5 cocos2dx 3.0源码分析 渲染 render

Size visibleSize = Director::getInstance()->getVisibleSize();
Sprite *sp = Sprite::create("HelloWorld.png");
sp->setPosition(Point(visibleSize.width * ., visibleSize.height * .));
this->addChild(sp, );
void Sprite::setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize)
1. _quad
V3F_C4B_T2F_Quad _quad;
//! 4 Vertex3FTex2FColor4B
struct CC_DLL V3F_C4B_T2F_Quad
{
//! top left
V3F_C4B_T2F tl;
//! bottom left
V3F_C4B_T2F bl;
//! top right
V3F_C4B_T2F tr;
//! bottom right
V3F_C4B_T2F br;
}; //! a Vec2 with a vertex point, a tex coord point and a color 4B
struct CC_DLL V3F_C4B_T2F
{
//! vertices (3F)
Vec3 vertices; // 12 bytes //! colors (4B)
Color4B colors; // 4 bytes // tex coords (2F)
Tex2F texCoords; // 8 bytes
};
_quad.bl.texCoords.u = left;
_quad.bl.texCoords.v = bottom;
_quad.br.texCoords.u = right;
_quad.br.texCoords.v = bottom;
_quad.tl.texCoords.u = left;
_quad.tl.texCoords.v = top;
_quad.tr.texCoords.u = right;
_quad.tr.texCoords.v = top;
// Atlas: Vertex
float x1 = + _offsetPosition.x;
float y1 = + _offsetPosition.y;
float x2 = x1 + _rect.size.width;
float y2 = y1 + _rect.size.height; // Don't update Z.
_quad.bl.vertices = Vec3(x1, y1, );
_quad.br.vertices = Vec3(x2, y1, );
_quad.tl.vertices = Vec3(x1, y2, );
_quad.tr.vertices = Vec3(x2, y2, );
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, , transform);
renderer->addCommand(&_quadCommand);
}

TRIANGLES_COMMAND
QUAD_COMMAND
GROUP_COMMAND
CUSTOM_COMMAND
BATCH_COMMAND
PRIMITIVE_COMMAND
MESH_COMMAND
else if ( RenderCommand::Type::QUAD_COMMAND == commandType )
{
flush3D();
if(_filledIndex > )
{
drawBatchedTriangles();
_lastMaterialID = ;
}
auto cmd = static_cast<QuadCommand*>(command);
//Batch quads
if( (_numberQuads + cmd->getQuadCount()) * > VBO_SIZE )
{
CCASSERT(cmd->getQuadCount()>= && cmd->getQuadCount() * < VBO_SIZE, "VBO for vertex is not big enough, please break the data down or use customized render command");
//Draw batched quads if VBO is full
drawBatchedQuads();
} _batchQuadCommands.push_back(cmd); fillQuads(cmd);
}
void Renderer::fillQuads(const QuadCommand *cmd)
{
memcpy(_quadVerts + _numberQuads * , cmd->getQuads(), sizeof(V3F_C4B_T2F_Quad) * cmd->getQuadCount()); const Mat4& modelView = cmd->getModelView(); for(ssize_t i=; i< cmd->getQuadCount() * ; ++i)
{
V3F_C4B_T2F *q = &_quadVerts[i + _numberQuads * ];
Vec3 *vec1 = (Vec3*)&q->vertices;
modelView.transformPoint(vec1);
} _numberQuads += cmd->getQuadCount();
}
memcpy(_quadVerts + _numberQuads * , cmd->getQuads(), sizeof(V3F_C4B_T2F_Quad) * cmd->getQuadCount());
for(ssize_t i=; i< cmd->getQuadCount() * ; ++i)
{
V3F_C4B_T2F *q = &_quadVerts[i + _numberQuads * ];
Vec3 *vec1 = (Vec3*)&q->vertices;
modelView.transformPoint(vec1);
}
_numberQuads += cmd->getQuadCount();
GL::bindVAO(_quadVAO);
//Set VBO data
glBindBuffer(GL_ARRAY_BUFFER, _quadbuffersVBO[]);
// option 3: orphaning + glMapBuffer
glBufferData(GL_ARRAY_BUFFER, sizeof(_quadVerts[]) * _numberQuads * , nullptr, GL_DYNAMIC_DRAW);
void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
memcpy(buf, _quadVerts, sizeof(_quadVerts[])* _numberQuads * );
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadbuffersVBO[]);
for(const auto& cmd : _batchQuadCommands)
glDrawElements(GL_TRIANGLES, (GLsizei) indexToDraw, GL_UNSIGNED_SHORT, (GLvoid*) (startIndex*sizeof(_indices[])) );
void Renderer::drawBatchedQuads()
{
//TODO: we can improve the draw performance by insert material switching command before hand. int indexToDraw = ;
int startIndex = ; //Upload buffer to VBO
if(_numberQuads <= || _batchQuadCommands.empty())
{
return;
} if (Configuration::getInstance()->supportsShareableVAO())
{
//Bind VAO
GL::bindVAO(_quadVAO);
//Set VBO data
glBindBuffer(GL_ARRAY_BUFFER, _quadbuffersVBO[]);
// option 3: orphaning + glMapBuffer
glBufferData(GL_ARRAY_BUFFER, sizeof(_quadVerts[]) * _numberQuads * , nullptr, GL_DYNAMIC_DRAW);
void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
memcpy(buf, _quadVerts, sizeof(_quadVerts[])* _numberQuads * );
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _quadbuffersVBO[]);
}
else
{
}
//Start drawing verties in batch
for(const auto& cmd : _batchQuadCommands)
{
auto newMaterialID = cmd->getMaterialID();
if(_lastMaterialID != newMaterialID || newMaterialID == MATERIAL_ID_DO_NOT_BATCH)
{
//Draw quads
if(indexToDraw > )
{
glDrawElements(GL_TRIANGLES, (GLsizei) indexToDraw, GL_UNSIGNED_SHORT, (GLvoid*) (startIndex*sizeof(_indices[])) );
_drawnBatches++;
_drawnVertices += indexToDraw;
startIndex += indexToDraw;
indexToDraw = ;
}
//Use new material
cmd->useMaterial();
_lastMaterialID = newMaterialID;
} indexToDraw += cmd->getQuadCount() * ;
} //Draw any remaining quad
if(indexToDraw > )
{
glDrawElements(GL_TRIANGLES, (GLsizei) indexToDraw, GL_UNSIGNED_SHORT, (GLvoid*) (startIndex*sizeof(_indices[])) );
_drawnBatches++;
_drawnVertices += indexToDraw;
} if (Configuration::getInstance()->supportsShareableVAO())
{
//Unbind VAO
GL::bindVAO();
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, );
} _batchQuadCommands.clear();
_numberQuads = ;
}
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