从Cocos2d-x3.0开始,Cocos2d-x引入了新的渲染流程,它不像2.x版本直接在每一个node中的draw函数中直接调用OpenGL代码进行图形渲染,而是通过各种RenderCommand封装起来,然后添加到一个CommandQueue队列里面去,而现在draw函数的作用就是在此函数中设置好相对应的RenderCommand参数,然后把此RenderCommand添加到CommandQueue中。最后在每一帧结束时调用renderer函数进行渲染,在renderer函数中会根据ID对RenderCommand进行排序,然后才进行渲染。
看一下2.x和3.x的代码的比较:
以下是2.x的draw函数
void CCSprite::draw(void)
{
CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");
CCAssert(!m_pobBatchNode, "If CCSprite is being rendered by CCSpriteBatchNode, CCSprite#draw SHOULD NOT be called");
CC_NODE_DRAW_SETUP();
ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst );
if (m_pobTexture != NULL)
{
ccGLBindTexture2D( m_pobTexture->getName() );
}
else
{
ccGLBindTexture2D(0);
}
//
// Attributes
//
ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex );
#define kQuadSize sizeof(m_sQuad.bl)
long offset = (long)&m_sQuad;
// vertex
int diff = offsetof( ccV3F_C4B_T2F, vertices);
glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
// texCoods
diff = offsetof( ccV3F_C4B_T2F, texCoords);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
// color
diff = offsetof( ccV3F_C4B_T2F, colors);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
CHECK_GL_ERROR_DEBUG();
#if CC_SPRITE_DEBUG_DRAW == 1
// draw bounding box
CCPoint vertices[4]={
ccp(m_sQuad.tl.vertices.x,m_sQuad.tl.vertices.y),
ccp(m_sQuad.bl.vertices.x,m_sQuad.bl.vertices.y),
ccp(m_sQuad.br.vertices.x,m_sQuad.br.vertices.y),
ccp(m_sQuad.tr.vertices.x,m_sQuad.tr.vertices.y),
};
ccDrawPoly(vertices, 4, true);
#elif CC_SPRITE_DEBUG_DRAW == 2
// draw texture box
CCSize s = this->getTextureRect().size;
CCPoint offsetPix = this->getOffsetPosition();
CCPoint vertices[4] = {
ccp(offsetPix.x,offsetPix.y), ccp(offsetPix.x+s.width,offsetPix.y),
ccp(offsetPix.x+s.width,offsetPix.y+s.height), ccp(offsetPix.x,offsetPix.y+s.height)
};
ccDrawPoly(vertices, 4, true);
#endif // CC_SPRITE_DEBUG_DRAW
CC_INCREMENT_GL_DRAWS(1);
CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw");
}
以下是3.x的draw函数
void Sprite::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
// Don't do calculate the culling if the transform was not updated
_insideBounds = (flags & FLAGS_TRANSFORM_DIRTY) ? renderer->checkVisibility(transform, _contentSize) : _insideBounds;
if(_insideBounds)
{
_quadCommand.init(_globalZOrder, _texture->getName(), getGLProgramState(), _blendFunc, &_quad, 1, transform);
renderer->addCommand(&_quadCommand);
#if CC_SPRITE_DEBUG_DRAW
_customDebugDrawCommand.init(_globalZOrder);
_customDebugDrawCommand.func = CC_CALLBACK_0(Sprite::drawDebugData, this);
renderer->addCommand(&_customDebugDrawCommand);
#endif //CC_SPRITE_DEBUG_DRAW
}
}
把一个完整的渲染的流程都梳理了一片,下面我给出了流程图
根据cocos2d-x来学习opengl: http://www.cocos.com/doc/tutorial/lists?id=79