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));
与范例1一样,在初始化阶段,V4 需要完成以下几个步骤:
- 创建 backend::ProgramState
auto& pipelineDescriptor = _customCommand.getPipelineDescriptor();
_programState = new (std::nothrow) backend::ProgramState(positionColor_vert,
positionColor_frag);
pipelineDescriptor.programState = _programState;
_mvpMatrixLocation = pipelineDescriptor.programState->getUniformLocation("u_MVPMatrix");
- 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);
- 创建 backend::BlendDescriptor
CustomCommand 常见的初始化方式有两种:CustomCommand::init(float globalZOrder)
和 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);
- 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);