
3.x最大的变化就是绘制,通过绘制命令添加到渲染队列中,优化相邻两个渲染命中,如果使用的是同一张纹理,则会并到一个批次中绘制出来,具体流程可以看看之前的文章
http://www.jb51.cc/article/p-hfitcsxw-va.html
下面的例子还顺带开了vbo,vao的话opengles2.0还不支持,所以都被我注释了
头文件.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; //重写这个方法很重要,node节点递归visit完后就会调这个draw函数,所以我们在这里添加绘制命令绑定自己的绘制函数OnDraw virtual voID draw(Renderer *renderer,const Mat4 &transform,bool transformUpdated) overrIDe; //自己的绘制函数 voID onDraw(); voID menuCloseCallback4(cocos2d::Ref* pSender); CREATE_FUNC(HelloWorld); private: CustomCommand _customCommand; //gluint vao; gluint vertexVBO; //缓冲区对象句柄 - 顶点 gluint indexVBO; //缓冲区对象句柄 - 顶点索引 //当然,你可以可以gluint vbo[2]用数组去装};#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 / 2,size.height / 2); //sp->setScale(2.0f); FontDeFinition fd; fd._FontSize = 40; FontShadow fs; fs._shadowEnabled = true; fs._shadowBlur = 0.1f; fs._shadowOffset = Size(10.0f,20.0f); fs._shadowOpacity = 1.0f; fd._shadow = fs; LabelTTF* lb = LabelTTF::createWithFontDeFinition("Hello world",fd); lb->setposition(size.wIDth / 3,size.height / 3); 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 instancebool 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 / 2 - closeItem4->getContentSize().wIDth / 2,origin.y + visibleSize.height / 2 + closeItem4->getContentSize().height / 2)); // create menu,it's an autorelease object auto menu = Menu::create(closeItem4,NulL); menu->setposition(Vec2::ZERO); this->addChild(menu,100); //create my own program auto glprogram = new GLProgram; glprogram->initWithfilenames("myVertextShader.vert","myFragmentShader.frag"); glprogram->link(); //set uniform locations glprogram->updateUniforms(); setGLProgram(glprogram); //设置为自己的shader //glGenVertexArrays(1,&vao); //glBindVertexArray(vao); glGenBuffers(1,&vertexVBO); //创建缓冲区句柄 glGenBuffers(1,&indexVBO); return true;}voID HelloWorld::draw(cocos2d::Renderer *renderer,bool transformUpdated){ _customCommand.init(_globalZOrder); //绘制优先级 _customCommand.func = CC_CALLBACK_0(HelloWorld::onDraw,this);//绑定自定义绘制函数,由于是用自己定于的顶点数据,所以没用矩阵信息 renderer->addCommand(&_customCommand); //把渲染命令丢进绘制队列}voID HelloWorld::onDraw(){ //如果使用对等矩阵,则三角形绘制会在最前面 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(0,1),Vec3(0,0),1,&modelVIEwMatrix); modelVIEwMatrix.translate(2,2,-5); //static float move = 0; //modelVIEwMatrix.translate(sinf(move*0.05)*2,-5); //move++; //static float rotation = 0; //modelVIEwMatrix.rotate(Vec3(1,CC_degrees_TO_radians(rotation)); //rotation++; //if (rotation > 360) { // rotation = 0; //} Mat4 projectionMatrix; Mat4::createPerspective(60,480/320,1.0,42,&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[3]; float color[4]; } Vertex; // auto size = Director::getInstance()->getVisibleSize(); Vertex data[] = { // Front { { 1,-1,0 },{ 1,1 } },{ { 1,{ 0,{ { -1,// Back { { 1,-2 },// left { { -1,// Right { { 1,// top { { 1,// Bottom { { 1,1 } } }; glubyte indices[] = { // Front 0,3,// Back 4,5,6,4,7,// left 8,9,10,11,8,// Right 12,13,14,15,12,// top 16,17,18,19,16,// Bottom 20,21,22,23,20 }; glBindBuffer(GL_ARRAY_BUFFER,vertexVBO); //绑定这个缓冲区句柄为顶点类型 glBufferData(GL_ARRAY_BUFFER,sizeof(data),data,GL_STATIC_DRAW); //申请内存大小和绑定数据,静态绘制,有几种枚举类型这里就不说了,自行百度 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,indexVBO);//绑定这个缓冲区句柄为索引类型 glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indices),indices,GL_STATIC_DRAW); gluint positionLocation = glGetAttribLocation(glProgram->getProgram(),"a_position"); //获取自定义shader中的属性变量的地址 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,color)); // 0 ~ 1 之间波动 static float colorCount = 0; float tmp = sinf(colorCount*0.01); tmp = tmp < 0 ? -tmp : tmp; colorCount++; /* ---------------------- test1, 为一个float赋值 */ //gluint ucolorLocation1 = glGetUniformlocation(glProgram->getProgram(),"specIntensity"); //float specIntensity = tmp; //gluniform1f(ucolorLocation1,specIntensity); /* ---------------------- test2, 为1个由4个float组成的vec4赋值 */ //gluint ucolorLocation2 = glGetUniformlocation(glProgram->getProgram(),"u_color"); //float ucolor2[] = { tmp,tmp,tmp }; //gluniform4fv(ucolorLocation2,ucolor2); /* ---------------------- test3, 为float[]数组中的两个元素赋值 */ //gluint ucolorLocation3 = glGetUniformlocation(glProgram->getProgram(),"threshold"); //float threshold[2] = { 0.5,tmp }; //gluniform1fv(ucolorLocation3,threshold); /* ---------------------- test4, 为vec4[]数组中的3个元素赋值 */ //gluint ucolorLocation4 = glGetUniformlocation(glProgram->getProgram(),"colors"); //float colors[12] = { 0.4,0.4,0.8,// 0.2,0.2,// 1.0,tmp }; //gluniform4fv(ucolorLocation4,colors); /* ---------------------- test5, 为float[]数组中的某个元素赋值,根据下标索引 */ gluint ucolorLocation5 = glGetUniformlocation(glProgram->getProgram(),"threshold[0]"); //传入自定shader中的uniform变量,控制Alpha透明度 float asd = tmp; gluniform1f(ucolorLocation5,asd); glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_BYTE,(GLvoID*)0); //绘制三角形,由于索引也上传到缓冲区了,所以这里的索引直接传0地址 //解除激活的缓冲区 glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,36); CHECK_GL_ERROR_DEBUG();}HelloWorld::~HelloWorld(){ //清除缓冲区句柄 glDeleteBuffers(1,&vertexVBO); glDeleteBuffers(1,&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,1.0); v_fragmentcolor = a_color;} myFragmentShader.frag
varying vec4 v_fragmentcolor;uniform float specIntensity;uniform vec4 u_color;uniform float threshold[2];uniform vec4 colors[3]; vec4 toonify(float intensity) { vec4 color; if (intensity < 0.3) color = vec4(1.0,0.0,0.5); else if (intensity < 0.5) color = vec4(0.0,0.5); else if (intensity < 0.7) color = vec4(0.0,0.5); else { color = vec4(1.0,0.5); //discard; //最后的discard关键字只能在片断shader中使用,它将在不写入帧缓存或者深度缓存的情况下,终止当前片断的shader程序。 } return(color); } voID main(){ // ---------------------- test1 // gl_Fragcolor = v_fragmentcolor * vec4(1.0,specIntensity); // ---------------------- test2 //gl_Fragcolor = v_fragmentcolor * u_color; // ---------------------- test3 //gl_Fragcolor = v_fragmentcolor * vec4(1.0,threshold[1]); // ---------------------- test4 //gl_Fragcolor = v_fragmentcolor * colors[2]; // ---------------------- test5 gl_Fragcolor = v_fragmentcolor * vec4(1.0,threshold[0]); // ---------------------- test6 //gl_Fragcolor = toonify(threshold[0]);} 注释中的其他uniform可以解开注释,同时shader也解开
shader编写需要注意的是
如果shader中定义了uniform属性名但没有使用,会在编译shader时优化调,所以在c++中获取uniform中的变量地址会是个空地址
其次就是类型需要严格一直,在windows平台体现不出来,应为win平台用的是opengl4.0的,而手机平台的是opengles2.0标准,类型不一致在运行时导致异常崩溃,崩溃信息可以重eclipse中看到,比如 float a = 4.0 * 123就是错的,float*int,应改为 float a = 4.0 * float(123)才正确
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