Overview

本范例以创建 LayerColor 为例,演示如何使用 CustomCommand,以帮助开发者熟悉和理解 V4 API 使用。

创建 LayerColor

auto layerColor = LayerColor::create(Color4B::RED, 
                                     visibleSize.width, 
                                     visibleSize.height);

接下来进入到 LayerColor 类内部,看看与 V3 相比,发生了哪些变化。

在 V3,创建 shader 过程如下:

setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_COLOR_NO_MVP));

范例1一样,在初始化阶段,V4 需要完成以下几个步骤:

  1. 创建 backend::ProgramState

    auto& pipelineDescriptor = _customCommand.getPipelineDescriptor();
    _programState = new (std::nothrow) backend::ProgramState(positionColor_vert, 
                                                             positionColor_frag);
    pipelineDescriptor.programState = _programState;
    _mvpMatrixLocation = pipelineDescriptor.programState->getUniformLocation("u_MVPMatrix");
    
  2. 创建 backend::VertexLayout

    auto& vertexLayout = _customCommand.getPipelineDescriptor().vertexLayout;
    const auto& attributeInfo = _programState->getProgram()->getActiveAttributes();
    auto iter = attributeInfo.find("a_position");
    if(iter != attributeInfo.end())
    {
        vertexLayout.setAttribute("a_position", 
                                  iter->second.location, 
                                  backend::VertexFormat::FLOAT3, 
                                  0, 
                                  false);
    }
    iter = attributeInfo.find("a_color");
    if(iter != attributeInfo.end())
    {
        vertexLayout.setAttribute("a_color", 
                                  iter->second.location, 
                                  backend::VertexFormat::FLOAT4,
                                  sizeof(_vertexData[0].vertices), 
                                  false);
    }
    vertexLayout.setLayout(sizeof(_vertexData[0]), backend::VertexStepMode::VERTEX);
    
  3. 创建 backend::BlendDescriptor

    CustomCommand 常见的初始化方式有两种:CustomCommand::init(float globalZOrder)CustomCommand::init(float globalZOrder, const BlendFunc& blendFunc)。因此对于第一种,你需要在手动设置 Blend 状态:

    backend::BlendDescriptor& blendDescriptor = _customCommand.getPipelineDescriptor().blendDescriptor;
    blendDescriptor.blendEnabled = true;
    if (_blendFunc == BlendFunc::ALPHA_NON_PREMULTIPLIED)
    {
        blendDescriptor.sourceRGBBlendFactor = backend::BlendFactor::SRC_ALPHA;
        blendDescriptor.destinationRGBBlendFactor = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
        blendDescriptor.sourceAlphaBlendFactor = backend::BlendFactor::SRC_ALPHA;
        blendDescriptor.destinationAlphaBlendFactor = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
    }
    else
    {
        blendDescriptor.sourceRGBBlendFactor = backend::BlendFactor::ONE;
        blendDescriptor.destinationRGBBlendFactor = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
        blendDescriptor.sourceAlphaBlendFactor = backend::BlendFactor::ONE;
        blendDescriptor.destinationAlphaBlendFactor = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
    }
    

    对于第二种初始化方式,需要指定 BlendFunc 即可,CustomCommand 初始化函数会根据 BlendFunc 设置对应的 Blend 状态。

    _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
    _customCommand.init(_globalZOrder, _blendFunc);
    
  4. 创建 backend::Buffer

    _customCommand.createIndexBuffer(CustomCommand::IndexFormat::U_SHORT, //index type format
                                     6, //index count
                                     CustomCommand::BufferUsage::STATIC);
    unsigned short indices[] = {0, 1, 2, 2, 1, 3};
    _customCommand.updateIndexBuffer(indices, sizeof(indices));
    
    _customCommand.createVertexBuffer(sizeof(_vertexData[0]), //vertex size
                                      4, //vertex count
                                      CustomCommand::BufferUsage::DYNAMIC);
    
    _customCommand.setDrawType(CustomCommand::DrawType::ELEMENT);
    _customCommand.setPrimitiveType(CustomCommand::PrimitiveType::TRIANGLE);
    

    因为 index 数据在运行过程中并不会改变,所以在创建 index buffer 时,指定 bufferUsage 为 static,并在初始化阶段更新 index buffer。vertex buffer 数据需要动态更新,参考更新 Vertex buffer

更新 Unifrom

cocos2d::Mat4 projectionMat = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
auto& pipelineDescriptor = _customCommand.getPipelineDescriptor();
pipelineDescriptor.programState->setUniform(_mvpMatrixLocation, 
                                            projectionMat.m, 
                                            sizeof(projectionMat.m));

更新 Vertex buffer

CommandBuffer 提供了 updateVertexBuffer 接口用于更新顶点缓冲区数据。

_customCommand.updateVertexBuffer(_vertexData, sizeof(_vertexData));

如果需要更新 vertex buffer 的子块,可以使用 CustomCommand::updateVertexBuffer(void* data, unsigned int offset, unsigned int length) 传入偏移量即可。

addCommand

_customCommand.init(_globalZOrder, _blendFunc);
renderer->addCommand(&_customCommand);

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