3.x最大的變化就是繪制,通過繪制指令添加到渲染隊列中,優化相鄰兩個渲染命中,如果使用的是同一張紋理,則會并到一個批次中繪制出來,具體流程可以看看之前的文章,cocos動畫系統及繪制
下面的例子還順帶開了vbo,vao的話opengles2.0還不支援,是以都被我注釋了
h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
using namespace cocos2d;
class HelloWorld : public cocos2d::Layer
{
public:
virtual ~HelloWorld();
static cocos2d::Scene* createScene();
virtual bool init() override;
//重寫這個方法很重要,node節點遞歸visit完後就會調這個draw函數,是以我們在這裡添加繪制指令綁定自己的繪制函數OnDraw
virtual void draw(Renderer *renderer, const Mat4 &transform, bool transformUpdated) override;
//自己的繪制函數
void onDraw();
void menuCloseCallback4(cocos2d::Ref* pSender);
CREATE_FUNC(HelloWorld);
private:
CustomCommand _customCommand;
//GLuint vao;
GLuint vertexVBO; //緩沖區對象句柄 - 頂點
GLuint indexVBO; //緩沖區對象句柄 - 頂點索引
//當然,你可以可以Gluint vbo[2]用數組去裝
};
#endif // __HELLOWORLD_SCENE_H__
cpp
#include "HelloWorldScene.h"
#include "MySprite.h"
#include "CubeTexture.h"
USING_NS_CC;
Scene* HelloWorld::createScene()
{
// \'scene\' is an autorelease object
auto scene = Scene::create();
Size size = Director::getInstance()->getWinSize();
auto layer2 = Layer::create();
Sprite* sp = Sprite::create("HelloWorld.png");
//MoveTo* move = MoveTo::create(5.0f, Vec2(400, 400));
//sp->runAction(move);
sp->setPosition(size.width / , size.height / );
//sp->setScale(2.0f);
FontDefinition fd;
fd._fontSize = ;
FontShadow fs;
fs._shadowEnabled = true;
fs._shadowBlur = ;
fs._shadowOffset = Size(, );
fs._shadowOpacity = ;
fd._shadow = fs;
LabelTTF* lb = LabelTTF::createWithFontDefinition("Hello world", fd);
lb->setPosition(size.width / , size.height / );
layer2->addChild(sp);
layer2->addChild(lb);
//scene->addChild(layer2);
// \'layer\' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
void HelloWorld::menuCloseCallback4(cocos2d::Ref* pSender)
{
auto scene = CubeTexture::createScene();
Director::getInstance()->replaceScene(scene);
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//
// 1. super init first
if ( !Layer::init() )
{
return false;
}
auto closeItem4 = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback4, this));
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
closeItem4->setPosition(Vec2(origin.x + visibleSize.width / - closeItem4->getContentSize().width / ,
origin.y + visibleSize.height / + closeItem4->getContentSize().height / ));
// create menu, it\'s an autorelease object
auto menu = Menu::create(closeItem4, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, );
//create my own program
auto glprogram = new GLProgram;
glprogram->initWithFilenames("myVertextShader.vert", "myFragmentShader.frag");
glprogram->link();
//set uniform locations
glprogram->updateUniforms();
setGLProgram(glprogram); //設定為自己的shader
//glGenVertexArrays(1, &vao);
//glBindVertexArray(vao);
glGenBuffers(, &vertexVBO); //建立緩沖區句柄
glGenBuffers(, &indexVBO);
return true;
}
void HelloWorld::draw(cocos2d::Renderer *renderer, const Mat4 &transform, bool transformUpdated)
{
_customCommand.init(_globalZOrder); //繪制優先級
_customCommand.func = CC_CALLBACK_0(HelloWorld::onDraw, this);//綁定自定義繪制函數,由于是用自己定于的頂點資料,是以沒用矩陣資訊
renderer->addCommand(&_customCommand); //把渲染指令丢進繪制隊列
}
void HelloWorld::onDraw()
{
//如果使用對等矩陣,則三角形繪制會在最前面
Director::getInstance()->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
Director::getInstance()->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
Director::getInstance()->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
Director::getInstance()->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
Mat4 modelViewMatrix;
Mat4::createLookAt(Vec3(,,), Vec3(,,), Vec3(,,), &modelViewMatrix);
modelViewMatrix.translate(, , -);
//static float move = 0;
//modelViewMatrix.translate(sinf(move*0.05)*2, 2, -5);
//move++;
//static float rotation = 0;
//modelViewMatrix.rotate(Vec3(1,1,1),CC_DEGREES_TO_RADIANS(rotation));
//rotation++;
//if (rotation > 360) {
// rotation = 0;
//}
Mat4 projectionMatrix;
Mat4::createPerspective(, /, , , &projectionMatrix);
Director::getInstance()->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, projectionMatrix);
Director::getInstance()->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, modelViewMatrix);
auto glProgram = getGLProgram();
glProgram->use();
glProgram->setUniformsForBuiltins();
Director::getInstance()->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
Director::getInstance()->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
typedef struct {
float Position[];
float Color[];
} Vertex;
// auto size = Director::getInstance()->getVisibleSize();
Vertex data[] =
{
// Front
{ { , -, }, { , , , } },
{ { , , }, { , , , } },
{ { -, , }, { , , , } },
{ { -, -, }, { , , , } },
// Back
{ { , , - }, { , , , } },
{ { -, -, - }, { , , , } },
{ { , -, - }, { , , , } },
{ { -, , - }, { , , , } },
// Left
{ { -, -, }, { , , , } },
{ { -, , }, { , , , } },
{ { -, , - }, { , , , } },
{ { -, -, - }, { , , , } },
// Right
{ { , -, - }, { , , , } },
{ { , , - }, { , , , } },
{ { , , }, { , , , } },
{ { , -, }, { , , , } },
// Top
{ { , , }, { , , , } },
{ { , , - }, { , , , } },
{ { -, , - }, { , , , } },
{ { -, , }, { , , , } },
// Bottom
{ { , -, - }, { , , , } },
{ { , -, }, { , , , } },
{ { -, -, }, { , , , } },
{ { -, -, - }, { , , , } }
};
GLubyte indices[] = {
// Front
, , ,
, , ,
// Back
, , ,
, , ,
// Left
, , ,
, , ,
// Right
, , ,
, , ,
// Top
, , ,
, , ,
// Bottom
, , ,
, ,
};
glBindBuffer(GL_ARRAY_BUFFER, vertexVBO); //綁定這個緩沖區句柄為頂點類型
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); //申請記憶體大小和綁定資料,靜态繪制,有幾種枚舉類型這裡就不說了,自行百度
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexVBO);//綁定這個緩沖區句柄為索引類型
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
GLuint positionLocation = glGetAttribLocation(glProgram->getProgram(), "a_position"); //擷取自定義shader中的屬性變量的位址
GLuint colorLocation = glGetAttribLocation(glProgram->getProgram(), "a_color");
glEnableVertexAttribArray(positionLocation);//激活
glEnableVertexAttribArray(colorLocation);
glVertexAttribPointer(positionLocation, , GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Position));
glVertexAttribPointer(colorLocation, , GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Color));
// 0 ~ 1 之間波動
static float colorCount = ;
float tmp = sinf(colorCount*);
tmp = tmp < ? -tmp : tmp;
colorCount++;
/* ---------------------- test1, 為一個float指派 */
//GLuint uColorLocation1 = glGetUniformLocation(glProgram->getProgram(), "specIntensity");
//float specIntensity = tmp;
//glUniform1f(uColorLocation1, specIntensity);
/* ---------------------- test2, 為1個由4個float組成的vec4指派 */
//GLuint uColorLocation2 = glGetUniformLocation(glProgram->getProgram(), "u_color");
//float uColor2[] = { tmp, tmp, tmp, tmp };
//glUniform4fv(uColorLocation2, 1, uColor2);
/* ---------------------- test3, 為float[]數組中的兩個元素指派 */
//GLuint uColorLocation3 = glGetUniformLocation(glProgram->getProgram(), "threshold");
//float threshold[2] = { 0.5, tmp };
//glUniform1fv(uColorLocation3, 2, threshold);
/* ---------------------- test4, 為vec4[]數組中的3個元素指派 */
//GLuint uColorLocation4 = glGetUniformLocation(glProgram->getProgram(), "colors");
//float colors[12] = { 0.4, 0.4, 0.8, 1.0,
// 0.2, 0.2, 0.4, 1.0,
// 1.0, 1.0, 1.0, tmp };
//glUniform4fv(uColorLocation4, 3, colors);
/* ---------------------- test5, 為float[]數組中的某個元素指派,根據下标索引 */
GLuint uColorLocation5 = glGetUniformLocation(glProgram->getProgram(), "threshold[0]"); //傳入自定shader中的uniform變量,控制alpha透明度
float asd = tmp;
glUniform1f(uColorLocation5, asd);
glDrawElements(GL_TRIANGLES, , GL_UNSIGNED_BYTE,(GLvoid*)); //繪制三角形,由于索引也上傳到緩沖區了,是以這裡的索引直接傳0位址
//解除激活的緩沖區
glBindBuffer(GL_ARRAY_BUFFER, );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, );
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(, );
CHECK_GL_ERROR_DEBUG();
}
HelloWorld::~HelloWorld()
{
//清除緩沖區句柄
glDeleteBuffers(, &vertexVBO);
glDeleteBuffers(, &indexVBO);
}
myVertextShader.vert
attribute vec3 a_position;
attribute vec4 a_color;
varying vec4 v_fragmentColor;
varying vec3 normal;
void main()
{
gl_Position = CC_MVPMatrix * vec4(a_position.xyz,);
v_fragmentColor = a_color;
}
myFragmentShader.frag
varying vec4 v_fragmentColor;
uniform float specIntensity;
uniform vec4 u_color;
uniform float threshold[];
uniform vec4 colors[];
vec4 toonify(float intensity)
{
vec4 color;
if (intensity < )
color = vec4(, , , );
else if (intensity < )
color = vec4(, , , );
else if (intensity < )
color = vec4(, , , );
else
{
color = vec4(, , , );
//discard; //最後的discard關鍵字隻能在片斷shader中使用,它将在不寫入幀緩存或者深度緩存的情況下,終止目前片斷的shader程式。
}
return(color);
}
void main()
{
// ---------------------- test1
// gl_FragColor = v_fragmentColor * vec4(1.0, 1.0, 1.0, specIntensity);
// ---------------------- test2
//gl_FragColor = v_fragmentColor * u_color;
// ---------------------- test3
//gl_FragColor = v_fragmentColor * vec4(1.0, 1.0, 1.0, threshold[1]);
// ---------------------- test4
//gl_FragColor = v_fragmentColor * colors[2];
// ---------------------- test5
gl_FragColor = v_fragmentColor * vec4(, , , threshold[]);
// ---------------------- test6
//gl_FragColor = toonify(threshold[0]);
}
注釋中的其他uniform可以解開注釋,同時shader也解開
shader編寫需要注意的是
如果shader中定義了uniform屬性名但沒有使用,會在編譯shader時優化調,是以在c++中擷取uniform中的變量位址會是個空位址
其次就是類型需要嚴格一直,在windows平台展現不出來,應為win平台用的是opengl4.0的,而手機平台的是opengles2.0标準,類型不一緻在運作時導緻異常崩潰,崩潰資訊可以重eclipse中看到,比如 float a = 4.0 * 123就是錯的,float*int,應改為 float a = 4.0 * float(123)才正确