1.程序入口
// create the application instance
AppDelegate app;
return Application::getInstance()->run();2.主循环
int Application::run():
while(!glview->windowShouldClose())
{
QueryPerformanceCounter(&nNow);
if (nNow.QuadPart - nLast.QuadPart > _animationInterval.QuadPart)
{
nLast.QuadPart = nNow.QuadPart;
// 导演的主循环
director->mainLoop();
glview->pollEvents();
}
else
{
Sleep(0);
}
}mainLoop->drawScene:
pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
if (_runningScene)
{
//clear draw stats
_renderer->clearDrawStats();
// visit和draw场景(但draw只是添加渲染命令)
// 进行渲染命令是在:renderer->render();
//render the scene
_runningScene->render(_renderer);
_eventDispatcher->dispatchEvent(_eventAfterVisit);
}
// 通知节点,独立于场景之后渲染
// draw the notifications node
if (_notificationNode)
{
_notificationNode->visit(_renderer, Mat4::IDENTITY, 0);
}
if (_displayStats)
{
showStats();
}
// 下面是渲染_notificationNode和stats
_renderer->render();
_eventDispatcher->dispatchEvent(_eventAfterDraw);
popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_totalFrames++;
// swap buffers
if (_openGLView)
{
_openGLView->swapBuffers();
}
void Scene::render(Renderer* renderer):
Camera::_visitingCamera = defaultCamera;
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, Camera::_visitingCamera->getViewProjectionMatrix());
//visit the scene
visit(renderer, Mat4::IDENTITY, 0);
renderer->render();
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
3.节点遍历
void Node::visit(Renderer* renderer, const Mat4 &parentTransform, uint32_t parentFlags):
// quick return if not visible. children won't be drawn.
if (!_visible)
{
return;
}
uint32_t flags = processParentFlags(parentTransform, parentFlags);
// IMPORTANT:
// To ease the migration to v3.0, we still support the Mat4 stack,
// but it is deprecated and your code should not rely on it
Director* director = Director::getInstance();
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
bool visibleByCamera = isVisitableByVisitingCamera();
int i = 0;
if(!_children.empty())
{
sortAllChildren();
// draw children zOrder _localZOrder visit(renderer, _modelViewTransform, flags);
else
break;
}
// self draw
if (visibleByCamera)
this->draw(renderer, _modelViewTransform, flags);
for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
(*it)->visit(renderer, _modelViewTransform, flags);
}
else if (visibleByCamera)
{
this->draw(renderer, _modelViewTransform, flags);
}
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);