• cocos源码分析--SpriteBatchNode绘图原理


    SpriteBatchNode继承Node,并实现了TextureProtocol接口,重写了Node的addChild()方法,visit()方法以及draw()方法。

    addChild()方法限制其子元素只能是Sprite,

    并且子元素与SpriteBatchNode必须使用同一个Texture2D对象。

    visit()用于阻止元素向下遍历,将所有子元素的绘制工作交给自己处理。

    draw()方法使用BatchNodeCommand将绘制命令发送到RenderQueue,从而对所有子元素进行批绘制。

    SpriteBatchNode使用TextureAtlas存储所有子精灵的顶点信息。TextureAtlas包含一个V3F_C4B_T2F_Quad数组和一个Texture2D对象,提供对quads数组的添加,删除,修改,排序等功能。这样,SpriteBatchNode所做的主要事情就是将与子元素相关的顶点信息存储到TextureAtlas中。最后,TextureAtlas提供了绘制quads的方法,

    BatchCommand就是通过drawQuads()方法绘制的

    代码流程:

    1 调用

     auto spBatchNode = SpriteBatchNode::create("bbb.png");
            spBatchNode->setPosition(Point::ZERO);
            scene->addChild(spBatchNode);
            spBatchNode->setPosition(200,200);
           // spBatchNode->setScale(0.1);
    
          auto sp = Sprite::createWithTexture(spBatchNode->getTexture());
               sp->setPosition(0,0);
               spBatchNode->addChild(sp,1);
    
              sp = Sprite::createWithTexture(spBatchNode->getTexture());
              sp->setPosition(10,10);
              spBatchNode->addChild(sp,-1);

    2 看一下SpriteBatchNode内部方法

    初始化方法

    bool SpriteBatchNode::initWithTexture(Texture2D *tex, ssize_t capacity)
    {
        CCASSERT(capacity>=0, "Capacity must be >= 0");
        
        _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
       
        if(tex->hasPremultipliedAlpha())//alpha预乘,忽略
        {
            _blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
        }
        
        //使用textureAtlas存储所有子精灵的顶点信息,通过对quads数组的添加,删除,修改排序等
        _textureAtlas = new TextureAtlas();
    
        if (capacity == 0)
        {
            capacity = DEFAULT_CAPACITY;
        }
        
        _textureAtlas->initWithTexture(tex, capacity);
    
        updateBlendFunc();
    
        _children.reserve(capacity);
         //分配空间大小
        _descendants.reserve(capacity);
          //定义属于自己的着色器
      setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
        return true;
    }

    添加子元素方法:

    void SpriteBatchNode::addChild(Node * child, int zOrder, const std::string &name)
    {
        CCASSERT(child != nullptr, "child should not be null");
        CCASSERT(dynamic_cast<Sprite*>(child) != nullptr, "CCSpriteBatchNode only supports Sprites as children");
        Sprite *sprite = static_cast<Sprite*>(child);
        // check Sprite is using the same texture id
        CCASSERT(sprite->getTexture()->getName() == _textureAtlas->getTexture()->getName(), "CCSprite is not using the same texture id");
        
        Node::addChild(child, zOrder, name);
        
        appendChild(sprite);
    }
    // addChild helper, faster than insertChild
    void SpriteBatchNode::appendChild(Sprite* sprite)
    {
        _reorderChildDirty=true;
        sprite->setBatchNode(this);
        sprite->setDirty(true);
    
        if(_textureAtlas->getTotalQuads() == _textureAtlas->getCapacity()) {
            increaseAtlasCapacity();//重新调整容器大小,
        }
    
        _descendants.push_back(sprite);//所有的子节点。
        int index = static_cast<int>(_descendants.size()-1);
    
        sprite->setAtlasIndex(index);//设置sprite的渲染节点为TextureAtlas的第index个数据
    
        V3F_C4B_T2F_Quad quad = sprite->getQuad();
        //把新sprite的顶点信息放到textureAtlas,供绘制使用,此时的顶点坐标还是在父亲中的坐标,不是世界坐标
        _textureAtlas->insertQuad(&quad, index);//将sprite的顶点数据传入到TextureAtlas的index位置。
    
        // add children recursively
        auto& children = sprite->getChildren();
        for(const auto &child: children) { //递归调用
            appendChild(static_cast<Sprite*>(child)); //将sprite的所有数据加入到descendants。
        }
    }

    遍历方法visit

    // override visit
    // don't call visit on it's children
    void SpriteBatchNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
    {
        CC_PROFILER_START_CATEGORY(kProfilerCategoryBatchSprite, "CCSpriteBatchNode - visit");
    
        // CAREFUL:
        // This visit is almost identical to CocosNode#visit
        // with the exception that it doesn't call visit on it's children
        //
        // The alternative is to have a void Sprite#visit, but
        // although this is less maintainable, is faster
        //
        if (! _visible)
        {
            return;
        }
        //排序,写的挺不错
        sortAllChildren();
        //得到本地坐标转换世界坐标的矩阵
        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);
        
        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
    //    setOrderOfArrival(0);
    
        CC_PROFILER_STOP_CATEGORY(kProfilerCategoryBatchSprite, "CCSpriteBatchNode - visit");
    }
    //override sortAllChildren
    //排序功能
    void SpriteBatchNode::sortAllChildren()
    {
        if (_reorderChildDirty)
        {
            std::sort(std::begin(_children), std::end(_children), nodeComparisonLess);
    
            //sorted now check all children
            if (!_children.empty())
            {
                //first sort all children recursively based on zOrder
                for(const auto &child: _children) {
                    child->sortAllChildren();
                }
    
                ssize_t index=0;
    
                //fast dispatch, give every child a new atlasIndex based on their relative zOrder (keep parent -> child relations intact)
                // and at the same time reorder descendants and the quads to the right index
                /*
                 //快速发送,根据每个孩子的相对zOrder给每个孩子一个新的atlasIndex(保持父母 - >孩子的关系不变)
                        //同时重新排序descendants数组和四边形到正确的索引
                 */
                //此时的childern为根据localZ从小到大排序之后的数组
                for(const auto &child: _children) {
                    Sprite* sp = static_cast<Sprite*>(child);
                    updateAtlasIndex(sp, &index);
                }
            }
    
            _reorderChildDirty=false;
        }
    }
    //更新sprite和sprite子节点的atlas数据的index。
    void SpriteBatchNode::updateAtlasIndex(Sprite* sprite, ssize_t* curIndex)
    {
        auto& array = sprite->getChildren();
        auto count = array.size();
        
        ssize_t oldIndex = 0;
        /*
           在sortAllChildren,根据localZ对children进行了排序,从小到大排序,因为之前的AtlasIndex为顺序赋值的,所以要重新设置AtlasIndex
         */
        //如果没有子节点,那么sprite就是curIndex位置了
        if( count == 0 )
        {
            oldIndex = sprite->getAtlasIndex();
            sprite->setAtlasIndex(*curIndex);//重新递增赋值
            sprite->setOrderOfArrival(0);
            
            if (oldIndex != *curIndex){
                //更新在_textureAtlas等中的位置
                swap(oldIndex, *curIndex);
            }
            (*curIndex)++;
        }
        else
        {
            bool needNewIndex=true;//是否需要赋值新的索引
            //先localZ<0的,然后sprite,最后localZ>0
            //因为先对所有的子节点排序过。先localZ<0,然后localZ>0
          
            //如果第一个localZ>=0那么先设置sprite的index
            if (array.at(0)->getLocalZOrder() >= 0)
            {
                //sprite的第一个孩子local都大于0,剩下的孩子都大于0,所以孩子绘制都在自己上面
                //all children are in front of the parent
                oldIndex = sprite->getAtlasIndex();
                sprite->setAtlasIndex(*curIndex);
                sprite->setOrderOfArrival(0);
                if (oldIndex != *curIndex)
                {
                    swap(oldIndex, *curIndex);
                }
                (*curIndex)++;
    
                needNewIndex = false;//不需要新的索引,后面的按照顺序遍历就行
            }
    
            for(const auto &child: array) {
                Sprite* sp = static_cast<Sprite*>(child);
                 //找到了第一个localZorder>0的,设置sprite。
                if (needNewIndex && sp->getLocalZOrder() >= 0)
                {
                    oldIndex = sprite->getAtlasIndex();
                    sprite->setAtlasIndex(*curIndex);
                    sprite->setOrderOfArrival(0);
                    if (oldIndex != *curIndex) {
                        this->swap(oldIndex, *curIndex);
                    }
                    (*curIndex)++;
                    needNewIndex = false;
                }
                //递归调用
                updateAtlasIndex(sp, curIndex);
            }
            
            //这种情况是:所有的子节点都是localZ<0。
            //all children have a zOrder < 0)
            /*
               sprite的children已经遍历完成,最后轮到sprite自己
             */
            if (needNewIndex)
            {
                oldIndex = sprite->getAtlasIndex();
                sprite->setAtlasIndex(*curIndex);
                sprite->setOrderOfArrival(0);
                if (oldIndex != *curIndex) {
                    swap(oldIndex, *curIndex);
                }
                (*curIndex)++;
            }
        }
    }

    swap把新排序的顶点数据更新到 quads中,用于为opengl提供基础数据

    void SpriteBatchNode::swap(ssize_t oldIndex, ssize_t newIndex)
    {
        CCASSERT(oldIndex>=0 && oldIndex < (int)_descendants.size() && newIndex >=0 && newIndex < (int)_descendants.size(), "Invalid index");
    
        V3F_C4B_T2F_Quad* quads = _textureAtlas->getQuads();
        std::swap( quads[oldIndex], quads[newIndex] );
    
        //update the index of other swapped item
    
        auto oldIt = std::next( _descendants.begin(), oldIndex );
        auto newIt = std::next( _descendants.begin(), newIndex );
    
        (*newIt)->setAtlasIndex(oldIndex);
    //    (*oldIt)->setAtlasIndex(newIndex);
    
        std::swap( *oldIt, *newIt );
    }

    重新的元素draw方法,并不是真的绘制,而是把绘制命令放到了_batchCommand中

    void SpriteBatchNode::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
    {
        // Optimization: Fast Dispatch
        if( _textureAtlas->getTotalQuads() == 0 )
        {
            return;
        }
    
        for(const auto &child: _children)
        {   //更新孩子的坐标,递归
            child->updateTransform();
        }
    
       
        _batchCommand.init(
                           _globalZOrder,
                           getGLProgram(),
                           _blendFunc,
                           _textureAtlas,
                           transform);
        renderer->addCommand(&_batchCommand);
    }
    void Sprite::updateTransform(void)
    {
        CCASSERT(_batchNode, "updateTransform is only valid when Sprite is being rendered using an SpriteBatchNode");
    
        // recalculate matrix only if it is dirty
        if( isDirty() ) {
    
            // If it is not visible, or one of its ancestors is not visible, then do nothing:
            if( !_visible || ( _parent && _parent != _batchNode && static_cast<Sprite*>(_parent)->_shouldBeHidden) )
            {
                _quad.br.vertices = _quad.tl.vertices = _quad.tr.vertices = _quad.bl.vertices = Vec3(0,0,0);
                _shouldBeHidden = true;
            }
            else
            {
                _shouldBeHidden = false;
                //如果直接事batchNode的第一子元素,那么直接getNodeToParentTransform
                if( ! _parent || _parent == _batchNode )
                {
                     //得到子坐标转换父亲坐标的矩阵
                    _transformToBatch = getNodeToParentTransform();
                }
                else //如果是batchNode的孙子或者往后,那么要下面这么做,孙子乘以transformToBatch得到在batch中的坐标
                {
                    CCASSERT( dynamic_cast<Sprite*>(_parent), "Logic error in Sprite. Parent must be a Sprite");
                    const Mat4 &nodeToParent = getNodeToParentTransform();
                   
                    Mat4 &parentTransform = static_cast<Sprite*>(_parent)->_transformToBatch;
                    _transformToBatch = parentTransform * nodeToParent;
                }
    
                //
                // calculate the Quad based on the Affine Matrix
                //
    
                Size &size = _rect.size;
    
                float x1 = _offsetPosition.x;
                float y1 = _offsetPosition.y;
    
                float x2 = x1 + size.width;
                float y2 = y1 + size.height;
               
                /*
                 _transformToBatch 为 本地坐标转父亲坐标的旋转矩阵。这个矩阵乘以sprite的
                 [x,y,z,1],得到sprite在Batch中的的坐标
                 
                 */
                float x = _transformToBatch.m[12];
                float y = _transformToBatch.m[13];
    
                float cr = _transformToBatch.m[0];
                float sr = _transformToBatch.m[1];
                float cr2 = _transformToBatch.m[5];
                float sr2 = -_transformToBatch.m[4];
                
                float ax = x1 * cr - y1 * sr2 + x;
                float ay = x1 * sr + y1 * cr2 + y;
    
                float bx = x2 * cr - y1 * sr2 + x;
                float by = x2 * sr + y1 * cr2 + y;
    
                float cx = x2 * cr - y2 * sr2 + x;
                float cy = x2 * sr + y2 * cr2 + y;
    
                float dx = x1 * cr - y2 * sr2 + x;
                float dy = x1 * sr + y2 * cr2 + y;
    
                _quad.bl.vertices = Vec3( RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), _positionZ );
                _quad.br.vertices = Vec3( RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), _positionZ );
                _quad.tl.vertices = Vec3( RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), _positionZ );
                _quad.tr.vertices = Vec3( RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), _positionZ );
            }
    
            // MARMALADE CHANGE: ADDED CHECK FOR nullptr, TO PERMIT SPRITES WITH NO BATCH NODE / TEXTURE ATLAS
            //把更新的四边形保存到 内存中,此时四边形的四个顶点坐标为在Batch中的坐标,不是世界坐标
            if (_textureAtlas)
            {
                _textureAtlas->updateQuad(&_quad, _atlasIndex);
            }
    
            _recursiveDirty = false;
            setDirty(false);
        }
    
        // MARMALADE CHANGED
        // recursively iterate over children
    /*    if( _hasChildren )
        {
            // MARMALADE: CHANGED TO USE Node*
            // NOTE THAT WE HAVE ALSO DEFINED virtual Node::updateTransform()
            arrayMakeObjectsPerformSelector(_children, updateTransform, Sprite*);
        }*/
        //递归更新
        Node::updateTransform();
    }

    3 render中执行command

    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::BATCH_COMMAND == commandType)
            {
                flush();
                auto cmd = static_cast<BatchCommand*>(command);
                cmd->execute();
            }
           else
            {
                CCLOGERROR("Unknown commands in renderQueue");
            }
        }
    }

    4  RenderCommand 内执行execute

    void BatchCommand::execute()
    {
        // Set material
        _shader->use();
        
        _shader->setUniformsForBuiltins(_mv);//_mv为模型矩阵,本地坐标乘以mv,得到世界坐标
       
        glActiveTexture(GL_TEXTURE0 + 0);//0号纹理单元
        //将一个纹理对象设置为当前纹理对象,同时她会指派给当前激活了的纹理单元
        GL::bindTexture2D(_textureID);
        GL::blendFunc(_blendType.src, _blendType.dst);//颜色混合
    
        
        if ( _textureAtlas->getTexture()->getHasAlphaTexture()) {
            auto loc =glGetUniformLocation(_shader->getProgram(), "CC_Texture1");
            glUniform1i(loc,1);
            auto alpha=Director::getInstance()->getTextureCache()->addImage(_textureAtlas->getTexture()->getAlphaTexture());
            glActiveTexture(GL_TEXTURE0 + 1);
            glBindTexture(GL_TEXTURE_2D, alpha->getName());
        }
        
        auto locHasAlpha=glGetUniformLocation(_shader->getProgram(),"u_hasAlpha");
        glUniform1f(locHasAlpha,  _textureAtlas->getTexture()->getHasAlphaTexture()?1.0f:0.0f);
        
        // Draw,开始opengl画
        _textureAtlas->drawQuads();
    }

    5 textureAtlas执行drawQuads方法

    void TextureAtlas::drawQuads()
    {
        this->drawNumberOfQuads(_totalQuads, 0);
    }
    
    void TextureAtlas::drawNumberOfQuads(ssize_t numberOfQuads)
    {
        CCASSERT(numberOfQuads>=0, "numberOfQuads must be >= 0");
        this->drawNumberOfQuads(numberOfQuads, 0);
    }
    //渲染start位置的numberOfQuads的数据
    void TextureAtlas::drawNumberOfQuads(ssize_t numberOfQuads, ssize_t start)
    {
        CCASSERT(numberOfQuads>=0 && start>=0, "numberOfQuads and start must be >= 0");
    
        if(!numberOfQuads)
            return;
    
        GL::bindTexture2D(_texture->getName());
    
        if (Configuration::getInstance()->supportsShareableVAO())
        {
            //
            // Using VBO and VAO
            //
    
            // XXX: update is done in draw... perhaps it should be done in a timer
            if (_dirty) 
            {
                glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
                // option 1: subdata
    //            glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * n , &_quads[start] );
    
                // option 2: data
    //            glBufferData(GL_ARRAY_BUFFER, sizeof(quads_[0]) * (n-start), &quads_[start], GL_DYNAMIC_DRAW);
    
                // option 3: orphaning + glMapBuffer
               
                /****************************
                 _quads中的顶点坐标为所有sprite在batch中的坐标,再顶点着色器中在转换为世界坐标
                 ****************************/
                glBufferData(GL_ARRAY_BUFFER, sizeof(_quads[0]) * (numberOfQuads-start), nullptr, GL_DYNAMIC_DRAW);
                void *buf = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
                memcpy(buf, _quads, sizeof(_quads[0])* (numberOfQuads-start));
                glUnmapBuffer(GL_ARRAY_BUFFER);
                
                glBindBuffer(GL_ARRAY_BUFFER, 0);
    
                _dirty = false;
            }
    
            GL::bindVAO(_VAOname);
    
    #if CC_REBIND_INDICES_BUFFER
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
    #endif
    
            glDrawElements(GL_TRIANGLES, (GLsizei) numberOfQuads*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6*sizeof(_indices[0])) );
    
    #if CC_REBIND_INDICES_BUFFER
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    #endif
    
    //    glBindVertexArray(0);
        }
        else
        {
            //
            // Using VBO without VAO
            //
    
    #define kQuadSize sizeof(_quads[0].bl)
            glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
    
            // XXX: update is done in draw... perhaps it should be done in a timer
            if (_dirty) 
            {
                glBufferSubData(GL_ARRAY_BUFFER, sizeof(_quads[0])*start, sizeof(_quads[0]) * numberOfQuads , &_quads[start] );
                _dirty = false;
            }
    
            GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
    
            // vertices
            glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, vertices));
    
            // colors
            glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, colors));
    
            // tex coords
            glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORD, 2, GL_FLOAT, GL_FALSE, kQuadSize, (GLvoid*) offsetof(V3F_C4B_T2F, texCoords));
    
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
    
            glDrawElements(GL_TRIANGLES, (GLsizei)numberOfQuads*6, GL_UNSIGNED_SHORT, (GLvoid*) (start*6*sizeof(_indices[0])));
    
            glBindBuffer(GL_ARRAY_BUFFER, 0);
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
        }
    
        CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,numberOfQuads*6);
    
        CHECK_GL_ERROR_DEBUG();
    }

    以上主要步骤完成了SpriteBatchNode中sprite的绘制

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  • 原文地址:https://www.cnblogs.com/xiaonanxia/p/9199737.html
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