cocos源码分析--ClippingNode绘图原理

在OpenGL 绘制过程中,与帧缓冲有关的是模版,深度测试,混合操作。模版测试使应用程序可以定义一个遮罩,在遮罩内的片段将被保留或者丢弃,在遮罩外的片段操作行为则相反。深度测试用来剔除那些被场景遮挡的片段,但是对于透明物体可能有问题,需要注意绘制顺序,本文主要结合ClippingNode分析下模版测试。

具体关于模版测试的文章有很多,这里就不再重复了,直接开始分析cocos中模版测试的应用。

ClippingNode是一个Node元素,它接受另外一个Node来作为模版,这个模版用来影响ClippingNode本身子元素的绘制:只绘制模版以内的部分或者只绘制模版以外的部分,模版本事并不会绘制。

ClippingNode使用GroupCommand来进行绘制,因为他要对所有子元素的绘制设置一些片段测试,用于实现模版的遮罩。比如如下代码:

//模板
    Sprite* stencil = Sprite::create("switch-mask.png");

    ClippingNode* c_node = ClippingNode::create();
    c_node->setStencil(stencil);
    c_node->setInverted(false);
    c_node->setAlphaThreshold(0.0f);
    Sprite* sp = Sprite::create("scrollviewbg.png");
    c_node->addChild(sp);
    c_node->setPosition(100,100);

图片分别为:

switch-mask:,scrollviewbg:,switch-mask2:

运行结果为:

实现了裁剪。

现在看一下源码,是如何做到的

/*
 * Copyright (c) 2012      Pierre-David Bélanger
 * Copyright (c) 2012      cocos2d-x.org
 * Copyright (c) 2013-2014 Chukong Technologies Inc.
 *
 * http://www.cocos2d-x.org
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 *
 */

#ifndef __MISCNODE_CCCLIPPING_NODE_H__
#define __MISCNODE_CCCLIPPING_NODE_H__

#include "2d/CCNode.h"
#include "CCGL.h"
#include "renderer/CCGroupCommand.h"
#include "renderer/CCCustomCommand.h"

NS_CC_BEGIN

/** ClippingNode is a subclass of Node.
 It draws its content (childs) clipped using a stencil.
 The stencil is an other Node that will not be drawn.
 The clipping is done using the alpha part of the stencil (adjusted with an alphaThreshold).
 */
class CC_DLL ClippingNode : public Node
{
public:
    /** Creates and initializes a clipping node without a stencil.
     */
    static ClippingNode* create();
    
    /** Creates and initializes a clipping node with an other node as its stencil.
     The stencil node will be retained.
     */
    static ClippingNode* create(Node *stencil);

    /** The Node to use as a stencil to do the clipping.
     The stencil node will be retained.
     This default to nil.
     */
    Node* getStencil() const;
    void setStencil(Node *stencil);
    
    /** The alpha threshold.
     The content is drawn only where the stencil have pixel with alpha greater than the alphaThreshold.
     Should be a float between 0 and 1.
     This default to 1 (so alpha test is disabled).
     */
    /*
     仅在模板具有alpha大于alphaThreshold的像素的情况下绘制内容。
           应该介于0和1之间的浮点数。
           默认为1(因此禁用alpha测试)。
     */
    /*
     可以对ClippingNode设置一个alpha比较值(alphaThreshold)用来选择模版Node上只有那些alpha值大于该比较直的片段才会构成模版遮罩的一部分,在移动平台此参数会被忽略
     */
    GLfloat getAlphaThreshold() const;
    void setAlphaThreshold(GLfloat alphaThreshold);
    
    /** Inverted. If this is set to true,
     the stencil is inverted, so the content is drawn where the stencil is NOT drawn.
     This default to false.
     */
    /*
     模板是倒置的,因此在未绘制模板的地方绘制内容。
           默认为false。
     */
    bool isInverted() const;
    void setInverted(bool inverted);

    // Overrides
    /**
     * @js NA
     * @lua NA
     */
    virtual void onEnter() override;
    /**
     * @js NA
     * @lua NA
     */
    virtual void onEnterTransitionDidFinish() override;
    /**
     * @js NA
     * @lua NA
     */
    virtual void onExitTransitionDidStart() override;
    /**
     * @js NA
     * @lua NA
     */
    virtual void onExit() override;
    virtual void visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override;
    
CC_CONSTRUCTOR_ACCESS:
    ClippingNode();
    
    /**
     * @js NA
     * @lua NA
     */
    virtual ~ClippingNode();

    /** Initializes a clipping node without a stencil.
     */
    virtual bool init();
    
    /** Initializes a clipping node with an other node as its stencil.
     The stencil node will be retained, and its parent will be set to this clipping node.
     */
    virtual bool init(Node *stencil);

protected:
    /**draw fullscreen quad to clear stencil bits
    */
    void drawFullScreenQuadClearStencil();

    Node* _stencil;
    GLfloat _alphaThreshold;
    bool    _inverted;

    //renderData and callback
    void onBeforeVisit();
    void onAfterDrawStencil();
    void onAfterVisit();

    GLboolean _currentStencilEnabled;
    GLuint _currentStencilWriteMask;
    GLenum _currentStencilFunc;
    GLint _currentStencilRef;
    GLuint _currentStencilValueMask;
    GLenum _currentStencilFail;//模版测试失败后的处理
    GLenum _currentStencilPassDepthFail;//模版测试通过,深度测试失败后的处理
    GLenum _currentStencilPassDepthPass;//深度测试通过之后的处理
    GLboolean _currentDepthWriteMask;

    GLboolean _currentAlphaTestEnabled;
    GLenum _currentAlphaTestFunc;
    GLclampf _currentAlphaTestRef;

    GLint _mask_layer_le;
    
    GroupCommand _groupCommand;
    //onBeforeVisit用于生成一个GroupCommand并创建一个RenderQueue,并设置一些状态,然后绘制模版元素
    CustomCommand _beforeVisitCmd;
    //onAfterDrawStencil用于绘制ClippingNode自身的子元素,这些元素的RenderCommand会被夹到第一步创建的RenderQueue中,
    //并被执行模版测试
    CustomCommand _afterDrawStencilCmd;
    //onAfterVisit用来恢复GroupCommand对OpenGL状态的修改
    CustomCommand _afterVisitCmd;

private:
    CC_DISALLOW_COPY_AND_ASSIGN(ClippingNode);
};

NS_CC_END

#endif // __MISCNODE_CCCLIPPING_NODE_H__
/*
 * Copyright (c) 2012      Pierre-David Bélanger
 * Copyright (c) 2012      cocos2d-x.org
 * Copyright (c) 2013-2014 Chukong Technologies Inc.
 *
 * cocos2d-x: http://www.cocos2d-x.org
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 *
 */

#include "2d/CCClippingNode.h"
#include "renderer/CCGLProgram.h"
#include "renderer/CCGLProgramCache.h"
#include "2d/CCDrawingPrimitives.h"
#include "base/CCDirector.h"

#include "renderer/CCRenderer.h"
#include "renderer/CCGroupCommand.h"
#include "renderer/CCCustomCommand.h"

NS_CC_BEGIN

static GLint g_sStencilBits = -1;
// store the current stencil layer (position in the stencil buffer),
// this will allow nesting up to n ClippingNode,
// where n is the number of bits of the stencil buffer.
static GLint s_layer = -1;

static void setProgram(Node *n, GLProgram *p)
{
    n->setGLProgram(p);
    
    auto& children = n->getChildren();
    for(const auto &child : children) {
        setProgram(child, p);
    }
}

ClippingNode::ClippingNode()
: _stencil(nullptr)
, _alphaThreshold(0.0f)
, _inverted(false)
, _currentStencilEnabled(GL_FALSE)
, _currentStencilWriteMask(~0)
, _currentStencilFunc(GL_ALWAYS)
, _currentStencilRef(0)
, _currentStencilValueMask(~0)
, _currentStencilFail(GL_KEEP)
, _currentStencilPassDepthFail(GL_KEEP)
, _currentStencilPassDepthPass(GL_KEEP)
, _currentDepthWriteMask(GL_TRUE)
,  _currentAlphaTestEnabled(GL_FALSE)
, _currentAlphaTestFunc(GL_ALWAYS)
, _currentAlphaTestRef(1)
{

}

ClippingNode::~ClippingNode()
{
    if (_stencil)
    {
        _stencil->stopAllActions();
        _stencil->release();
    }
}

ClippingNode* ClippingNode::create()
{
    ClippingNode *ret = new ClippingNode();
    if (ret && ret->init())
    {
        ret->autorelease();
    }
    else
    {
        CC_SAFE_DELETE(ret);
    }
    
    return ret;
}

ClippingNode* ClippingNode::create(Node *pStencil)
{
    ClippingNode *ret = new ClippingNode();
    if (ret && ret->init(pStencil))
    {
        ret->autorelease();
    }
    else
    {
        CC_SAFE_DELETE(ret);
    }
    
    return ret;
}

bool ClippingNode::init()
{
    return init(nullptr);
}

bool ClippingNode::init(Node *stencil)
{
    CC_SAFE_RELEASE(_stencil);
    _stencil = stencil;
    CC_SAFE_RETAIN(_stencil);
    
    _alphaThreshold = 1;//默认为1,禁用aphal测试
    _inverted = false;
    // get (only once) the number of bits of the stencil buffer
    static bool once = true;
    if (once)
    {
        glGetIntegerv(GL_STENCIL_BITS, &g_sStencilBits);//获取opengl中的位平面数
        if (g_sStencilBits <= 0)
        {
            CCLOG("Stencil buffer is not enabled.");
        }
        once = false;
    }
    
    return true;
}

void ClippingNode::onEnter()
{
#if CC_ENABLE_SCRIPT_BINDING
    if (_scriptType == kScriptTypeJavascript)
    {
        if (ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter))
            return;
    }
#endif
    
    Node::onEnter();
    
    if (_stencil != nullptr)
    {
        _stencil->onEnter();
    }
    else
    {
        CCLOG("ClippingNode warning: _stencil is nil.");
    }
}

void ClippingNode::onEnterTransitionDidFinish()
{
    Node::onEnterTransitionDidFinish();
    
    if (_stencil != nullptr)
    {
        _stencil->onEnterTransitionDidFinish();
    }
}

void ClippingNode::onExitTransitionDidStart()
{
    if (_stencil != nullptr)
    {
        _stencil->onExitTransitionDidStart();
    }
   
    Node::onExitTransitionDidStart();
}

void ClippingNode::onExit()
{
    if (_stencil != nullptr)
    {
        _stencil->onExit();
    }
    
    Node::onExit();
}

void ClippingNode::drawFullScreenQuadClearStencil()
{
    Director* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when seting matrix stack");
    //此时最顶出的modeviewMatirx是单位向量,也就是说刷新全屏幕的模版值
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    
    
    DrawPrimitives::drawSolidRect(Vec2(-1,-1), Vec2(1,1), Color4F(1, 1, 1, 1));
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
}

void ClippingNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    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();
    CCASSERT(nullptr != director, "Director is null when seting matrix stack");
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);

    //Add group command
        
    _groupCommand.init(_globalZOrder);
    renderer->addCommand(&_groupCommand);

    renderer->pushGroup(_groupCommand.getRenderQueueID());

    _beforeVisitCmd.init(_globalZOrder);
    _beforeVisitCmd.func = CC_CALLBACK_0(ClippingNode::onBeforeVisit, this);
    renderer->addCommand(&_beforeVisitCmd);
    if (_alphaThreshold < 1)//
    {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WINDOWS || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)



#else
        // since glAlphaTest do not exists in OES, use a shader that writes
        // pixel only if greater than an alpha threshold
        GLProgram *program = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
        GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
        // set our alphaThreshold
        program->use();
        program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
        // we need to recursively apply this shader to all the nodes in the stencil node
        // XXX: we should have a way to apply shader to all nodes without having to do this
        setProgram(_stencil, program);
        
#endif

    }
    //访问模版对象 所有的draw都会吧绘制命令加到ClippingNode的Group中
    _stencil->visit(renderer, _modelViewTransform, flags);

    _afterDrawStencilCmd.init(_globalZOrder);
    _afterDrawStencilCmd.func = CC_CALLBACK_0(ClippingNode::onAfterDrawStencil, this);
    renderer->addCommand(&_afterDrawStencilCmd);

    int i = 0;
    
    if(!_children.empty())
    {
        sortAllChildren();
        // draw children zOrder < 0
        for( ; i < _children.size(); i++ )
        {
            auto node = _children.at(i);
            
            if ( node && node->getLocalZOrder() < 0 )
                node->visit(renderer, _modelViewTransform, flags);
            else
                break;
        }
        // self draw
        this->draw(renderer, _modelViewTransform, flags);
        
        for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
            (*it)->visit(renderer, _modelViewTransform, flags);
    }
    else
    {
        this->draw(renderer, _modelViewTransform, flags);
    }

    _afterVisitCmd.init(_globalZOrder);
    _afterVisitCmd.func = CC_CALLBACK_0(ClippingNode::onAfterVisit, this);
    renderer->addCommand(&_afterVisitCmd);

    renderer->popGroup();
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}

Node* ClippingNode::getStencil() const
{
    return _stencil;
}

void ClippingNode::setStencil(Node *stencil)
{
    CC_SAFE_RETAIN(stencil);
    CC_SAFE_RELEASE(_stencil);
    _stencil = stencil;
}

GLfloat ClippingNode::getAlphaThreshold() const
{
    return _alphaThreshold;
}

void ClippingNode::setAlphaThreshold(GLfloat alphaThreshold)
{
    _alphaThreshold = alphaThreshold;
}

bool ClippingNode::isInverted() const
{
    return _inverted;
}

void ClippingNode::setInverted(bool inverted)
{
    _inverted = inverted;
}

void ClippingNode::onBeforeVisit()
{
    ///////////////////////////////////
    // INIT
    auto fff=this;
    // increment the current layer
    s_layer++;
    //printf("呵呵呵呵呵呵呵=%d
",s_layer);
    // mask of the current layer (ie: for layer 3: 00000100)
    GLint mask_layer = 0x1 << s_layer;
    // mask of all layers less than the current (ie: for layer 3: 00000011)
    GLint mask_layer_l = mask_layer - 1;
    // mask of all layers less than or equal to the current (ie: for layer 3: 00000111)
    _mask_layer_le = mask_layer | mask_layer_l;

    // manually save the stencil state

    _currentStencilEnabled = glIsEnabled(GL_STENCIL_TEST);
    glGetIntegerv(GL_STENCIL_WRITEMASK, (GLint *)&_currentStencilWriteMask);
    glGetIntegerv(GL_STENCIL_FUNC, (GLint *)&_currentStencilFunc);
    glGetIntegerv(GL_STENCIL_REF, &_currentStencilRef);
    glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&_currentStencilValueMask);
    glGetIntegerv(GL_STENCIL_FAIL, (GLint *)&_currentStencilFail);
    glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, (GLint *)&_currentStencilPassDepthFail);
    glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, (GLint *)&_currentStencilPassDepthPass);

    // enable stencil use
    glEnable(GL_STENCIL_TEST);
    // check for OpenGL error while enabling stencil test
    CHECK_GL_ERROR_DEBUG();

    // all bits on the stencil buffer are readonly, except the current layer bit,
    // this means that operation like glClear or glStencilOp will be masked with this value
    //模板缓冲区上的所有位都是只读的,当前层位除外,
    //这意味着像glClear或glStencilOp这样的操作将被这个值掩盖
    
    glStencilMask(mask_layer);

    // manually save the depth test state

    glGetBooleanv(GL_DEPTH_WRITEMASK, &_currentDepthWriteMask);

    // disable depth test while drawing the stencil
    //glDisable(GL_DEPTH_TEST);
    // disable update to the depth buffer while drawing the stencil,
    // as the stencil is not meant to be rendered in the real scene,
    // it should never prevent something else to be drawn,
    // only disabling depth buffer update should do
    //在绘制模板时禁用深度测试
    // glDisable(GL_DEPTH_TEST);
    //在绘制模板时禁用对深度缓冲区的更新,
    //因为模板不是要在真实场景中渲染,
    //它永远不应该阻止其他东西被绘制,
    //只应禁用深度缓冲区更新
    glDepthMask(GL_FALSE);

    ///////////////////////////////////
    // CLEAR STENCIL BUFFER

    // manually clear the stencil buffer by drawing a fullscreen rectangle on it
    // setup the stencil test func like this:
    // for each pixel in the fullscreen rectangle
    //     never draw it into the frame buffer
    //     if not in inverted mode: set the current layer value to 0 in the stencil buffer
    //     if in inverted mode: set the current layer value to 1 in the stencil buffer
    /*
     //通过在其上绘制全屏矩形来手动清除模板缓冲区
          //像这样设置模板测试功能:
          //对于全屏矩形中的每个像素
          //永远不要将它绘制到帧缓冲区中
          //如果不处于反转模式:在模板缓冲区中将当前图层值设置为0
          //如果处于反转模式:在模板缓冲区中将当前图层值设置为1
     */
    glStencilFunc(GL_NEVER, mask_layer, mask_layer);
    glStencilOp(!_inverted ? GL_ZERO : GL_REPLACE, GL_KEEP, GL_KEEP);

    // draw a fullscreen solid rectangle to clear the stencil buffer
    //ccDrawSolidRect(Vec2::ZERO, ccpFromSize([[Director sharedDirector] winSize]), Color4F(1, 1, 1, 1));
    /*
     这里使用了绘制一个全屏矩形的方式来设置模版缓冲区,但实际上可以直接通过glClear(GL_DEPTH_BUFFER_BIT)来清理
     
     */
    drawFullScreenQuadClearStencil();

    ///////////////////////////////////
    // DRAW CLIPPING STENCIL

    // setup the stencil test func like this:
    // for each pixel in the stencil node
    //     never draw it into the frame buffer
    //     if not in inverted mode: set the current layer value to 1 in the stencil buffer
    //     if in inverted mode: set the current layer value to 0 in the stencil buffer
    /*
     //像这样设置模板测试功能:
          //对于模板节点中的每个像素
          //永远不要将它绘制到帧缓冲区中
          //如果不处于反转模式:在模板缓冲区中将当前图层值设置为1
          //如果处于反转模式:在模板缓冲区中将当前图层值设置为0
     */
    glStencilFunc(GL_NEVER, mask_layer, mask_layer);
    glStencilOp(!_inverted ? GL_REPLACE : GL_ZERO, GL_KEEP, GL_KEEP);

    // enable alpha test only if the alpha threshold < 1,
    // indeed if alpha threshold == 1, every pixel will be drawn anyways
    if (_alphaThreshold < 1) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WINDOWS || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
        // manually save the alpha test state
        _currentAlphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
        glGetIntegerv(GL_ALPHA_TEST_FUNC, (GLint *)&_currentAlphaTestFunc);
        glGetFloatv(GL_ALPHA_TEST_REF, &_currentAlphaTestRef);
        // enable alpha testing
        glEnable(GL_ALPHA_TEST);
        // check for OpenGL error while enabling alpha test
        CHECK_GL_ERROR_DEBUG();
        // pixel will be drawn only if greater than an alpha threshold
        glAlphaFunc(GL_GREATER, _alphaThreshold);
#else
        
#endif
    }

    //Draw _stencil
}

void ClippingNode::onAfterDrawStencil()
{
    // restore alpha test state
    if (_alphaThreshold < 1)
    {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WINDOWS || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
        // manually restore the alpha test state
        glAlphaFunc(_currentAlphaTestFunc, _currentAlphaTestRef);
        if (!_currentAlphaTestEnabled)
        {
            glDisable(GL_ALPHA_TEST);
        }
#else
// XXX: we need to find a way to restore the shaders of the stencil node and its childs
#endif
    }

    // restore the depth test state
    glDepthMask(_currentDepthWriteMask);
    //if (currentDepthTestEnabled) {
    //    glEnable(GL_DEPTH_TEST);
    //}

    ///////////////////////////////////
    // DRAW CONTENT

    // setup the stencil test func like this:
    // for each pixel of this node and its childs
    //     if all layers less than or equals to the current are set to 1 in the stencil buffer
    //         draw the pixel and keep the current layer in the stencil buffer
    //     else
    //         do not draw the pixel but keep the current layer in the stencil buffer
    //像这样设置模板测试功能:
    //对于此节点及其子节点的每个像素
    //如果在模板缓冲区中所有小于或等于当前的图层都设置为1
    //绘制像素并将当前图层保留在模板缓冲区中
    //别的
    //不要绘制像素,而是将当前图层保留在模板缓冲区中
    glStencilFunc(GL_EQUAL, _mask_layer_le, _mask_layer_le);//11必须都满足才行,2个模版实现了11
    glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);

    // draw (according to the stencil test func) this node and its childs
}


void ClippingNode::onAfterVisit()
{
    ///////////////////////////////////
    // CLEANUP

    // manually restore the stencil state
    glStencilFunc(_currentStencilFunc, _currentStencilRef, _currentStencilValueMask);
    glStencilOp(_currentStencilFail, _currentStencilPassDepthFail, _currentStencilPassDepthPass);
    glStencilMask(_currentStencilWriteMask);
    if (!_currentStencilEnabled)
    {
        glDisable(GL_STENCIL_TEST);
    }

    // we are done using this layer, decrement
    s_layer--;
}

NS_CC_END

代码量不大,原理其实是挺简单的:

我已经在关键的地方给了注释,下面说一下几个关键点:

1 绘制过程:

 首先,onBeforeVisit用于生成一个GroupCommand并创建一个RenderQueue,并设置一些状态;然后绘制模版元素,在模版生成之后,onAfterDrawStencil用于绘制ClippingNode自身的子元素,这些元素的RenderCommand会被加入到第一步创建的RenderQueue中,并被执行模版测试;最后onAfterVisit用来恢复GroupCommand对OpenGL状态的修改

2 尝试把事例代码改为如下:

Sprite* stencil = Sprite::create("switch-mask.png");

    ClippingNode* c_node = ClippingNode::create();
    c_node->setStencil(stencil);
    c_node->setInverted(false);
    c_node->setAlphaThreshold(1.0f);
    Sprite* sp = Sprite::create("scrollviewbg.png");
    c_node->addChild(sp);
    c_node->setPosition(100,100);

运行结果如下:

 看出来和之前的是不一样的,就因为设置了AlphaThreshold,代码位置:

这个alphaThreshold 用来选择模版Node上只有那些alpha值大约该比较值的片段才会构成模版遮罩的一部分,但是这主要依靠Alpha测试来实现,在移动端OpenGL ES中是没有alpha测试的,这里在移动平台中是在片段着色器中实现了一个类似的功能。

通过看上面的代码,如果这个值小于1,就会给ClippingNode切换着色器管理类,换成了ccShader_PositionTextureColorAlphaTest.frag 片段着色器,如下:

const char* ccPositionTextureColorAlphaTest_frag = STRINGIFY(


#ifdef GL_ES

precision lowp float;

#endif


varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform float CC_alpha_value;

void main()
{
    vec4 texColor = texture2D(CC_Texture0, v_texCoord);


// mimic: glAlphaFunc(GL_GREATER)

// pass if ( incoming_pixel >= CC_alpha_value ) => fail if incoming_pixel < CC_alpha_value


    if ( texColor.a <= CC_alpha_value )
        discard;

    gl_FragColor = texColor * v_fragmentColor;
}
);

通过标红代码可以看到,此时的CC_aipha_value为0,遮罩按钮图片的四边透明的部分的alpha=0,所以绘制行discard,所以当设置alphaThreshold=0的时候,是圆角的遮罩,反之,透明的部分也会当作遮罩,从而导致遮罩为矩形。

 3 关于ClippingNode的嵌套使用,具体怎么嵌套呢,或许可以有2种方式,如下:

方式一:

 //模板
    Sprite* stencil = Sprite::create("switch-mask.png");

    ClippingNode* c_node = ClippingNode::create();
    c_node->setStencil(stencil);
    c_node->setInverted(false);
    c_node->setAlphaThreshold(1.0f);
    Sprite* sp = Sprite::create("scrollviewbg.png");
    c_node->addChild(sp);
    


    Sprite* stencil2 = Sprite::create("switch-mask2.png");
     //Sprite* stencil2 = Sprite::create("scrollviewbg.png");

    ClippingNode* c_node2 = ClippingNode::create();
    c_node2->setStencil(stencil2);
    //c_node2->setStencil(c_node);
    c_node2->setInverted(false);
    c_node2->setAlphaThreshold(0.0f);
    c_node2->addChild(c_node);
    //c_node2->addChild(stencil2);


    c_node2->setPosition(100,100);
    c_node2->setTag(10);
   
    scene->addChild(c_node2);

运行如下:

方式二:

  //模板
    Sprite* stencil = Sprite::create("switch-mask.png");

    ClippingNode* c_node = ClippingNode::create();
    c_node->setStencil(stencil);
    c_node->setInverted(false);
    c_node->setAlphaThreshold(1.0f);
    Sprite* sp = Sprite::create("scrollviewbg.png");
    c_node->addChild(sp);
    


    Sprite* stencil2 = Sprite::create("switch-mask2.png");
     //Sprite* stencil2 = Sprite::create("scrollviewbg.png");

    ClippingNode* c_node2 = ClippingNode::create();
   // c_node2->setStencil(stencil2);
    c_node2->setStencil(c_node);
    c_node2->setInverted(false);
    c_node2->setAlphaThreshold(0.0f);
    //c_node2->addChild(c_node);
    c_node2->addChild(stencil2);


    c_node2->setPosition(100,100);
    c_node2->setTag(10);
   
    scene->addChild(c_node2);

运行结果:

什么都没有,和第一段代码的区别已经标红。显然第一种嵌套用法是正确的,第二段是无效的,为什么无效呢,请看我举的小例子分析,地址:

https://www.cnblogs.com/xiaonanxia/p/9414193.html

下面主要分析一下正确的那段代码:

代码的大意就是通过switch-mask和switch-mask2 两个遮罩来裁剪 scrollviewbg.png。请看ClippingNode源码,如下:

void ClippingNode::onBeforeVisit()
{
    ///////////////////////////////////
    // INIT
    auto fff=this;
    // increment the current layer
    s_layer++;
    //printf("呵呵呵呵呵呵呵=%d
",s_layer);
    // mask of the current layer (ie: for layer 3: 00000100)
    GLint mask_layer = 0x1 << s_layer;
    // mask of all layers less than the current (ie: for layer 3: 00000011)
    GLint mask_layer_l = mask_layer - 1;
    // mask of all layers less than or equal to the current (ie: for layer 3: 00000111)
    _mask_layer_le = mask_layer | mask_layer_l;
。。。

主要实现用的是位移操作。

为了支持多个ClippingNode的嵌套,它用了一个静态的s_layer变量来保存嵌套的ClippingNode的数量,然后使用这个数量来对0x1执行一次左移操作生成模版值。

由此可见,如果当前模版缓冲区每像素的位平面为8,则ClippingNode最多支持8个ClippingNode嵌套

具体这个嵌套的过程,我们可以通过调试Render类的visitRenderQueue,里面会运行两个GroupCommand,第一个是对应c_node2的,第二个是对应c_node,数组分布情况为如图所示:

关键的方法是在onBeforeVisit和onAfterDrawstencil,因为s_layer是一个静态变量,所以在执行两次onBeforeVisit的时候,会叠加,等执行完第二次onBeforeVisit之后

 _mask_layer_le已经变为二进制 11 也就是说,绘制的时候,模版值必须为11才能通过,在第一次onBeforeVisit的时候,模版缓冲区中的已经绘制的点的值为01,第二次执行完onBeforeVisit的时候,模版缓冲区的已经绘制的点的值为有的为11,有的为10,2个遮罩的相交部分为11,只有相交的部分才能绘制出来,所以最后得到了一个‘小矩形’。

以上就是cocos中ClippingNode应用模版测试实现的基本原理

原文地址:https://www.cnblogs.com/xiaonanxia/p/9415100.html