3.10版本的2dx只有Sprite做了自动裁剪,我们可以扩展到Label或者其他控件
自动裁剪在每个节点的draw函数内执行,由renderer->checkVisibility(transform, _contentSize)实现,判断自身的渲染指令是否被裁减掉,如果裁剪掉不显示,就不会把该渲染指令加入到渲染队列。
void Sprite::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
#if CC_USE_CULLING
// Don't do calculate the culling if the transform was not updated
auto visitingCamera = Camera::getVisitingCamera();
auto defaultCamera = Camera::getDefaultCamera();
if (visitingCamera == defaultCamera) {
_insideBounds = ((flags & FLAGS_TRANSFORM_DIRTY)|| visitingCamera->isViewProjectionUpdated()) ? renderer->checkVisibility(transform, _contentSize) : _insideBounds;
}
else
{
_insideBounds = renderer->checkVisibility(transform, _contentSize);
}
if(_insideBounds)
#endif
{
_trianglesCommand.init(_globalZOrder, _texture->getName(), getGLProgramState(), _blendFunc, _polyInfo.triangles, transform, flags);
renderer->addCommand(&_trianglesCommand);
}
}
cocos2dx渲染流程主要的几个函数:
1.Director:drawScene()
2. _runningScene->render(_renderer); //给场景内每个节点创建渲染指令加入到渲染队列
{
Node:visit();//访问_runningScene下的所有子节点,先调用自身的draw创建自身的渲染指令
{//先创建自己的渲染指令,在visit所有孩子节点创建孩子的渲染指令
this->draw(renderer, _modelViewTransform, flags);//draw函数创建渲染指令加入渲染队列
for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
(*it)->visit(renderer, _modelViewTransform, flags);
}
}