ZOrder分localZOrder和gobalZOrder,gobalZOrder优先级比localZOrder高,gobalZOrder影响DrawElements的提交顺序,localZOrder提交到renderer的顺序
int _localZOrder; ///< Local order (relative to its siblings) used to sort the node
float _globalZOrder; ///< Global order used to sort the node
Node:visit()内部实现
children: <0 self:draw >0
先绘制localZOrder<0的子节点
然后绘制自己
最后绘制localZOrder>0子节点
来一段CCNode的visit函数源代码:
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->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
bool visibleByCamera = isVisitableByVisitingCamera();
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
if (visibleByCamera)
this->draw(renderer, _modelViewTransform, flags);
for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
(*it)->visit(renderer, _modelViewTransform, flags);
}
else if (visibleByCamera)
{
this->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
// reset for next frame
// _orderOfArrival = 0;
}