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  • [cocos2d-x]深入--几个代表性的类

    摘要: 此文对cocos2d-x引擎中最具代表性,最能体现框架结构的几个类做了简单的介绍, 包括Director,Application, Renderer, EventDispatcher, Scheduler. 对于这些类, 也只对关系主要流程的方法做了介绍, 略过了容错代码和其它细节. 主要目的是让大家快速的对cocos2d-x引擎有一个全面笼统的认识, 也方便快速定位问题.



    GLView

    cocos2d-xopenGL的封装. 不同平台下, openGL有一些差别.

    openGL

    一段简单的例子

    以下内容引用自Introduction to OpenGL. 需要更具体的介绍也可参考这个链接.

    #include <whateverYouNeed.h>
    main() {
       InitializeAWindowPlease();
    
       glClearColor (0.0, 0.0, 0.0, 0.0);
       glClear (GL_COLOR_BUFFER_BIT);
    
       glColor3f (1.0, 1.0, 1.0);
       glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
       glBegin(GL_POLYGON);
          glVertex3f (0.25, 0.25, 0.0);
          glVertex3f (0.75, 0.25, 0.0);
          glVertex3f (0.75, 0.75, 0.0);
          glVertex3f (0.25, 0.75, 0.0);
       glEnd();
       glFlush();
    
       UpdateTheWindowAndCheckForEvents();
    }

    OpenGL Command Syntax

    • OpenGL commands use the prefix gl and initial capital letters for each word making up the command name
    • some seemingly extraneous letters appended to some command names (for example, the 3f in glColor3f() and glVertex3f())

    OpenGL as a State Machine

    OpenGL is a state machine. You put it into various states (or modes) that then remain in effect until you change them.

    Application

    主要方法:

    virtual const char * getCurrentLanguage();
    virtual Platform getTargetPlatform();
    virtual void setAnimationInterval(double interval);
    int run();//启动主循环

    run()函数

    int Application::run()
    {
    
        ...
    
        while(!glview->windowShouldClose())
        {
            QueryPerformanceCounter(&nNow);
            if (nNow.QuadPart - nLast.QuadPart > _animationInterval.QuadPart)
            {
                nLast.QuadPart = nNow.QuadPart;
    
                director->mainLoop();       //Director进行这一帧的渲染
                glview->pollEvents();       // This function processes only those events that have already been received and then returns immediately.
            }
            else
            {
                Sleep(0);
            }
        }
    
        ...
    
        return true;
    }

    Director

    主要函数预览

    //openGL Matrix Operate
        void pushMatrix(MATRIX_STACK_TYPE type);
        void popMatrix(MATRIX_STACK_TYPE type);
        void loadIdentityMatrix(MATRIX_STACK_TYPE type);
        void loadMatrix(MATRIX_STACK_TYPE type, const Mat4& mat);
        void multiplyMatrix(MATRIX_STACK_TYPE type, const Mat4& mat);
        Mat4 getMatrix(MATRIX_STACK_TYPE type);
        void resetMatrixStack();
    
    //View Data
        inline double getAnimationInterval();
        inline bool isDisplayStats();
        inline GLView* getOpenGLView();
        inline Projection getProjection();
        Size getVisibleSize() const;
    
        Vec2 getVisibleOrigin() const;
        Vec2 convertToGL(const Vec2& point);
        Vec2 convertToUI(const Vec2& point);
        float getZEye() const;
    
    // Scene 场景管理
        inline Scene* getRunningScene();
        void runWithScene(Scene *scene);
        void pushScene(Scene *scene);
    
    
    // 控制绘制的暂停和恢复
        void end();
        void pause();
        void resume();
    
    //绘制图形(界面展示最重要的函数)
        void drawScene();
    
    //Getter and Setter
        Scheduler* getScheduler() const { return _scheduler; }
        void setScheduler(Scheduler* scheduler);
    
        ActionManager* getActionManager() const { return _actionManager; }
        void setActionManager(ActionManager* actionManager);
    
        EventDispatcher* getEventDispatcher() const { return _eventDispatcher; }
        void setEventDispatcher(EventDispatcher* dispatcher);
    
        Renderer* getRenderer() const { return _renderer; }

    drawScene(): 主要绘制函数

    // Draw the Scene
    void Director::drawScene()
    {
        ...
    
        if (! _paused)
        {
            _scheduler->update(_deltaTime);                         //Scheduler 定时器 更新
            _eventDispatcher->dispatchEvent(_eventAfterUpdate);     //Dispatcher 抛发事件.
        }
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);         //glClear
    
        if (_nextScene)                                             //取得下一个将要显示的Scene.
        {
            setNextScene();
        }
    
        pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);      //将上一次绘制的Context放到堆栈
    
        // draw the scene
        if (_runningScene)
        {
            _runningScene->visit(_renderer, Mat4::IDENTITY, false);
            _eventDispatcher->dispatchEvent(_eventAfterVisit);
        }
    
        _renderer->render();                                        //渲染
        _eventDispatcher->dispatchEvent(_eventAfterDraw);
    
        popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);       //返回到上一次绘制时的状态.
    
    
        // swap buffers
        if (_openGLView)
        {
            _openGLView->swapBuffers();                             //把上面渲染的结果显示到屏幕
        }
    
        ...
    }

    Node::visit() 函数

    预览

    Node::visit() 的主要功能就是

    1. 调用所有孩子的visit函数
    2. 调用self->draw()函数
    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 < 0
            for( ; i < _children.size(); i++ )
            {
                auto node = _children.at(i);
    
                if ( node && node->_localZOrder < 0 )
                    node->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);
    }

    Node::draw()

    因为Node是所有可显示对象的父类, 没有任何显示内容, 所以draw函数为空.
    这里我们以Sprite::draw函数为例简单介绍下draw的作用.

    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);
        }
    }

    我们看到, Sprite::draw函数主要实现了[添加一个QuadCommandRender中去]的功能.
    再看看Label的绘制函数.

    Label::draw

    void Label::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) {
            _customCommand.init(_globalZOrder);
            _customCommand.func = CC_CALLBACK_0(Label::onDraw, this, transform, flags);
            renderer->addCommand(&_customCommand);
        }
    }

    其实, 跟Sprite::draw也差不多. 关键在于这个RenderCommand怎么构造和执行的.

    Renderer 渲染器

    主要函数预览

        void initGLView();
    
        /** Adds a `RenderComamnd` into the renderer */
        void addCommand(RenderCommand* command);
    
        /** Adds a `RenderComamnd` into the renderer specifying a particular render queue ID */
        void addCommand(RenderCommand* command, int renderQueue);
    
        /** Pushes a group into the render queue */
        void pushGroup(int renderQueueID);
    
        /** Pops a group from the render queue */
        void popGroup();
    
        /** Creates a render queue and returns its Id */
        int createRenderQueue();
    
        /** Renders into the GLView all the queued `RenderCommand` objects */
        void render();

    可见它主要由两个功能:

    1. ReanderCommand进行排序和分类管理
    2. 进行渲染:render()

    渲染函数Renderer::render()

    void Renderer::render()
    {
       ...
    
        if (_glViewAssigned)
        {
           ...
            //排列渲染队列
            for (auto &renderqueue : _renderGroups)
            {
                renderqueue.sort();
            } 
            //进行渲染
            visitRenderQueue(_renderGroups[0]);
            ...
        }
        ...
    }

    Renderer::visitRenderQueue

    按照顺序执行所有的 RenderCommand

    void Renderer::visitRenderQueue(const RenderQueue& queue)
    {
        ssize_t size = queue.size();
    
        for (ssize_t index = 0; index < size; ++index)
        {
            auto command = queue[index];
            auto commandType = command->getType();
            if(RenderCommand::Type::QUAD_COMMAND == commandType)
            {
                auto cmd = static_cast<QuadCommand*>(command);
                //Batch quads
                if(_numQuads + cmd->getQuadCount() > VBO_SIZE)
                {
                    drawBatchedQuads();
                }
    
                _batchedQuadCommands.push_back(cmd);
    
                memcpy(_quads + _numQuads, cmd->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)
            {
                ...
            }
            ...
        }
    }

    openGL VAO, VBO 介绍.

    GLSL渲染语言入门与VBO、VAO使用:绘制一个三角形
    OpenGL 4.0 VAO VBO 理解

    Schelduler介绍

    Scheldulercocos2d-x中实现延迟调用,定时调用时最重要的功能. 类似于其他语言中的Timer
    他最核心的函数就是:

    void schedule(const ccSchedulerFunc& callback, void *target, float interval, unsigned int repeat, float delay, bool paused, const std::string& key);

    用来启动一个定时操作: 在延迟delay时间后, 每隔repeat时间, 调用一次callback. target用来标记这个操作属于谁, 方便管理, 比如在析构的时候调用void unschedule(void *target)即可移除当前对象的所有定时操作.

    Schelduler的其它大部分方法, 要么是它的衍生, 为了减少调用参数; 要么是对定时操作的控制, 比如暂停, 恢复, 移除等. 如果只对想对框架的各个模块有大概的了解, 可以不做深入.

    EventDispatcher

    (后续添加)

    Written with StackEdit.

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  • 原文地址:https://www.cnblogs.com/jhzhu/p/3859964.html
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