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);
}
}