cocos3——1.引擎运行流程
发布时间:2020-12-14 19:39:38 所属栏目:百科 来源:网络整理
导读:1.程序入口 // create the application instance AppDelegate app; return Application::getInstance()-run(); 2.主循环 int Application::run(): while(!glview-windowShouldClose()) { QueryPerformanceCounter(nNow); if (nNow.QuadPart - nLast.QuadPart
1.程序入口 // create the application instance AppDelegate app; return Application::getInstance()->run();2.主循环 int Application::run(): while(!glview->windowShouldClose()) { QueryPerformanceCounter(&nNow); if (nNow.QuadPart - nLast.QuadPart > _animationInterval.QuadPart) { nLast.QuadPart = nNow.QuadPart; // 导演的主循环 director->mainLoop(); glview->pollEvents(); } else { Sleep(0); } }mainLoop->drawScene: pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); if (_runningScene) { //clear draw stats _renderer->clearDrawStats(); // visit和draw场景(但draw只是添加渲染命令) // 进行渲染命令是在:renderer->render(); //render the scene _runningScene->render(_renderer); _eventDispatcher->dispatchEvent(_eventAfterVisit); } // 通知节点,独立于场景之后渲染 // draw the notifications node if (_notificationNode) { _notificationNode->visit(_renderer,Mat4::IDENTITY,0); } if (_displayStats) { showStats(); } // 下面是渲染_notificationNode和stats _renderer->render(); _eventDispatcher->dispatchEvent(_eventAfterDraw); popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); _totalFrames++; // swap buffers if (_openGLView) { _openGLView->swapBuffers(); } void Scene::render(Renderer* renderer): Camera::_visitingCamera = defaultCamera; director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION,Camera::_visitingCamera->getViewProjectionMatrix()); //visit the scene visit(renderer,0); renderer->render(); director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); 3.节点遍历 void Node::visit(Renderer* renderer,const Mat4 &parentTransform,uint32_t parentFlags): // quick return if not visible. children won't be drawn. if (!_visible) { return; } uint32_t flags = processParentFlags(parentTransform,parentFlags); // IMPORTANT: // To ease the migration to v3.0,we still support the Mat4 stack,// but it is deprecated and your code should not rely on it Director* director = Director::getInstance(); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW,_modelViewTransform); bool visibleByCamera = isVisitableByVisitingCamera(); int i = 0; if(!_children.empty()) { sortAllChildren(); // draw children zOrder < 0 for( ; i < _children.size(); i++ ) { auto node = _children.at(i); if ( node && node->_localZOrder < 0 ) node->visit(renderer,_modelViewTransform,flags); else break; } // self draw if (visibleByCamera) this->draw(renderer,flags); for(auto it=_children.cbegin()+i; it != _children.cend(); ++it) (*it)->visit(renderer,flags); } else if (visibleByCamera) { this->draw(renderer,flags); } director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |