1. 程式人生 > >【玩轉cocos2d-x之三十七】粒子系統的載入優化

【玩轉cocos2d-x之三十七】粒子系統的載入優化

Cocos2d-x的粒子系統是通過載入plist生成的。plist包含兩部分內容:粒子系統屬性和粒子紋理。然而每次呼叫create都會對plist進行讀取解析,如果重複地使用同一個粒子效果,這樣的呼叫明顯是低效冗餘的。所以我們要做的是,將粒子系統屬性和粒子紋理分別抽出。
(1)將粒子系統屬性預載入並全域性儲存,避免每次進行讀取。
(2)粒子紋理可視且可以進行紋理打包,載入粒子紋理就和載入普通的圖片一樣。
本文通過增加ParticleSystemQuad的介面實現對粒子系統屬性和紋理幀的直接載入,來提高粒子系統的載入效率和實現記憶體紋理的優化。

1.ParticleSystemQuad

首先先看下ParticleSystemQuad,ParticleSystemQuad繼承於ParticleSystem,擁有後者的所有特性,並且增加了一些新的特性:
(1)粒子大小支援浮點數
(2)支援縮放
(3)支援選擇
(4)支援subrect
(5)支援批渲染
ParticleSystemQuad同時也是其他特效的父類,建立一個粒子系統的函式呼叫順序為:
Create→initWithFile→initWithDictionary

在initWithDictionary中對粒子資料和紋理進行了讀取和解析(這部分有興趣的可以直接看原始碼)。

2.如何優化?

參考initWithDictionary的函參
static bool initWithDictionary(ValueMap& dictionary, const std::string& dirname);
設計如下介面,當然你要傳入檔名也可以:
static ParticleSystemQuad * create(ValueMap& valueMap, SpriteFrame *frame);
bool initWithValueMap(ValueMap &valueMap, SpriteFrame* frame);
原始碼如下:
ParticleSystemQuad * ParticleSystemQuad::create( ValueMap& map, SpriteFrame *frame)
 {
     ParticleSystemQuad *ret = new ParticleSystemQuad();
     if (ret && ret->initWithValueMap(map, frame))
     {
         ret->autorelease();
         return ret;
     }
     CC_SAFE_DELETE(ret);
     return ret;
 }
bool ParticleSystemQuad::initWithValueMap(ValueMap &valueMap, SpriteFrame* frame)
 {
     std::string dirname = "";
     bool ret = false;
     unsigned char *buffer = nullptr;
     unsigned char *deflated = nullptr;
  
     do
     {
         int maxParticles = valueMap["maxParticles"].asInt();
         // self, not super
         if(this->initWithTotalParticles(maxParticles))
         {
             // Emitter name in particle designer 2.0
             _configName = valueMap["configName"].asString();
  
             // angle
             _angle = valueMap["angle"].asFloat();
             _angleVar = valueMap["angleVariance"].asFloat();
  
             // duration
             _duration = valueMap["duration"].asFloat();
  
             // blend function
             if (_configName.length()>0)
             {
                 _blendFunc.src = valueMap["blendFuncSource"].asFloat();
             }
             else
             {
                 _blendFunc.src = valueMap["blendFuncSource"].asInt();
             }
             _blendFunc.dst = valueMap["blendFuncDestination"].asInt();
  
             // color
             _startColor.r = valueMap["startColorRed"].asFloat();
             _startColor.g = valueMap["startColorGreen"].asFloat();
             _startColor.b = valueMap["startColorBlue"].asFloat();
             _startColor.a = valueMap["startColorAlpha"].asFloat();
  
             _startColorVar.r = valueMap["startColorVarianceRed"].asFloat();
             _startColorVar.g = valueMap["startColorVarianceGreen"].asFloat();
             _startColorVar.b = valueMap["startColorVarianceBlue"].asFloat();
             _startColorVar.a = valueMap["startColorVarianceAlpha"].asFloat();
  
             _endColor.r = valueMap["finishColorRed"].asFloat();
             _endColor.g = valueMap["finishColorGreen"].asFloat();
             _endColor.b = valueMap["finishColorBlue"].asFloat();
             _endColor.a = valueMap["finishColorAlpha"].asFloat();
  
             _endColorVar.r = valueMap["finishColorVarianceRed"].asFloat();
             _endColorVar.g = valueMap["finishColorVarianceGreen"].asFloat();
             _endColorVar.b = valueMap["finishColorVarianceBlue"].asFloat();
             _endColorVar.a = valueMap["finishColorVarianceAlpha"].asFloat();
  
             // particle size
             _startSize = valueMap["startParticleSize"].asFloat();
             _startSizeVar = valueMap["startParticleSizeVariance"].asFloat();
             _endSize = valueMap["finishParticleSize"].asFloat();
             _endSizeVar = valueMap["finishParticleSizeVariance"].asFloat();
  
             // position
             float x = valueMap["sourcePositionx"].asFloat();
             float y = valueMap["sourcePositiony"].asFloat();
             this->setPosition( Point(x,y) );
             _posVar.x = valueMap["sourcePositionVariancex"].asFloat();
             _posVar.y = valueMap["sourcePositionVariancey"].asFloat();
  
             // Spinning
             _startSpin = valueMap["rotationStart"].asFloat();
             _startSpinVar = valueMap["rotationStartVariance"].asFloat();
             _endSpin= valueMap["rotationEnd"].asFloat();
             _endSpinVar= valueMap["rotationEndVariance"].asFloat();
  
             _emitterMode = (Mode) valueMap["emitterType"].asInt();
  
             // Mode A: Gravity + tangential accel + radial accel
             if (_emitterMode == Mode::GRAVITY)
             {
                 // gravity
                 modeA.gravity.x = valueMap["gravityx"].asFloat();
                 modeA.gravity.y = valueMap["gravityy"].asFloat();
  
                 // speed
                 modeA.speed = valueMap["speed"].asFloat();
                 modeA.speedVar = valueMap["speedVariance"].asFloat();
  
                 // radial acceleration
                 modeA.radialAccel = valueMap["radialAcceleration"].asFloat();
                 modeA.radialAccelVar = valueMap["radialAccelVariance"].asFloat();
  
                 // tangential acceleration
                 modeA.tangentialAccel = valueMap["tangentialAcceleration"].asFloat();
                 modeA.tangentialAccelVar = valueMap["tangentialAccelVariance"].asFloat();
  
                 // rotation is dir
                 modeA.rotationIsDir = valueMap["rotationIsDir"].asBool();
             }
  
             // or Mode B: radius movement
             else if (_emitterMode == Mode::RADIUS)
             {
                 if (_configName.length()>0)
                 {
                     modeB.startRadius = valueMap["maxRadius"].asInt();
                 }
                 else
                 {
                     modeB.startRadius = valueMap["maxRadius"].asFloat();
                 }
                 modeB.startRadiusVar = valueMap["maxRadiusVariance"].asFloat();
                 if (_configName.length()>0)
                 {
                     modeB.endRadius = valueMap["minRadius"].asInt();
                 }
                 else
                 {
                     modeB.endRadius = valueMap["minRadius"].asFloat();
                 }
                 modeB.endRadiusVar = 0.0f;
                 if (_configName.length()>0)
                 {
                     modeB.rotatePerSecond = valueMap["rotatePerSecond"].asInt();
                 }
                 else
                 {
                     modeB.rotatePerSecond = valueMap["rotatePerSecond"].asFloat();
                 }
                 modeB.rotatePerSecondVar = valueMap["rotatePerSecondVariance"].asFloat();
  
             } else {
                 CCASSERT( false, "Invalid emitterType in config file");
                 CC_BREAK_IF(true);
             }
  
             // life span
             _life = valueMap["particleLifespan"].asFloat();
             _lifeVar = valueMap["particleLifespanVariance"].asFloat();
  
             // emission Rate
             _emissionRate = _totalParticles / _life;
  
             //don't get the internal texture if a batchNode is used
             if (!_batchNode)
             {
                 // Set a compatible default for the alpha transfer
                 _opacityModifyRGB = false;
  
  
                 if (!_configName.empty())
                 {
                     _yCoordFlipped = valueMap["yCoordFlipped"].asInt();
                 }
  
             }
             setDisplayFrame(frame);
             ret = true;
         }
     } while (0);
     free(buffer);
     free(deflated);
     return ret;
  
 }
注意,這裡只是提供了通過粒子系統屬性和紋理建立粒子系統的介面,並沒有實現對粒子屬性的全域性儲存(可以參考Earth Warriors 3D中ParticleManager的實現)和圖片幀的預載入。

粒子屬性的獲取:
ValueMap FileUtilsApple::getValueMapFromFile(const std::string& filename);
圖片幀的獲取(這個獲取方式就比較多了。。。):
SpriteFrame* create(const std::string& filename, const Rect& rect);

3.如何使用?

auto plistData = FileUtils::getInstance()->getValueMapFromFile("Particles/emissionPart.plist");
auto emission_frame = SpriteFrame::create("Images/engine.jpg", Rect(0,0,25,32)); 
auto emitter = ParticleSystemQuad::create(plistData, emission_frame);
_background->addChild(_emitter, 10);

4.原始碼下載