分析
z order主要作用于渲染阶段,先从Director::mainLoop()开始看代码(游戏运行过程中每帧都会调用mainLoop函数,用于每帧处理事件、渲染图像等):
void Director::mainLoop()
{
//...
{
//处理事件并绘制图像
drawScene();
//...
}
}
void Director::drawScene()
{
//...
if (! _paused)
{
_eventDispatcher->dispatchEvent(_eventBeforeUpdate);
//处理事件
_scheduler->update(_deltaTime);
_eventDispatcher->dispatchEvent(_eventAfterUpdate);
}
//清空上一帧渲染的内容
_renderer->clear();
experimental::FrameBuffer::clearAllFBOs();
//...
if (_runningScene)
{
//...
if(_openGLView)
//渲染当前运行的场景
_openGLView->renderScene(_runningScene, _renderer);
//...
}
//...
}
void GLView::renderScene(Scene* scene, Renderer* renderer)
{
//...
{
//渲染场景
scene->render(renderer, Mat4::IDENTITY, nullptr);
}
}
void Scene::render(Renderer* renderer, const Mat4& eyeTransform, const Mat4* eyeProjection)
{
render(renderer, &eyeTransform, eyeProjection, 1);
}
void Scene::render(Renderer* renderer, const Mat4* eyeTransforms, const Mat4* eyeProjections, unsigned int multiViewCount)
{
{
//...
//遍历Scene中的节点
visit(renderer, transform, 0