码迷,mamicode.com
首页 > 系统相关 > 详细

CCTextureCache类源码分析 (1)

时间:2015-05-04 18:14:04      阅读:171      评论:0      收藏:0      [点我收藏+]

标签:

 CCTextureCache类源码分析(1):
 
 1、 CCTextureCache类:
   这个类跟纹理缓存有关,我们跟着代码分析下这个类是怎么对纹理进行缓存的。
   /** Returns the shared instance of the cache 
     *  单例
     */
    static CCTextureCache * sharedTextureCache();

   2、我们在创建精灵的时候会调用
   CCTextureCache::sharedTextureCache()->addImage(pszFilename);
   方法,加载精灵的纹理。
addImage --函数分析:
   CCTexture2D * CCTextureCache::addImage(const char * path)
{
    CCAssert(path != NULL, "TextureCache: fileimage MUST not be NULL");

    CCTexture2D * texture = NULL;
    CCImage* pImage = NULL;
    // Split up directory and filename
    // MUTEX:
    // Needed since addImageAsync calls this method from a different thread
    
    //pthread_mutex_lock(m_pDictLock);

    std::string pathKey = path;

    //获取文件的全路径
    pathKey = CCFileUtils::sharedFileUtils()->fullPathForFilename(pathKey.c_str());
    if (pathKey.size() == 0)
    {
        return NULL;
    }
    //CCDictionary* m_pTextures; 成员变量,字典类型,用来存放已经加载的纹理
    //如果某个纹理加载过,这就会存放到这个字典中,那么下次就直接从这个
    //字典中找到就可以了
    texture = (CCTexture2D*)m_pTextures->objectForKey(pathKey.c_str());

    std::string fullpath = pathKey; // (CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(path));
    
    if (! texture) //如果这个纹理是个新的纹理(以前没有加载过,则需要加载)
    {
        //把pathKey即纹理的全路径转化为小写
        std::string lowerCase(pathKey);
        for (unsigned int i = 0; i < lowerCase.length(); ++i)
        {
            lowerCase[i] = tolower(lowerCase[i]);
        }
        // all images are handled by UIImage except PVR extension that is handled by our own handler
        do 
        {
	    //如果纹理格式是.pvr,这是用addPVRImage方法加载,后面分析
            if (std::string::npos != lowerCase.find(".pvr"))
            {
                texture = this->addPVRImage(fullpath.c_str());
            }
	    //如果纹理格式是.pkm,这是用addETCImage方法加载,后面分析
            else if (std::string::npos != lowerCase.find(".pkm"))
            {
                // ETC1 file format, only supportted on Android
                texture = this->addETCImage(fullpath.c_str());
            }
            else  //其他纹理格式,使用下面的方法加载
            {
	        //先判断图片格式
                CCImage::EImageFormat eImageFormat = CCImage::kFmtUnKnown;
                if (std::string::npos != lowerCase.find(".png"))
                {
                    eImageFormat = CCImage::kFmtPng;
                }
                else if (std::string::npos != lowerCase.find(".jpg") || std::string::npos != lowerCase.find(".jpeg"))
                {
                    eImageFormat = CCImage::kFmtJpg;
                }
                else if (std::string::npos != lowerCase.find(".tif") || std::string::npos != lowerCase.find(".tiff"))
                {
                    eImageFormat = CCImage::kFmtTiff;
                }
                else if (std::string::npos != lowerCase.find(".webp"))
                {
                    eImageFormat = CCImage::kFmtWebp;
                }
                
		//CCImage解析各种格式图片的类,各个平台下有些实现方法不同
		//跟平台相关,这个类也后面分析,这里只需要知道,这个类会根据不同
		//的图片格式,去解析图片数据,把图片数据加载到内存中,继承子CCObject
                pImage = new CCImage();
                CC_BREAK_IF(NULL == pImage);

                bool bRet = pImage->initWithImageFile(fullpath.c_str(), eImageFormat);
                CC_BREAK_IF(!bRet);
                
		//纹理类,继承自CCObject,此时引用计数 1,
		//注意:这里并没有加入到自动释放池中
                texture = new CCTexture2D();
                
		//根据上面得到的CCImage初始化texture
                if( texture &&
                    texture->initWithImage(pImage) )
                {
#if CC_ENABLE_CACHE_TEXTURE_DATA 
                    //这个先不用关,跟android有关
                    // cache the texture file name
                    VolatileTexture::addImageTexture(texture, fullpath.c_str(), eImageFormat);
#endif
                    //得的texture纹理后,缓存到m_pTextures字典中,引用计数 +1 = 2
                    m_pTextures->setObject(texture, pathKey.c_str());
                    texture->release(); //引用计数 -1 = 1
                }
                else
                {
                    CCLOG("cocos2d: Couldn't create texture for file:%s in CCTextureCache", path);
                }
            }
        } while (0);
    }

    //释放pImage(CCImage),通过上面的initWithImage函数,我们
    //得到了所需要的纹理,所以这里的CCImage类就可以释放了。
    CC_SAFE_RELEASE(pImage);

    //pthread_mutex_unlock(m_pDictLock);
    return texture;
}

3、根据CCImage初始化texture
 if( texture && texture->initWithImage(pImage) ) 
------ >>
bool CCTexture2D::initWithImage(CCImage *uiImage)
{
    if (uiImage == NULL)
    {
        CCLOG("cocos2d: CCTexture2D. Can't create Texture. UIImage is nil");
        return false;
    }
    
    unsigned int imageWidth = uiImage->getWidth();
    unsigned int imageHeight = uiImage->getHeight();
    
    CCConfiguration *conf = CCConfiguration::sharedConfiguration();
    
    //纹理有个最大尺寸,判断是否超过最大尺寸
    unsigned maxTextureSize = conf->getMaxTextureSize();
    if (imageWidth > maxTextureSize || imageHeight > maxTextureSize) 
    {
        CCLOG("cocos2d: WARNING: Image (%u x %u) is bigger than the supported %u x %u", imageWidth, imageHeight, maxTextureSize, maxTextureSize);
        return false;
    }
    
    // always load premultiplied images
    return initPremultipliedATextureWithImage(uiImage, imageWidth, imageHeight);
}

-->>initPremultipliedATextureWithImage函数:
bool CCTexture2D::initPremultipliedATextureWithImage(CCImage *image, unsigned int width, unsigned int height)
{
    unsigned char*            tempData = image->getData(); //图片数据
    unsigned int*             inPixel32  = NULL;
    unsigned char*            inPixel8 = NULL;
    unsigned short*           outPixel16 = NULL;
    bool                      hasAlpha = image->hasAlpha(); //是否有alpha分量
    CCSize                    imageSize = CCSizeMake((float)(image->getWidth()), (float)(image->getHeight()));
    CCTexture2DPixelFormat    pixelFormat; //纹理格式
    size_t                    bpp = image->getBitsPerComponent();

    // compute pixel format
    // 根据是否有alpha分量,设置纹理格式
    if (hasAlpha)
    {
        // If the image has alpha, you can create RGBA8 (32-bit) or RGBA4 (16-bit) or RGB5A1 (16-bit)
	// Default is: RGBA8888 (32-bit textures)
	//static CCTexture2DPixelFormat g_defaultAlphaPixelFormat = kCCTexture2DPixelFormat_Default;
        //默认纹理格式RGBA8888
	//这里可以通过setDefaultAlphaPixelFormat函数进行设置,而且在
	//void CCDirector::setDefaultValues(void)函数中,会根据CCConfiguration类中的
	//配置进行设置。
        /*
	//
	// Texture options for images that contains alpha
	//
	// implementation CCTexture2D (PixelFormat)

	void CCTexture2D::setDefaultAlphaPixelFormat(CCTexture2DPixelFormat format)
	{
	    g_defaultAlphaPixelFormat = format;
	}
      */
	
    	pixelFormat = g_defaultAlphaPixelFormat;
    }
    else
    {
        if (bpp >= 8)
        {
            pixelFormat = kCCTexture2DPixelFormat_RGB888;
        }
        else 
        {
            pixelFormat = kCCTexture2DPixelFormat_RGB565;
        }
        
    }
    
    // Repack the pixel data into the right format
    //这里所做的工作:把图片数据 转化为 响应纹理格式的数据
    //从这里 // Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "RRRRRGGGGGGBBBBB"
    //可以看出来,我们的从image->getData()得到的图片数据都是每个颜色分量都有8位的
    //数据格式,只不过有些数据有alpha分量,有些没有alpha分量
    // width(图片宽度) * height(图片高度)
    unsigned int length = width * height;

    if (pixelFormat == kCCTexture2DPixelFormat_RGB565)
    {
        if (hasAlpha)
        {
            // Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "RRRRRGGGGGGBBBBB"
            
            tempData = new unsigned char[width * height * 2];
            outPixel16 = (unsigned short*)tempData;
            inPixel32 = (unsigned int*)image->getData();
            
            for(unsigned int i = 0; i < length; ++i, ++inPixel32)
            {
                *outPixel16++ = 
                ((((*inPixel32 >>  0) & 0xFF) >> 3) << 11) |  // R
                ((((*inPixel32 >>  8) & 0xFF) >> 2) << 5)  |  // G
                ((((*inPixel32 >> 16) & 0xFF) >> 3) << 0);    // B
            }
        }
        else 
        {
            // Convert "RRRRRRRRRGGGGGGGGBBBBBBBB" to "RRRRRGGGGGGBBBBB"
            
            tempData = new unsigned char[width * height * 2];
            outPixel16 = (unsigned short*)tempData;
            inPixel8 = (unsigned char*)image->getData();
            
            for(unsigned int i = 0; i < length; ++i)
            {
                *outPixel16++ = 
                (((*inPixel8++ & 0xFF) >> 3) << 11) |  // R
                (((*inPixel8++ & 0xFF) >> 2) << 5)  |  // G
                (((*inPixel8++ & 0xFF) >> 3) << 0);    // B
            }
        }    
    }
    else if (pixelFormat == kCCTexture2DPixelFormat_RGBA4444)
    {
        // Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "RRRRGGGGBBBBAAAA"
        
        inPixel32 = (unsigned int*)image->getData();  
        tempData = new unsigned char[width * height * 2];
        outPixel16 = (unsigned short*)tempData;
        
        for(unsigned int i = 0; i < length; ++i, ++inPixel32)
        {
            *outPixel16++ = 
            ((((*inPixel32 >> 0) & 0xFF) >> 4) << 12) | // R
            ((((*inPixel32 >> 8) & 0xFF) >> 4) <<  8) | // G
            ((((*inPixel32 >> 16) & 0xFF) >> 4) << 4) | // B
            ((((*inPixel32 >> 24) & 0xFF) >> 4) << 0);  // A
        }
    }
    else if (pixelFormat == kCCTexture2DPixelFormat_RGB5A1)
    {
        // Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "RRRRRGGGGGBBBBBA"
        inPixel32 = (unsigned int*)image->getData();   
        tempData = new unsigned char[width * height * 2];
        outPixel16 = (unsigned short*)tempData;
        
        for(unsigned int i = 0; i < length; ++i, ++inPixel32)
        {
            *outPixel16++ = 
            ((((*inPixel32 >> 0) & 0xFF) >> 3) << 11) | // R
            ((((*inPixel32 >> 8) & 0xFF) >> 3) <<  6) | // G
            ((((*inPixel32 >> 16) & 0xFF) >> 3) << 1) | // B
            ((((*inPixel32 >> 24) & 0xFF) >> 7) << 0);  // A
        }
    }
    else if (pixelFormat == kCCTexture2DPixelFormat_A8)
    {
        // Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "AAAAAAAA"
        inPixel32 = (unsigned int*)image->getData();
        tempData = new unsigned char[width * height];
        unsigned char *outPixel8 = tempData;
        
        for(unsigned int i = 0; i < length; ++i, ++inPixel32)
        {
            *outPixel8++ = (*inPixel32 >> 24) & 0xFF;  // A
        }
    }
    
    if (hasAlpha && pixelFormat == kCCTexture2DPixelFormat_RGB888)
    {
        // Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "RRRRRRRRGGGGGGGGBBBBBBBB"
        inPixel32 = (unsigned int*)image->getData();
        tempData = new unsigned char[width * height * 3];
        unsigned char *outPixel8 = tempData;
        
        for(unsigned int i = 0; i < length; ++i, ++inPixel32)
        {
            *outPixel8++ = (*inPixel32 >> 0) & 0xFF; // R
            *outPixel8++ = (*inPixel32 >> 8) & 0xFF; // G
            *outPixel8++ = (*inPixel32 >> 16) & 0xFF; // B
        }
    }
    
    //看下面
    initWithData(tempData, pixelFormat, width, height, imageSize);
    
    if (tempData != image->getData())
    {
        delete [] tempData;
    }

    m_bHasPremultipliedAlpha = image->isPremultipliedAlpha();
    return true;
}

----initWithData--->>
bool CCTexture2D::initWithData(const void *data, CCTexture2DPixelFormat pixelFormat, unsigned int pixelsWide, unsigned int pixelsHigh, const CCSize& contentSize)
{
    unsigned int bitsPerPixel;
    //Hack: bitsPerPixelForFormat returns wrong number for RGB_888 textures. See function.
    //根据纹理格式,得到每个像素需要多少位
    if(pixelFormat == kCCTexture2DPixelFormat_RGB888)
    {
        bitsPerPixel = 24;
    }
    else
    {
        bitsPerPixel = bitsPerPixelForFormat(pixelFormat);
    }

    unsigned int bytesPerRow = pixelsWide * bitsPerPixel / 8;

    //glPixelStore这组函数要改变的是像素的存储格式(摘自网路,OpenGL的东西,我也不太明白)
    if(bytesPerRow % 8 == 0)
    {
        glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
    }
    else if(bytesPerRow % 4 == 0)
    {
        glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
    }
    else if(bytesPerRow % 2 == 0)
    {
        glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
    }
    else
    {
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    }

    //下面这些都是OpenGL纹理相关的内容,我现在也不是很清楚
    glGenTextures(1, &m_uName);
    ccGLBindTexture2D(m_uName);

    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );

    // Specify OpenGL texture image

    switch(pixelFormat)
    {
    case kCCTexture2DPixelFormat_RGBA8888:
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)pixelsWide, (GLsizei)pixelsHigh, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        break;
    case kCCTexture2DPixelFormat_RGB888:
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, (GLsizei)pixelsWide, (GLsizei)pixelsHigh, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        break;
    case kCCTexture2DPixelFormat_RGBA4444:
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)pixelsWide, (GLsizei)pixelsHigh, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, data);
        break;
    case kCCTexture2DPixelFormat_RGB5A1:
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)pixelsWide, (GLsizei)pixelsHigh, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, data);
        break;
    case kCCTexture2DPixelFormat_RGB565:
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, (GLsizei)pixelsWide, (GLsizei)pixelsHigh, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, data);
        break;
    case kCCTexture2DPixelFormat_AI88:
        glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, (GLsizei)pixelsWide, (GLsizei)pixelsHigh, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
        break;
    case kCCTexture2DPixelFormat_A8:
        glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, (GLsizei)pixelsWide, (GLsizei)pixelsHigh, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data);
        break;
    case kCCTexture2DPixelFormat_I8:
        glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, (GLsizei)pixelsWide, (GLsizei)pixelsHigh, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
        break;
    default:
        CCAssert(0, "NSInternalInconsistencyException");

    }

    m_tContentSize = contentSize;
    m_uPixelsWide = pixelsWide;
    m_uPixelsHigh = pixelsHigh;
    m_ePixelFormat = pixelFormat;
    m_fMaxS = contentSize.width / (float)(pixelsWide);
    m_fMaxT = contentSize.height / (float)(pixelsHigh);

    m_bHasPremultipliedAlpha = false;
    m_bHasMipmaps = false;

    setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTexture));

    return true;
}


总结:

在CCTextureCache类中通过 m_pTextures 字典类型的成员变量存放加载过的
纹理CCTexture2D,以后如果再次加载相同的纹理,直接去m_pTextures缓存中读取,
而不用重走上面流程,从而达到缓存的目的。

CCTextureCache类源码分析 (1)

标签:

原文地址:http://blog.csdn.net/tianxiawuzhei/article/details/45482465

(0)
(0)
   
举报
评论 一句话评论(0
登录后才能评论!
© 2014 mamicode.com 版权所有  联系我们:gaon5@hotmail.com
迷上了代码!