CocosCreator2.1.0渲染流程与shader
CocosCreator2.1.0版本正式支持導(dǎo)入3D模型
對于2.5D游戲的開發(fā)來說有著重要意義
自己此前在寫捕魚游戲時了解過自定義shader
并實現(xiàn)了4種不同的水波效果
但經(jīng)過CocosCreator版本的不斷升級
尤其是1.10和2.0兩個版本
舊的渲染器被拋棄了
因此老的shader特效也全都不能用了
直到最近正好有時間,花了幾天把原先寫的特效升級到了最新的2.1.0版本
下面記錄一下自定義shader實現(xiàn)方法的改變
以及新的渲染器的理解
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過往自定義shader的實現(xiàn)依賴
cc.gl
cc.GLProgram
cc.GLProgramState
CCSprite._sgNode
CCTexture2D.setTexParameters
這些統(tǒng)統(tǒng)都不能用了!
取而代之的是新的渲染結(jié)構(gòu)
顯然又是多層封裝咯
最上層的material關(guān)聯(lián)到sprite組件
最底層的pass關(guān)聯(lián)到具體的vert和frag著色器代碼,也就是Shader層
其實Shader層才應(yīng)該是最底層的
從底向上一層層來看
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Shader
系統(tǒng)默認的shader是通過以下方法保存在lib對象中的
ProgramLib.prototype.define = function define (name, vert, frag, defines) {而lib對象所在的位置比較奇怪,可能往后的版本會變更
cc.renderer._forward._programLib
著色器代碼也需要稍作修改
以往的CC_Texture0等固定變量都不存在了
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Pass
Pass的構(gòu)造函數(shù)傳入的name就是與著色器同名的name
所以Pass是直接關(guān)聯(lián)shader的
另外Pass還包含了混合參數(shù)、深度測試參數(shù)、模板測試參數(shù)等等
Base.prototype._draw = function _draw (item) {var this$1 = this;var device = this._device;var programLib = this._programLib;var node = item.node;var ia = item.ia;var effect = item.effect;var technique = item.technique;var defines = item.defines;// reset the pool// NOTE: we can use drawCounter optimize this// TODO: should be configurable _float2_pool.reset();_float3_pool.reset();_float4_pool.reset();_float9_pool.reset();_float16_pool.reset();_float64_pool.reset();_int2_pool.reset();_int3_pool.reset();_int4_pool.reset();_int64_pool.reset();// set common uniforms// TODO: try commit this depends on effect// {node.getWorldMatrix(_m4_tmp$2);device.setUniform('model', mat4.array(_float16_pool.add(), _m4_tmp$2));var inverse = mat3.invert(_m3_tmp$1, mat3.fromMat4(_m3_tmp$1, _m4_tmp$2));if (inverse) {mat3.transpose(_m3_tmp$1, inverse);device.setUniform('normalMatrix', mat3.array(_float9_pool.add(), _m3_tmp$1));}// }// set technique uniformsfor (var i = 0; i < technique._parameters.length; ++i) {// 這里遍歷technique._parameters
// 再從effect找到參數(shù)的值
// 因此參數(shù)必須在technique中聲明并同時在effect中定義
// 若不在technique中聲明,則不會遍歷不會走到device.setUniform這一步
var prop = technique._parameters[i];var param = effect.getProperty(prop.name);// 若未在effect中賦值,則從technique中找默認if (param === undefined) {param = prop.val;}// 默認也找不到,就給個該類型的default值if (param === undefined) {param = this$1._type2defaultValue[prop.type];}if (param === undefined) {console.warn(("Failed to set technique property " + (prop.name) + ", value not found."));continue;}if (prop.type === enums.PARAM_TEXTURE_2D ||prop.type === enums.PARAM_TEXTURE_CUBE) {if (prop.size !== undefined) {if (prop.size !== param.length) {console.error(("The length of texture array (" + (param.length) + ") is not corrent(expect " + (prop.size) + ")."));continue;}var slots = _int64_pool.add();for (var index = 0; index < param.length; ++index) {slots[index] = this$1._allocTextuerUnit();}device.setTextureArray(prop.name, param, slots);} else {device.setTexture(prop.name, param, this$1._allocTextuerUnit());}} else {var convertedValue = (void 0);if (param instanceof Float32Array || param instanceof Int32Array) {convertedValue = param;}else if (prop.size !== undefined) {var convertArray = _type2uniformArrayValue[prop.type];if (convertArray.func === undefined) {console.error('Uniform array of color3/int3/float3/mat3 can not be supportted!');continue;}if (prop.size * convertArray.size > 64) {console.error('Uniform array is too long!');continue;}convertedValue = convertArray.func(param);} else {var convertFn = _type2uniformValue[prop.type];convertedValue = convertFn(param);}device.setUniform(prop.name, convertedValue);}}// for each passfor (var i$1 = 0; i$1 < technique._passes.length; ++i$1) {var pass = technique._passes[i$1];var count = ia.getPrimitiveCount();// set vertex bufferdevice.setVertexBuffer(0, ia._vertexBuffer);// set index bufferif (ia._indexBuffer) {device.setIndexBuffer(ia._indexBuffer);}// set primitive type device.setPrimitiveType(ia._primitiveType);// set program (通過pass里保存的program名字找到著色器program!)var program = programLib.getProgram(pass._programName, defines);device.setProgram(program);// cull mode device.setCullMode(pass._cullMode);// blendif (pass._blend) {device.enableBlend();device.setBlendFuncSep(pass._blendSrc,pass._blendDst,pass._blendSrcAlpha,pass._blendDstAlpha);device.setBlendEqSep(pass._blendEq,pass._blendAlphaEq);device.setBlendColor32(pass._blendColor);}// depth test & writeif (pass._depthTest) {device.enableDepthTest();device.setDepthFunc(pass._depthFunc);}if (pass._depthWrite) {device.enableDepthWrite();}// stencilif (pass._stencilTest) {device.enableStencilTest();// front device.setStencilFuncFront(pass._stencilFuncFront,pass._stencilRefFront,pass._stencilMaskFront);device.setStencilOpFront(pass._stencilFailOpFront,pass._stencilZFailOpFront,pass._stencilZPassOpFront,pass._stencilWriteMaskFront);// back device.setStencilFuncBack(pass._stencilFuncBack,pass._stencilRefBack,pass._stencilMaskBack);device.setStencilOpBack(pass._stencilFailOpBack,pass._stencilZFailOpBack,pass._stencilZPassOpBack,pass._stencilWriteMaskBack);}// draw pass device.draw(ia._start, count);this$1._resetTextuerUnit();} };
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Technique
Technique的構(gòu)造函數(shù)如下
var Technique = function Technique(stages, parameters, passes, layer) {
stages不太了解
parameters聲明了注入shader代碼中的參數(shù)名和類型
未聲明的參數(shù)即使寫在shader里面也是無法使用的
passes可以指定多個,是否意味著多次渲染
以下是默認的SpriteMaterial中的Technique
var mainTech = new renderer.Technique(['transparent'],[{ name: 'texture', type: renderer.PARAM_TEXTURE_2D },{ name: 'color', type: renderer.PARAM_COLOR4 } ],[pass] );可以看到只設(shè)置了兩個參數(shù)
因此在著色器中可以使用texture紋理采樣
同時使用節(jié)點顏色color
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Effect
Effect的構(gòu)造函數(shù)如下
var Effect = function Effect(techniques, properties, defines) {
以下是默認的SpriteMaterial中的Effect
this._effect = new renderer.Effect([mainTech ],{'color': this._color},[{ name: 'useTexture', value: true },{ name: 'useModel', value: false },{ name: 'alphaTest', value: false },{ name: 'useColor', value: true } ] );在自定義材質(zhì)中properties直接傳空對象{}即可
如果是不變的uniform參數(shù)可以在technique中賦值默認val
如果是變化的uniform參數(shù),如time、衰減因子、點擊位置等等
通過以下方法來更新變量的值即可
Effect.prototype.setProperty = function setProperty (name, value) {
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Material
自定義材質(zhì)可以繼承自默認材質(zhì)
也可以類比SpriteMaterial來寫
但我覺得那樣太麻煩了,直接繼承Material把幾個有用的參數(shù)填進去就行了
而材質(zhì)與sprite的綁定也簡化為兩行代碼
原本CCSprite._activateMaterial統(tǒng)統(tǒng)省去
當紋理和頂點信息不改變的情況下
我認為以下兩句是可以省略的
this.markForUpdateRenderData(true);
this.markForRender(true);
并且在h5、微信、安卓原生平臺均驗證有效 class CustomMaterial extends cc.renderer.renderEngine.Material{constructor(name , vert , frag , uniforms = [] , defines = []){super(false);this.name = namelet lib = cc.renderer._forward._programLib;!lib._templates[name] && lib.define(name, vert, frag, defines);this.init(name , uniforms);}use(sprite){// cc.dynamicAtlasManager.enabled = false;// 設(shè)置基本紋理和顏色let texture = sprite.spriteFrame.getTexture();let color = sprite.node.colorthis.setTexture(texture);this.setUniform('color' , { r: color.r / 255, g: color.g / 255, b: color.b / 255, a: sprite.node.opacity / 255 })this.updateHash();// 指定sprite的材質(zhì)sprite._material = this;sprite._renderData._material = this;sprite._state = cc.Sprite.State.CUSTOM;}init(name , uniforms) {let renderer = cc.renderer.renderEngine.renderer;let gfx = cc.renderer.renderEngine.gfx;let pass = new renderer.Pass(name);pass.setDepth(false, false);pass.setCullMode(gfx.CULL_NONE);pass.setBlend(gfx.BLEND_FUNC_ADD,gfx.BLEND_SRC_ALPHA, gfx.BLEND_ONE_MINUS_SRC_ALPHA,gfx.BLEND_FUNC_ADD,gfx.BLEND_SRC_ALPHA, gfx.BLEND_ONE_MINUS_SRC_ALPHA);let mainTech = new renderer.Technique(['transparent'],[...uniforms,{ name: 'texture', type: renderer.PARAM_TEXTURE_2D /*, val : '默認值'*/},{ name: 'color', type: renderer.PARAM_COLOR4 /*, val : '默認值'*/},],[pass]);this._texture = null;this._effect = this.effect = new renderer.Effect([mainTech], {}, []);this._mainTech = mainTech;} };?
Render
可渲染節(jié)點如包含CCSprite組件的node
渲染組件CCSprite繼承自RenderComponent
渲染組件onEnable時會為node賦值渲染組件的索引
this.node._renderComponent = this;
CCDirector.mainLoop中發(fā)起渲染命令
RenderComponentWalker.visit遍歷場景節(jié)點
RenderFlow._children方法中會過濾點!active和全透明的節(jié)點
if (!c._activeInHierarchy || c._opacity === 0) continue;
RenderComponentWalker._commitComp中比較material的hash值
這也是updateHash的意義所在(若不調(diào)用updateHash很可能會報錯,比如當節(jié)點是首個渲染節(jié)點時)
若hash值相同會使用上一個材質(zhì)(流水線操作)
_commitComp (comp, assembler, cullingMask) {if (this.material._hash !== comp._material._hash || this.cullingMask !== cullingMask) {this._flush();this.node = assembler.useModel ? comp.node : this._dummyNode;this.material = comp._material;this.cullingMask = cullingMask;}assembler.fillBuffers(comp, this);},RenderComponentWalker._flush
Scene.prototype.addModel添加至渲染模型數(shù)組
Base.prototype._render會遍歷模型數(shù)組
顯然model中是包含material等全部渲染信息的
再由Base.prototype._draw渲染每一個顯示模型
最后由Device.prototype.draw調(diào)用opengl命令完成繪制~
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貼一張微信小游戲的水波點擊效果圖(H5、安卓原生效果一致)
參考文獻
https://forum.cocos.com/t/cocos-creator-2-x-shader/69098
轉(zhuǎn)載于:https://www.cnblogs.com/billyrun/articles/10383935.html
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