原创文章,转载请注明出处:http://blog.csdn.net/sfh366958228/article/details/38850499
前言
在Cocos2d-x中对图片得封装是通过CCImage来完成,该类实现了对于不同类型图片得读取、解析、像素信息保存。由于在引擎内部封装,一般情况下不需要修改此类,由于Cocos2d-x使用了Open GL的图形库,因此在图片显示在屏幕的过程中是通过在3D空间的某个平面通过纹理贴图的方式完成的图片显示,在Cocos2d-x中通过CCTexture2D来实现。
在纹理处理中有如下一些常用类:
CCImage // 调用libpng libjpg来读取图片的像素信息
CCTexture2D // 封装纹理对象
CCTextureCache // 一组纹理对象,通过CCDictionary管理,通过字符key获取
CCRenderTexture // 创建动态纹理
CCSprite // 实现纹理显示
CCSpriteFrame // 用来定义动画层的每一帧,定义好厚以CCAction的形式作用到一个CCSprite上来呈现动画效果
CCSpriteBatchNode //
CCSpriteFrameCache // 一组纹理对象,通过CCDictionary管理,通过字符key获取
CCAnimation // 实现一组Sprite播放的Action
根据图片文件创建CCSprite
- CCSprite * sprite = CCSprite::create("HelloWorld.png");
- CCSprite* CCSprite::create(const char *pszFileName, const CCRect& rect)
- {
- CCSprite *pobSprite = new CCSprite(); //创建一个CCSprite对象
- if (pobSprite && pobSprite->initWithFile(pszFileName, rect)) // 如果成功创建,且初始化成功
- {
- pobSprite->autorelease(); // 添加到自动释放管理CCPoolManager中
- return pobSprite;
- }
- CC_SAFE_DELETE(pobSprite); // 创建失败,安全删除
- return NULL;
- }
- bool CCSprite::initWithFile(const char *pszFilename, const CCRect& rect)
- {
- CCAssert(pszFilename != NULL, ""); // 文件名不能为空
- CCTexture2D *pTexture = CCTextureCache::sharedTextureCache()->addImage(pszFilename); // 将图片添加至纹理缓存中,并获取对应的CCTexture对象
- if (pTexture) // 如果对象不为空,返回initWithTexture
- {
- return initWithTexture(pTexture, rect);
- }
- return false;
- }
- bool CCSpriteFrame::initWithTexture(CCTexture2D* pobTexture, const CCRect& rect)
- {
- CCRect rectInPixels = CC_RECT_POINTS_TO_PIXELS(rect); // 点矩形转像素矩形
- return initWithTexture(pobTexture, rectInPixels, false, CCPointZero, rectInPixels.size);
- }
- bool CCSpriteFrame::initWithTexture(CCTexture2D* pobTexture, const CCRect& rect, bool rotated, const CCPoint& offset, const CCSize& originalSize)
- {
- m_pobTexture = pobTexture;
- if (pobTexture)
- {
- pobTexture->retain();
- }
- m_obRectInPixels = rect;
- m_obRect = CC_RECT_PIXELS_TO_POINTS(rect);
- m_obOffsetInPixels = offset;
- m_obOffset = CC_POINT_PIXELS_TO_POINTS( m_obOffsetInPixels );
- m_obOriginalSizeInPixels = originalSize;
- m_obOriginalSize = CC_SIZE_PIXELS_TO_POINTS( m_obOriginalSizeInPixels );
- m_bRotated = rotated;
- return true;
- }
根据CCTexture2D纹理对象创建CCSprite
- CCTexture2D *texture = CCTextureCache()::sharedTextureCache()->addImage("Player.png");
- CCSprite *sprite = CCSprite::createWithTexture(texture, CCRectMake(0, 0, 85, 121));
- CCSprite* CCSprite::createWithTexture(CCTexture2D *pTexture, const CCRect& rect)
- {
- CCSprite *pobSprite = new CCSprite();
- if (pobSprite && pobSprite->initWithTexture(pTexture, rect))
- {
- pobSprite->autorelease();
- return pobSprite;
- }
- CC_SAFE_DELETE(pobSprite);
- return NULL;
- }
使用CCSpriteFrame创建CCSprite
- CCTexture2D *texture = CCTextureCache()::sharedTextureCache()->addImage("Player.png");
- CCSpriteFrame spriteFrame01 = CCSpriteFrame::createWithTexture(texture, CCRectMake(132 * 0, 132 * 0, 132, 132));
- CCSprite *sprite = CCSprite::createWithSpriteFrame(spriteFrame01);
- CCSpriteFrameCache *cache = CCSpriteFrameCache::sharedSpriteFrameCache();
- cache->addSpriteFramesWithFile("grossini.plist");
- CCArray *aniFrames = CCArray::createWithCapacity(14);
- char str[100] = {0};
- for (int k = 0; k < 14; ;++)
- {
- sprintf(str, "grossini_dance_%02d.png", (k+1));
- CCSpriteFrame *frame = cache->spriteFrameByName(str);
- animFrames->addObject(frame);
- }
- // 序列帧加载方法1 - 逐图加载
- CCAnimation *animation = CCAnimation::create();
- char str[100] = {0};
- for(int i = 1; i <= 14; i++){
- sprintf(str, "grossini_dance_%02d.png", i);
- animation->addSpriteFrameWithFileName(str);
- }
- animation->setDelayPerUnit(0.2);
- animation->setRestoreOriginalFrame(false);
- sprite->runAction(CCAnimate::create(animate));
- // 序列帧加载方法2 - 切图法
- CCArray* animFrames = CCArray::createWithCapacity(14);
- CCTexture2D * texture = CCTextureCache::sharedTextureCache()->addImage("grossini_dance_atlas_nomipmap.png");
- for (int i = 0; i < 14; i++) {
- CCSpriteFrame* spriteFrame = CCSpriteFrame::createWithTexture(texture, CCRectMake(40 * i % 5, 57 * i / 5, 40, 57));
- animFrames->addObject(spriteFrame);
- }
- CCAnimation *animation = CCAnimation::createWithSpriteFrames(animFrames, 0.2f);
- sprite->runAction(CCAnimate::create(animation));
用CCSpriteBatchNode进行文理贴图的优化
在场景中随机生成100个相同的精灵,看看使用CCSpriteBatchNode优化前和优化后两种不同的效果。
- // 优化前
- for (int i = 0; i < 100; i++)
- {
- CCSprite *sp = CCSprite::create("Icon.png");
- int x = arc4random()%480;
- int y = arc4random()%320;
- sp->setPosition(CCPointMake(x, y));
- this->addChild(sp);
- }
- // 优化后
- CCSpriteBatchNode* batchNode = CCSpriteBatchNode::create("Icon.png", 10);
- batchNode->setPosition(CCPointZero);
- this->addChild(batchNode);
- for (int i=0; i<100; i++)
- {
- CCSprite *sp = CCSprite::create("Icon.png");
- int x = arc4random()%480;
- int y = arc4random()%320;
- sp->setPosition(CCPointMake(x, y));
- batchNode->addChild(sp);
- }
效果(优化前):
效果(优化后):
优化了之后,明显的看的出第一幅图第一个参数是100,也就是说精灵渲染了100次,这是比较消耗资源的。第二幅图,第一个参数只渲染一次。还有就是由于模拟器调用的是PC的内存所以内存比较大,对第三个参数是不会有多大的影响的,但如果是真机调试的话效果会很明显,第一种情况会明显的比较卡。