cocos2dx 2.x 每帧渲染分析

cocos2dx 2.x 每帧渲染分析,第1张

概述1、java端 1、Cocos2dxRenderer类 @Override public void onDrawFrame(final GL10 gl) { /* * No need to use algorithm in default(60 FPS) situation, * since onDrawFrame() was called by system 60 times

1、java端

1、Cocos2dxRenderer类	@OverrIDe	public voID onDrawFrame(final GL10 gl) {		/*		 * No need to use algorithm in default(60 FPS) situation,* since onDrawFrame() was called by system 60 times per second by default.		 */		if (sAnimationInterval <= 1.0 / 60 * Cocos2dxRenderer.NANOSECONDSPERSECOND) {			Cocos2dxRenderer.nativeRender();		} else {			final long Now = System.nanoTime();			final long remain = mLastTickInNanoSeconds + Cocos2dxRenderer.sAnimationInterval - Now;			if (remain > 0) {				try {					Thread.sleep(remain / Cocos2dxRenderer.NANOSECONDSPERMICROSECOND);				} catch (final Exception e) {				}			}			/*			 * Render time MUST be counted in,or the FPS will slower than appointed.			*/			mLastTickInNanoSeconds = System.nanoTime();			Cocos2dxRenderer.nativeRender(); //调用C++部分的函数		}	}
2、Java_org_cocos2dx_lib_Cocos2dxRenderer.cpp C++端
 JNIEXPORT voID JNICALL Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeRender(jnienv* env) {        cocos2d::CCDirector::sharedDirector()->mainLoop();    }    -->> mainLoop函数    voID CCdisplaylinkDirector::mainLoop(voID){    if (m_bPurgeDirecotorInNextLoop)    {        m_bPurgeDirecotorInNextLoop = false;        purgeDirector();    }    else if (! m_bInvalID)     {         drawScene();              // release the objects         CCPoolManager::sharedPoolManager()->pop();             }}-->>drawScene渲染// Draw the ScenevoID CCDirector::drawScene(voID){    // calculate "global" dt    calculateDeltaTime();    //tick before glClear: issue #533    if (! m_bPaused) //定时器相关,以后说    {        m_pScheduler->update(m_fDeltaTime);    }    glClear(GL_color_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    /* to avoID flickr,nextScene MUST be here: after tick and before draw.     XXX: Which BUG is this one. It seems that it can't be reproduced with v0.9 */    if (m_pNextScene)    {        setNextScene();    }    kmGLPushmatrix();    // draw the scene 渲染    if (m_pRunningScene)    {        m_pRunningScene->visit();    }    // draw the notifications node    if (m_pNotificationNode)    {        m_pNotificationNode->visit();    }        if (m_bdisplayStats)    {        showStats();    }        kmGLPopMatrix();    m_uTotalFrames++;    // swap buffers    if (m_pobOpenGLVIEw)    {        m_pobOpenGLVIEw->swapBuffers();    }        if (m_bdisplayStats)    {        calculateMPF();    }}
-->>visit函数,遍历UI树,调用visit和draw进行每个node的渲染voID CCNode::visit(){    // quick return if not visible. children won't be drawn.    if (!m_bVisible)    {        return;    }    kmGLPushmatrix();     if (m_pGrID && m_pGrID->isActive())     {         m_pGrID->beforeDraw();     }    this->transform();    CCNode* pNode = NulL;    unsigned int i = 0;    if(m_pChildren && m_pChildren->count() > 0)    {        sortAllChildren();        // draw children zOrder < 0        ccArray *arrayData = m_pChildren->data;        for( ; i < arrayData->num; i++ )        {            pNode = (CCNode*) arrayData->arr[i];            if ( pNode && pNode->m_nZOrder < 0 )             {                pNode->visit();            }            else            {                break;            }        }        // self draw        this->draw();        for( ; i < arrayData->num; i++ )        {            pNode = (CCNode*) arrayData->arr[i];            if (pNode)            {                pNode->visit();            }        }            }    else    {        this->draw();    }    // reset for next frame    m_uOrderOfArrival = 0;     if (m_pGrID && m_pGrID->isActive())     {         m_pGrID->afterDraw(this);    }     kmGLPopMatrix();}
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