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

  1. auto layerColor = LayerColor::create(Color4B::RED,
  2. visibleSize.width,
  3. 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:

  1. 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:

  • 创建 backend::ProgramState
  1. auto& pipelineDescriptor = _customCommand.getPipelineDescriptor();
  2. _programState = new (std::nothrow) backend::ProgramState(positionColor_vert,
  3. positionColor_frag);
  4. pipelineDescriptor.programState = _programState;
  5. _mvpMatrixLocation = pipelineDescriptor.programState->getUniformLocation("u_MVPMatrix");
  • 创建 backend::VertexLayout
  1. auto& vertexLayout = _customCommand.getPipelineDescriptor().vertexLayout;
  2. const auto& attributeInfo = _programState->getProgram()->getActiveAttributes();
  3. auto iter = attributeInfo.find("a_position");
  4. if(iter != attributeInfo.end())
  5. {
  6. vertexLayout.setAttribute("a_position",
  7. iter->second.location,
  8. backend::VertexFormat::FLOAT3,
  9. 0,
  10. false);
  11. }
  12. iter = attributeInfo.find("a_color");
  13. if(iter != attributeInfo.end())
  14. {
  15. vertexLayout.setAttribute("a_color",
  16. iter->second.location,
  17. backend::VertexFormat::FLOAT4,
  18. sizeof(_vertexData[0].vertices),
  19. false);
  20. }
  21. vertexLayout.setLayout(sizeof(_vertexData[0]), backend::VertexStepMode::VERTEX);
  • 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:

  1. backend::BlendDescriptor& blendDescriptor = _customCommand.getPipelineDescriptor().blendDescriptor;
  2. blendDescriptor.blendEnabled = true;
  3. if (_blendFunc == BlendFunc::ALPHA_NON_PREMULTIPLIED)
  4. {
  5. blendDescriptor.sourceRGBBlendFactor = backend::BlendFactor::SRC_ALPHA;
  6. blendDescriptor.destinationRGBBlendFactor = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
  7. blendDescriptor.sourceAlphaBlendFactor = backend::BlendFactor::SRC_ALPHA;
  8. blendDescriptor.destinationAlphaBlendFactor = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
  9. }
  10. else
  11. {
  12. blendDescriptor.sourceRGBBlendFactor = backend::BlendFactor::ONE;
  13. blendDescriptor.destinationRGBBlendFactor = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
  14. blendDescriptor.sourceAlphaBlendFactor = backend::BlendFactor::ONE;
  15. blendDescriptor.destinationAlphaBlendFactor = backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
  16. }

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。

  1. _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
  2. _customCommand.init(_globalZOrder, _blendFunc);
  • 创建 backend::Buffer
  1. _customCommand.createIndexBuffer(CustomCommand::IndexFormat::U_SHORT, //index type format
  2. 6, //index count
  3. CustomCommand::BufferUsage::STATIC);
  4. unsigned short indices[] = {0, 1, 2, 2, 1, 3};
  5. _customCommand.updateIndexBuffer(indices, sizeof(indices));
  6. _customCommand.createVertexBuffer(sizeof(_vertexData[0]), //vertex size
  7. 4, //vertex count
  8. CustomCommand::BufferUsage::DYNAMIC);
  9. _customCommand.setDrawType(CustomCommand::DrawType::ELEMENT);
  10. _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

  1. cocos2d::Mat4 projectionMat = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
  2. auto& pipelineDescriptor = _customCommand.getPipelineDescriptor();
  3. pipelineDescriptor.programState->setUniform(_mvpMatrixLocation,
  4. projectionMat.m,
  5. 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。

  1. _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

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