• [COCOS2DX-LUA]0-004.cocos2dx中的DrawNode的init的方法问题


    1.诱因

      近期,项目接入了Bugly, 上报了一些平常测试不出来,或者很难重现的bug,这类bug非常难排查。原因有二,第一,问题无法重现,第二,修改了无法立即验证结果。有一个问题困恼了我很久,就是一直报这块的代码出错。(dispatchEvent报错)

    void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv*  env, jobject thiz, jint w, jint h)
    {
        auto director = cocos2d::Director::getInstance();
        auto glview = director->getOpenGLView();
        if (!glview)
        {
            glview = cocos2d::GLViewImpl::create("Android app");
            glview->setFrameSize(w, h);
            director->setOpenGLView(glview);
    
            //cocos_android_app_init(env, thiz);
    
            cocos2d::Application::getInstance()->run();
        }
        else
        {
            cocos2d::GL::invalidateStateCache();
            cocos2d::GLProgramCache::getInstance()->reloadDefaultGLPrograms();
            cocos2d::DrawPrimitives::init();
            cocos2d::VolatileTextureMgr::reloadAllTextures();
    
            cocos2d::EventCustom recreatedEvent(EVENT_RENDERER_RECREATED);
            director->getEventDispatcher()->dispatchEvent(&recreatedEvent);
            director->setGLDefaultValues();
        }
    }
    

    2.分析问题

    这个一看就是为了防止安卓后台返回资源重建,就去查找所有有做资源重建的类,这一看就找到了以下代码。

    bool DrawNode::init()
    {
        _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
    
        setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR));
        
        ensureCapacity(512);
        ensureCapacityGLPoint(64);
        ensureCapacityGLLine(256);
        
        if (Configuration::getInstance()->supportsShareableVAO())
        {
            glGenVertexArrays(1, &_vao);
            GL::bindVAO(_vao);
        }
        glGenBuffers(1, &_vbo);
        glBindBuffer(GL_ARRAY_BUFFER, _vbo);
        glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)* _bufferCapacity, _buffer, GL_STREAM_DRAW);
        // vertex
        glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
        glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
        // color
        glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
        glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
        // texcood
        glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
        glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
        
        if (Configuration::getInstance()->supportsShareableVAO())
        {
            glGenVertexArrays(1, &_vaoGLLine);
            GL::bindVAO(_vaoGLLine);
        }
        glGenBuffers(1, &_vboGLLine);
        glBindBuffer(GL_ARRAY_BUFFER, _vboGLLine);
        glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLLine, _bufferGLLine, GL_STREAM_DRAW);
        // vertex
        glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
        glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
        // color
        glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
        glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
        // texcood
        glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
        glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
        
        if (Configuration::getInstance()->supportsShareableVAO())
        {
            glGenVertexArrays(1, &_vaoGLPoint);
            GL::bindVAO(_vaoGLPoint);
        }
        glGenBuffers(1, &_vboGLPoint);
        glBindBuffer(GL_ARRAY_BUFFER, _vboGLPoint);
        glBufferData(GL_ARRAY_BUFFER, sizeof(V2F_C4B_T2F)*_bufferCapacityGLPoint, _bufferGLPoint, GL_STREAM_DRAW);
        // vertex
        glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
        glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, vertices));
        // color
        glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
        glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, colors));
        // texcood
        glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_TEX_COORD);
        glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, sizeof(V2F_C4B_T2F), (GLvoid *)offsetof(V2F_C4B_T2F, texCoords));
    
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        if (Configuration::getInstance()->supportsShareableVAO())
        {
            GL::bindVAO(0);
        }
        
        CHECK_GL_ERROR_DEBUG();
        
        _dirty = true;
        _dirtyGLLine = true;
        _dirtyGLPoint = true;
        
    #if CC_ENABLE_CACHE_TEXTURE_DATA
            // Need to listen the event only when not use batchnode, because it will use VBO
            auto listener = EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom* event){
           /** listen the event that renderer was recreated on Android */
                this->init();//此处会一直添加监听,重复添加
            });
    
            _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
    #endif
        
        return true;
    }
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  • 原文地址:https://www.cnblogs.com/superdo/p/11386756.html
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