零碎,下面就对渲染的整个流程来一个从头到尾的梳理吧。下面是针对3.2版本的,对于2.x版本的梳理不做梳理,因为我用的是3.2版本。

首先,我们Cocos2d-x的执行是通过Application::run()来开始的,如代码3,此代码目录中在xx\cocos2d\cocos\platform\对应平台的目录下,这是与多平台实现有关的类,关于如何实现多平台的编译,你可以参考《cocos2d-x3.2源码分析(一)类FileUtils--实现把资源放在Resources文件目录下达到多平台的引用

》中我对平台编译的分析。以防篇幅过长,只截取了重要部分,如需详解,可以直接查看源码。

代码3:

int Application::run()

{

...

director->mainLoop();

...

}从代码3中,它明显的启发着我们要继续追寻Director::mainLoop()函数。在Director中mainLoop()为纯函数,此子类DisplayLinkDirector才有其实现,如代码4。

代码4:

void DisplayLinkDirector::mainLoop()

{

//只有一种情况会调用到这里来,就是导演类调用end函数

if (_purgeDirectorInNextLoop)

{

_purgeDirectorInNextLoop = false;

//清除导演类

purgeDirector();

}

else if (! _invalid)

{//绘制

drawScene();

//清除当前内存池中对象,即池中每一个对象--_referenceCount

PoolManager::getInstance()->getCurrentPool()->clear();

}

}mainLoop是主线程调用的循环,其中drawScene()是绘制函数,接着我们继续追寻它的代码,如代码5。

代码5:

void Director::drawScene()

{

//计算间隔时间

calculateDeltaTime();

//忽略该帧如果时间间隔接近0

if(_deltaTime pollInputEvents();

}

//tick before glClear: issue #533

if (! _paused)

{

_scheduler->update(_deltaTime);

_eventDispatcher->dispatchEvent(_eventAfterUpdate);

}

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 (_nextScene)

{

setNextScene();

}

pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

// draw the scene

if (_runningScene)

{

_runningScene->visit(_renderer, Mat4::IDENTITY, false);

_eventDispatcher->dispatchEvent(_eventAfterVisit);

}

// draw the notifications node

if (_notificationNode)

{

_notificationNode->visit(_renderer, Mat4::IDENTITY, false);

}

if (_displayStats)

{

showStats();

}

_renderer->render();

_eventDispatcher->dispatchEvent(_eventAfterDraw);

popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

_totalFrames++;

// swap buffers

if (_openGLView)

{

_openGLView->swapBuffers();

}

if (_displayStats)

{

calculateMPF();

}

}从代码5中,我们看见visit()和render()函数的调用。其中visit()函数会调用draw()函数来向RenderQueue中添加RenderCommand,那么就继续追寻visit()的代码,如代码6。

代码6:

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

Director* director = Director::getInstance();

director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);

int i = 0;

if(!_children.empty())

{

sortAllChildren();

// draw children zOrder _localZOrder visit(renderer, _modelViewTransform, flags);

else

break;

}

// self draw

this->draw(renderer, _modelViewTransform, flags);

for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)

(*it)->visit(renderer, _modelViewTransform, flags);

}

else

{

this->draw(renderer, _modelViewTransform, flags);

}

director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

// FIX ME: Why need to set _orderOfArrival to 0??

// Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920

// reset for next frame

// _orderOfArrival = 0;

}从代码6中,我们可以看到“ auto node = _children.at(i);和node->visit(renderer, _modelViewTransform, flags);”,这段代码的意思是先获取子节点,然后递归调用节点的visit()函数,到了没有子节点的节点,开始调用draw()函数。那么我们看看draw()函数代码,如代码7。

代码7:

void Node::draw(Renderer* renderer, const Mat4 &transform, uint32_t flags)

{

}好吧,从代码7中,我们看到Node的draw什么都没有做,是我们找错地方?原来draw()是虚函数,所以它执行时执行的是该字节类的draw()函数。确实是我们找错地方了。那么我们分别看DrawNode::draw()、Sprite::draw()。

代码8:

void DrawNode::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)

{

_customCommand.init(_globalZOrder);

_customCommand.func = CC_CALLBACK_0(DrawNode::onDraw, this, transform, flags);

renderer->addCommand(&_customCommand);

}

void Sprite::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)

{

// Don't do calculate the culling if the transform was not updated

_insideBounds = (flags & FLAGS_TRANSFORM_DIRTY) ? renderer->checkVisibility(transform, _contentSize) : _insideBounds;

if(_insideBounds)

{

_quadCommand.init(_globalZOrder, _texture->getName(), getGLProgramState(), _blendFunc, &_quad, 1, transform);

renderer->addCommand(&_quadCommand);

#if CC_SPRITE_DEBUG_DRAW

_customDebugDrawCommand.init(_globalZOrder);

_customDebugDrawCommand.func = CC_CALLBACK_0(Sprite::drawDebugData, this);

renderer->addCommand(&_customDebugDrawCommand);

#endif //CC_SPRITE_DEBUG_DRAW

}

}

从代码8中,我们可以看到在draw()函数向RenderQueue中添加RenderCommand,当然有的类的draw()不是向RenderQueue中添加RenderCommand,而是直接使用OpenGL的API直接进行渲染,或者做一些其他的事情。

那么当draw()都递归调用完了,我们来看看最后进行渲染的Renderer::render() 函数,如代码9。

代码9:

void Renderer::render()

{

//Uncomment this once everything is rendered by new renderer

//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

//TODO setup camera or MVP

_isRendering = true;

if (_glViewAssigned)

{

// cleanup

_drawnBatches = _drawnVertices = 0;

//Process render commands

//1. Sort render commands based on ID

for (auto &renderqueue : _renderGroups)

{

renderqueue.sort();

}

visitRenderQueue(_renderGroups[0]);

flush();

}

clean();

_isRendering = false;

}从代码9中,我们看到“renderqueue.sort()",这是之前所说的对命令先排序,然后才进行渲染,“visitRenderQueue( _renderGroups[0])”就是来进行渲染的。那么我们接着看看void Renderer::visitRenderQueue(const RenderQueue& queue)的代码,如代码10。

代码10:

void Renderer::visitRenderQueue(const RenderQueue& queue)

{

ssize_t size = queue.size();

for (ssize_t index = 0; index getType();

if(RenderCommand::Type::QUAD_COMMAND == commandType)

{

flush3D();

auto cmd = static_cast(command);

//Batch quads

if(_numQuads + cmd->getQuadCount() > VBO_SIZE)

{

CCASSERT(cmd->getQuadCount()>= 0 && cmd->getQuadCount() getQuads(), sizeof(V3F_C4B_T2F_Quad) * cmd->getQuadCount());

convertToWorldCoordinates(_quads + _numQuads, cmd->getQuadCount(), cmd->getModelView());

_numQuads += cmd->getQuadCount();

}

else if(RenderCommand::Type::GROUP_COMMAND == commandType)

{

flush();

int renderQueueID = ((GroupCommand*) command)->getRenderQueueID();

visitRenderQueue(_renderGroups[renderQueueID]);

}

else if(RenderCommand::Type::CUSTOM_COMMAND == commandType)

{

flush();

auto cmd = static_cast(command);

cmd->execute();

}

else if(RenderCommand::Type::BATCH_COMMAND == commandType)

{

flush();

auto cmd = static_cast(command);

cmd->execute();

}

else if (RenderCommand::Type::MESH_COMMAND == commandType)

{

flush2D();

auto cmd = static_cast(command);

if (_lastBatchedMeshCommand == nullptr || _lastBatchedMeshCommand->getMaterialID() != cmd->getMaterialID())

{

flush3D();

cmd->preBatchDraw();

cmd->batchDraw();

_lastBatchedMeshCommand = cmd;

}

else

{

cmd->batchDraw();

}

}

else

{

CCLOGERROR("Unknown commands in renderQueue");

}

}

}从代码10中,我们看到RenderCommand类型有QUAD_COMMAND,CUSTOM_COMMAND,BATCH_COMMAND,

GROUP_COMMAND,MESH_COMMAND五种,这些类型的讲解在下一节。

从代码10中,好像没有与OpenGL相关的代码,有点

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