标签:style blog io ar color os sp for on
因为骨骼动画是由多个sprite组成, 所以需要遍历每个sprite 才能修改整体, 开头这样设置,在游戏中发现走路状态没问题,攻击状态就有部分sprite没效果
for (auto & object : armObj->getBoneDic()) { if (cocostudio::Bone *bone = dynamic_cast<cocostudio::Bone *>(object.second)) { Node *node = bone->getDisplayRenderNode(); if (nullptr == node) continue; cocostudio::Skin *skin = static_cast<cocostudio::Skin *>(node); skin->setGLProgramState(shader); } }
查下底层代码,必须从DecorativeDisplayList中取得renderNode
for (auto & object : armObj->getBoneDic()) { if (cocostudio::Bone *bone = dynamic_cast<cocostudio::Bone *>(object.second)) {
const cocos2d::Vector<cocostudio::DecorativeDisplay*>& list = bone->getDisplayManager()->getDecorativeDisplayList(); for (auto & display : list) { Node *node = display->getDisplay(); node->setGLProgramState(glProgramState); } } }
另外设置了新shader后会导致cocos2d-x 渲染时DP不合并,查下了底层代码,发现QuadCommond generateMaterialID 该函数引起。
当ProgrameState 的uniformCount等于0 时, 会把matrierialID 设置为0。 (不明白cocos2d-x 底层为啥要这样做)....
用以下方法,即可让DP合并,目前测试游戏跑下来没啥大问题
void QuadCommand::generateMaterialID() { if(_glProgramState->getUniformCount() > 0) { // _materialID = QuadCommand::MATERIAL_ID_DO_NOT_BATCH; int glProgram = (int)_glProgramState->getGLProgram()->getProgram(); int intArray[4] = { glProgram, (int)_textureID, (int)_blendType.src, (int)_blendType.dst }; _materialID = XXH32((const void*)intArray, sizeof(intArray), 0); } else { int glProgram = (int)_glProgramState->getGLProgram()->getProgram(); int intArray[4] = { glProgram, (int)_textureID, (int)_blendType.src, (int)_blendType.dst}; _materialID = XXH32((const void*)intArray, sizeof(intArray), 0); } }
标签:style blog io ar color os sp for on
原文地址:http://www.cnblogs.com/fucsui/p/4139344.html