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一、什么是精灵批处理?
设想一下,在图片为精灵的情况下 ,此时精灵为节点,GPU经行渲染一次,如果有很多相同的精灵,那该如何经行渲染呢?渲染是根据节点数来进行渲染的,也就是说节点的数量决定了渲染的效率。如何提高效率呢?我们先用CCSpritebatchNode进行一次渲染,在这渲染之后,就去存入内存或者缓存中,当我们再次创建精灵时,可以通过CCSprite* sprite = CCSprite::createWithTexture(_batchNode->getTexture())中获取,从而解决多次渲染问题,这也是提高效率的方法之一;
二、精灵批处理程序设计
#ifndef __T09BatchNode_H__
#define __T09BatchNode_H__
#include "cocos2d.h"
USING_NS_CC;
class T09BatchNode : public CCLayer
{
public:
T09BatchNode(void);
~T09BatchNode(void);
static CCScene* scene();
CREATE_FUNC(T09BatchNode);
bool init();
bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
CCSpriteBatchNode* _batchNode;
};
#endif
#include "T09BatchNode.h"
T09BatchNode::T09BatchNode(void)
{
}
T09BatchNode::~T09BatchNode(void)
{
}
CCScene* T09BatchNode::scene()
{
CCScene* scene = CCScene::create();
T09BatchNode* layer = T09BatchNode::create();
scene->addChild(layer);
return scene;
}
bool T09BatchNode::init()
{
CCLayer::init();
CCSpriteBatchNode* batchNode = CCSpriteBatchNode::create("CloseNormal.png");
addChild(batchNode);
_batchNode = batchNode;
setTouchEnabled(true);
setTouchMode(kCCTouchesOneByOne);
return true;
}
bool T09BatchNode::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
// 创建2千个精灵
for (int i = 0; i < 2000; i++)
{
CCSprite* sprite = CCSprite::createWithTexture(_batchNode->getTexture());
_batchNode->addChild(sprite);
sprite->setPosition(ccp(CCRANDOM_0_1() * winSize.width, CCRANDOM_0_1() * winSize.height));
}
return true;
}
三实验现象