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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.
- 博客: http://www.cnblogs.com/jhzhu
- 邮箱: jhzhuustc@gmail.com
- 作者: 知明所以
- 时间: 2014-07-21
- GLView
- openGL
- 一段简单的例子
- OpenGL Command Syntax
- OpenGL as a State Machine
- openGL
- Application
- 主要方法:
- run()函数
- Director
- 主要函数预览
- drawScene(): 主要绘制函数
- Node::visit() 函数
- 预览
- Node::draw()
- Label::draw
- Renderer 渲染器
- 主要函数预览
- 渲染函数Renderer::render()
- Renderer::visitRenderQueue
- openGL VAO, VBO 介绍.
- Schelduler介绍
- EventDispatcher
- GLView
GLView
cocos2d-x
对openGL
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
inglColor3f()
andglVertex3f()
)
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 Scenevoid 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
- 调用所有孩子的
visit
函数 - 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QuadCommand
到Render
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:
- 对
ReanderCommand
进行排序和分类管理 - 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
Schelduler
是cocos2d-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)
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