一、纹理缓存(TextureCache)
纹理缓存是将纹理缓存起来方便之后的绘制工作。每一个缓存的图像的大小,颜色和区域范围都是可以被修改的。这些信息都是存储在内存中的,不用在每一次绘制的时候都发送给GPU。
首先,我们创建一个精灵
Sprite* Sprite::create(const std::string& filename) { Sprite *sprite = new (std::nothrow) Sprite(); if (sprite && sprite->initWithFile(filename)) { sprite->autorelease(); sprite->setName(filename.c_str()); return sprite; } CC_SAFE_DELETE(sprite); return nullptr; }
然后,继续深入,initWithFile
的方法
bool Sprite::initWithFile(const std::string& filename) { CCASSERT(filename.size()>0,"Invalid filename for sprite"); Texture2D *texture = Director::getInstance()->getTextureCache()->addImage(filename); if (texture) { Rect rect = Rect::ZERO; rect.size = texture->getContentSize(); return initWithTexture(texture,rect); } // don't release here. // when load texture Failed,it's better to get a "transparent" sprite then a crashed program // this->release(); return false; }
最后在TextureCache 的 addImage方法里,我们会先去集合里查找是否之前加载过,如果没有找到,那么我们就会新生成一张纹理,并且添加到集合里。
二、精灵帧缓存(CCSpriteFrameCache)
CCSpriteFrameCache单例是所有精灵帧的缓存。使用spritesheet和与之相关的xml文件,我们可以加载很多的精灵帧到缓存中,那么之后我们就可以从这个缓存中创建精灵对象了。
三、创建内存查看器
在TextureCache中有个getCachedTextureInfo的方法
这个方法可以输出每一张纹理所占用的内存,但是log日志输出查看的话,难免不够直观,查看起来不太方便,所以这里我就想到把所有的这些纹理封装到一个Node里,然后显示在屏幕上。
Node* TextureCache::getCachedTextureNode() const { std::string buffer; char buftmp[4096]; unsigned int count = 0; unsigned int totalBytes = 0; // wade Node* node = Node::create(); int _height = 0; for( auto it = _textures.begin(); it != _textures.end(); ++it ) { memset(buftmp,sizeof(buftmp)); Texture2D* tex = it->second; Sprite* _sprite = Sprite::createWithTexture(tex); if (_sprite) { _sprite->setAnchorPoint(Point(0,1)); _sprite->setPositionY(-_height); node->addChild(_sprite); _height = _height+_sprite->getContentSize().height; } unsigned int bpp = tex->getBitsPerPixelForFormat(); // Each texture takes up width * height * bytesPerPixel bytes. auto bytes = tex->getPixelsWide() * tex->getPixelsHigh() * bpp / 8; totalBytes += bytes; count++; snprintf(buftmp,sizeof(buftmp)-1,"\"%s\" rc=%lu id=%lu %lu x %lu @ %ld bpp => %lu KB\n",it->first.c_str(),(long)tex->getReferenceCount(),(long)tex->getName(),(long)tex->getPixelsWide(),(long)tex->getPixelsHigh(),(long)bpp,(long)bytes / 1024); buffer += buftmp; } snprintf(buftmp,"TextureCache dumpDebugInfo: %ld textures,for %lu KB (%.2f MB)\n",(long)count,(long)totalBytes / 1024,totalBytes / (1024.0f*1024.0f)); buffer += buftmp; return node; }
接下来就是JS的工作了,至于怎么导出C++接口到JS中,这里就不作介绍了,在JS中我们创建了一个叫MemoryLayer
的类,专门用来负责显示缓存。
var MemoryLayer = cc.LayerColor.extend({ node:null,startPosition:null,distance:0,ctor:function(){ this._super(cc.color(0,200)); this.initTouchEvent(); this.initView(); },initView:function(){ var _info = cc.TextureCache.getInstance().getCachedTextureInfo() cc.log("wade MemoryLayer info:"+_info) node = cc.TextureCache.getInstance().getCachedTextureNode(); node.setPositionY(cc.winSize.height); node.setScale(0.5); this.addChild(node); var closeBtn = new ccui.Button("res/Default/Button_Normal.png"); this.addChild(closeBtn); var size = cc.director.getWinSize(); closeBtn.setPosition(cc.p(size.width-100,size.height-100)); closeBtn.addTouchEventListener(this.closeBtnListener,this); cc.log(" MemoryLayer initView success"); },closeBtnListener:function(_sender,_type){ switch(_type){ case ccui.Widget.TOUCH_ENDED: this.removeFromParent(); break; } },initTouchEvent : function(){ //对layer添加触摸事件; var listener = cc.EventListener.create({ event: cc.EventListener.TOUCH_ONE_BY_ONE,swallowTouches:true,onTouchBegan:this.onTouchBegan.bind(this),onTouchMoved:this.onTouchMoved.bind(this),onTouchEnded:this.onTouchEnded.bind(this) }); cc.eventManager.addListener(listener,this); },onTouchBegan : function(touch,event){ startPosition = touch.getLocation().y; return true; },onTouchMoved : function(touch,event){ var curPosition = touch.getLocation().y; var dis = (curPosition - startPosition); startPosition = curPosition; this.distance = this.distance + dis; if(this.distance<0){ this.distance = 0; return; } node.setPositionY(node.getPositionY()+dis); },onTouchEnded : function(touch,event){ return true; },})
最后以一张效果图作为本期节目的结束: