GLView基本分析
GLView是cocos2d-x基于OpenGL ES的调用封装UI库。
OpenGL本身是跨平台的计算机图形实现API,在每一个平台的详细实现是不一样。所以每次使用之前先要初始化,去设置平台相关的信息。以下以win32的平台实现去分析:首先进入win32程序实现的入口文件:
- bool AppDelegate::applicationDidFinishLaunching() {
- // initialize director
- auto director = Director::getInstance();
- auto glview = director->getOpenGLView();
- if(!glview) {
- glview = GLView::create("My Game"); //创建GL对象
- director->setOpenGLView(glview);
- }
- // turn on display FPS
- director->setDisplayStats(true);
- // set FPS. the default value is 1.0/60 if you don't call this
- director->setAnimationInterval(1.0 / 60);
- // create a scene. it's an autorelease object
- auto scene = HelloWorld::createScene();
- // run
- director->runWithScene(scene);
- return true;
- }
- GLView* GLView::create(const std::string& viewName)
- {
- auto ret = new GLView;
- if(ret && ret->initWithRect(viewName, Rect(0, 0, 960, 640), 1)) {//3.2之后。win32的窗体应该实在这里改,Android和其它平台也有相似的文件文件
- ret->autorelease();
- return ret;
- }
- return nullptr;
- }
设置GLView的初始化信息,比較有意思:
- bool GLView::initWithRect(const std::string& viewName, Rect rect, float frameZoomFactor)
- {
- setViewName(viewName);//窗体名字
- _frameZoomFactor = frameZoomFactor;//基础深度值。即Z轴
- glfwWindowHint(GLFW_RESIZABLE,GL_FALSE); //这句我也没看懂,求教
- win32注冊窗体,这个就是真正的窗体。为什么之前说cocos2d的程序是单窗体单线程,这里是就明确了,我们仅仅使用单例Director,永远仅仅管理一个窗体
- _mainWindow = glfwCreateWindow(rect.size.width * _frameZoomFactor,
- rect.size.height * _frameZoomFactor,
- _viewName.c_str(),
- _monitor,
- nullptr);
- glfwMakeContextCurrent(_mainWindow);//设置为当前画布(Contex也有翻译为上下文、文本)
- glfwSetMouseButtonCallback(_mainWindow, GLFWEventHandler::onGLFWMouseCallBack);//鼠标的相关事件监听,在移动平台则应该是Touch began end 、focus(切换屏幕或应用会触发)
- glfwSetCursorPosCallback(_mainWindow, GLFWEventHandler::onGLFWMouseMoveCallBack);//拖动回调注冊
- glfwSetScrollCallback(_mainWindow, GLFWEventHandler::onGLFWMouseScrollCallback);//滚屏事件注冊,平时我们拖动TableView时就是由这个进行直接回调
- glfwSetCharCallback(_mainWindow, GLFWEventHandler::onGLFWCharCallback);//字符输入事件回调
- </pre><pre code_snippet_id="498510" snippet_file_name="blog_20141027_8_222555" name="code" class="cpp"><pre name="code" class="cpp">/*
- The key functions deal with physical keys, with layout independent
- * [key tokens](@ref keys) named after their values in the standard US keyboard
- * layout. If you want to input text, use the
- * [character callback](@ref glfwSetCharCallback) instead.
- glfwSetWindowPosCallback(_mainWindow, GLFWEventHandler::onGLFWWindowPosCallback);
- glfwSetFramebufferSizeCallback(_mainWindow, GLFWEventHandler::onGLFWframebuffersize);
- glfwSetWindowSizeCallback(_mainWindow, GLFWEventHandler::onGLFWWindowSizeFunCallback);
- setFrameSize(rect.size.width, rect.size.height);
- */
- /*以上是原Api声明,实际意思:全部的物理键盘按键操作都会由这个触发,可是虚拟键盘的实现我还不清楚,应该是通过前面的MouseButton来之后调用CharCallback实现*/
glfwSetKeyCallback(_mainWindow, GLFWEventHandler::onGLFWKeyCallback);
- glfwSetWindowPosCallback(_mainWindow, GLFWEventHandler::onGLFWWindowPosCallback); //屏幕拖动事件回调。在wp8和相关平台实现才须要
- glfwSetFramebufferSizeCallback(_mainWindow, GLFWEventHandler::onGLFWframebuffersize);//帧缓存大小设置?谁知道细节
- glfwSetWindowSizeCallback(_mainWindow, GLFWEventHandler::onGLFWWindowSizeFunCallback); //窗体大小的设置眼下在移动设备上是没有这个相关接口,win32和mac才有
- // check OpenGL version at first
- const GLubyte* glVersion = glGetString(GL_VERSION);
- if ( utils::atof((const char*)glVersion) < 1.5 ) //opengl1.5以上兼容
- {
- char strComplain[256] = {0};
- sprintf(strComplain,
- "OpenGL 1.5 or higher is required (your version is %s). Please upgrade the driver of your video card.",
- glVersion);
- MessageBox(strComplain, "OpenGL version too old");
- return false;
- }
- initGlew();
- // Enable point size by default.
- glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
- return true;
- }
跳转
- // helper
- bool GLView::initGlew()
- {
- #if (CC_TARGET_PLATFORM != CC_PLATFORM_MAC)
- GLenum GlewInitResult = glewInit();//OpenGL库固定初始化函数。
- if (GLEW_OK != GlewInitResult)
- {
- MessageBox((char *)glewGetErrorString(GlewInitResult), "OpenGL error");
- return false;
- }
- if (GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader)
- {
- log("Ready for GLSL");
- }
- else
- {
- log("Not totally ready :(");
- }
- if (glewIsSupported("GL_VERSION_2_0"))
- {
- log("Ready for OpenGL 2.0");
- }
- else
- {
- log("OpenGL 2.0 not supported");
- }
- #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
- if(glew_dynamic_binding() == false) //OpenGL是一个单独的状态机。须要使用window OpenGL的api去完毕硬件绑定。
- 用设计模式的思想能够当做OpenGL是个策略模式中的策略。而window OpenGL则是提供策略支持详细实现。<span style="font-family: Arial, Helvetica, sans-serif;">window OpenGL</span><span style="font-family: Arial, Helvetica, sans-serif;">同一时候的代理(window os才是真正去管理硬件的总代理) wgl的细节我也不熟。就此搁置</span>
- {
- MessageBox("No OpenGL framebuffer support. Please upgrade the driver of your video card.", "OpenGL error");
- return false;
- }
- #endif
- #endif // (CC_TARGET_PLATFORM != CC_PLATFORM_MAC)
- return true;
- }
- #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
- static bool glew_dynamic_binding()
- {
- const char *gl_extensions = (const char*)glGetString(GL_EXTENSIONS);
- // If the current opengl driver doesn't have framebuffers methods, check if an extension exists
- if (glGenFramebuffers == nullptr)
- {
- log("OpenGL: glGenFramebuffers is nullptr, try to detect an extension");
- if (strstr(gl_extensions, "ARB_framebuffer_object"))
- {
- log("OpenGL: ARB_framebuffer_object is supported");
- glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) wglGetProcAddress("glIsRenderbuffer");
- glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) wglGetProcAddress("glBindRenderbuffer");
- glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) wglGetProcAddress("glDeleteRenderbuffers");
- glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) wglGetProcAddress("glGenRenderbuffers");
- glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) wglGetProcAddress("glRenderbufferStorage");
- glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) wglGetProcAddress("glGetRenderbufferParameteriv");
- glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) wglGetProcAddress("glIsFramebuffer");
- glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) wglGetProcAddress("glBindFramebuffer");
- glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) wglGetProcAddress("glDeleteFramebuffers");
- glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) wglGetProcAddress("glGenFramebuffers");
- glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) wglGetProcAddress("glCheckFramebufferStatus");
- glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) wglGetProcAddress("glFramebufferTexture1D");
- glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) wglGetProcAddress("glFramebufferTexture2D");
- glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) wglGetProcAddress("glFramebufferTexture3D");
- glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) wglGetProcAddress("glFramebufferRenderbuffer");
- glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) wglGetProcAddress("glGetFramebufferAttachmentParameteriv");
- glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) wglGetProcAddress("glGenerateMipmap");
- }
- else
- if (strstr(gl_extensions, "EXT_framebuffer_object"))
- {
- log("OpenGL: EXT_framebuffer_object is supported");
- glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) wglGetProcAddress("glIsRenderbufferEXT");
- glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) wglGetProcAddress("glBindRenderbufferEXT");
- glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) wglGetProcAddress("glDeleteRenderbuffersEXT");
- glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) wglGetProcAddress("glGenRenderbuffersEXT");
- glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) wglGetProcAddress("glRenderbufferStorageEXT");
- glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) wglGetProcAddress("glGetRenderbufferParameterivEXT");
- glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) wglGetProcAddress("glIsFramebufferEXT");
- glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) wglGetProcAddress("glBindFramebufferEXT");
- glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) wglGetProcAddress("glDeleteFramebuffersEXT");
- glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) wglGetProcAddress("glGenFramebuffersEXT");
- glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) wglGetProcAddress("glCheckFramebufferStatusEXT");
- glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) wglGetProcAddress("glFramebufferTexture1DEXT");
- glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) wglGetProcAddress("glFramebufferTexture2DEXT");
- glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) wglGetProcAddress("glFramebufferTexture3DEXT");
- glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) wglGetProcAddress("glFramebufferRenderbufferEXT");
- glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) wglGetProcAddress("glGetFramebufferAttachmentParameterivEXT");
- glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) wglGetProcAddress("glGenerateMipmapEXT");
- }
- else
- {
- log("OpenGL: No framebuffers extension is supported");
- log("OpenGL: Any call to Fbo will crash!");
- return false;
- }
- }
- return true;
- }
- #endif
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