axmol/samples/Cpp/TestCpp/Classes/RenderTextureTest/RenderTextureTest.cpp

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#include "CCConfiguration.h"
#include "RenderTextureTest.h"
#include "../testBasic.h"
// Test #1 by Jason Booth (slipster216)
// Test #3 by David Deaco (ddeaco)
static std::function<CCLayer*()> createFunctions[] = {
CL(RenderTextureSave),
CL(RenderTextureIssue937),
CL(RenderTextureZbuffer),
CL(RenderTextureTestDepthStencil),
CL(RenderTextureTargetNode),
CL(SpriteRenderTextureBug),
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};
#define MAX_LAYER (sizeof(createFunctions)/sizeof(createFunctions[0]))
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static int sceneIdx = -1;
static CCLayer* nextTestCase()
{
sceneIdx++;
sceneIdx = sceneIdx % MAX_LAYER;
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CCLayer* pLayer = (createFunctions[sceneIdx])();
pLayer->autorelease();
return pLayer;
}
static CCLayer* backTestCase()
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{
sceneIdx--;
int total = MAX_LAYER;
if( sceneIdx < 0 )
sceneIdx += total;
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CCLayer* pLayer = (createFunctions[sceneIdx])();
pLayer->autorelease();
return pLayer;
}
static CCLayer* restartTestCase()
{
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CCLayer* pLayer = (createFunctions[sceneIdx])();
pLayer->autorelease();
return pLayer;
}
void RenderTextureTest::onEnter()
{
BaseTest::onEnter();
}
void RenderTextureTest::restartCallback(CCObject* pSender)
{
CCScene* s = new RenderTextureScene();
s->addChild(restartTestCase());
CCDirector::sharedDirector()->replaceScene(s);
s->release();
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}
void RenderTextureTest::nextCallback(CCObject* pSender)
{
CCScene* s = new RenderTextureScene();
s->addChild( nextTestCase() );
CCDirector::sharedDirector()->replaceScene(s);
s->release();
}
void RenderTextureTest::backCallback(CCObject* pSender)
{
CCScene* s = new RenderTextureScene();
s->addChild( backTestCase() );
CCDirector::sharedDirector()->replaceScene(s);
s->release();
}
std::string RenderTextureTest::title()
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{
return "No title";
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}
std::string RenderTextureTest::subtitle()
{
return "";
}
/**
* Impelmentation of RenderTextureSave
*/
RenderTextureSave::RenderTextureSave()
{
CCSize s = CCDirector::sharedDirector()->getWinSize();
// create a render texture, this is what we are going to draw into
_target = CCRenderTexture::create(s.width, s.height, kCCTexture2DPixelFormat_RGBA8888);
_target->retain();
_target->setPosition(ccp(s.width / 2, s.height / 2));
// note that the render texture is a CCNode, and contains a sprite of its texture for convience,
// so we can just parent it to the scene like any other CCNode
this->addChild(_target, -1);
// create a brush image to draw into the texture with
_brush = CCSprite::create("Images/fire.png");
_brush->retain();
_brush->setColor(ccRED);
_brush->setOpacity(20);
this->setTouchEnabled(true);
// Save Image menu
CCMenuItemFont::setFontSize(16);
CCMenuItem *item1 = CCMenuItemFont::create("Save Image", CC_CALLBACK_1(RenderTextureSave::saveImage, this));
CCMenuItem *item2 = CCMenuItemFont::create("Clear", CC_CALLBACK_1(RenderTextureSave::clearImage, this));
CCMenu *menu = CCMenu::create(item1, item2, NULL);
this->addChild(menu);
menu->alignItemsVertically();
menu->setPosition(ccp(VisibleRect::rightTop().x - 80, VisibleRect::rightTop().y - 30));
}
string RenderTextureSave::title()
{
return "Touch the screen";
}
string RenderTextureSave::subtitle()
{
return "Press 'Save Image' to create an snapshot of the render texture";
}
void RenderTextureSave::clearImage(cocos2d::CCObject *pSender)
{
_target->clear(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());
}
void RenderTextureSave::saveImage(cocos2d::CCObject *pSender)
{
static int counter = 0;
char png[20];
sprintf(png, "image-%d.png", counter);
char jpg[20];
sprintf(jpg, "image-%d.jpg", counter);
_target->saveToFile(png, kCCImageFormatPNG);
_target->saveToFile(jpg, kCCImageFormatJPEG);
CCImage *pImage = _target->newCCImage();
CCTexture2D *tex = CCTextureCache::sharedTextureCache()->addUIImage(pImage, png);
CC_SAFE_DELETE(pImage);
CCSprite *sprite = CCSprite::createWithTexture(tex);
sprite->setScale(0.3f);
addChild(sprite);
sprite->setPosition(ccp(40, 40));
sprite->setRotation(counter * 3);
CCLOG("Image saved %s and %s", png, jpg);
counter++;
}
RenderTextureSave::~RenderTextureSave()
{
_brush->release();
_target->release();
CCTextureCache::sharedTextureCache()->removeUnusedTextures();
}
void RenderTextureSave::ccTouchesMoved(CCSet* touches, CCEvent* event)
{
CCTouch *touch = (CCTouch *)touches->anyObject();
CCPoint start = touch->getLocation();
CCPoint end = touch->getPreviousLocation();
// begin drawing to the render texture
_target->begin();
// for extra points, we'll draw this smoothly from the last position and vary the sprite's
// scale/rotation/offset
float distance = ccpDistance(start, end);
if (distance > 1)
{
int d = (int)distance;
for (int i = 0; i < d; i++)
{
float difx = end.x - start.x;
float dify = end.y - start.y;
float delta = (float)i / distance;
_brush->setPosition(ccp(start.x + (difx * delta), start.y + (dify * delta)));
_brush->setRotation(rand() % 360);
float r = (float)(rand() % 50 / 50.f) + 0.25f;
_brush->setScale(r);
/*_brush->setColor(ccc3(CCRANDOM_0_1() * 127 + 128, 255, 255));*/
// Use CCRANDOM_0_1() will cause error when loading libtests.so on android, I don't know why.
_brush->setColor(ccc3(rand() % 127 + 128, 255, 255));
// Call visit to draw the brush, don't call draw..
_brush->visit();
}
}
// finish drawing and return context back to the screen
_target->end();
}
/**
* Impelmentation of RenderTextureIssue937
*/
RenderTextureIssue937::RenderTextureIssue937()
{
/*
* 1 2
* A: A1 A2
*
* B: B1 B2
*
* A1: premulti sprite
* A2: premulti render
*
* B1: non-premulti sprite
* B2: non-premulti render
*/
CCLayerColor *background = CCLayerColor::create(ccc4(200,200,200,255));
addChild(background);
CCSprite *spr_premulti = CCSprite::create("Images/fire.png");
spr_premulti->setPosition(ccp(16,48));
CCSprite *spr_nonpremulti = CCSprite::create("Images/fire.png");
spr_nonpremulti->setPosition(ccp(16,16));
/* A2 & B2 setup */
CCRenderTexture *rend = CCRenderTexture::create(32, 64, kCCTexture2DPixelFormat_RGBA8888);
if (NULL == rend)
{
return;
}
// It's possible to modify the RenderTexture blending function by
// [[rend sprite] setBlendFunc:(ccBlendFunc) {GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
rend->begin();
spr_premulti->visit();
spr_nonpremulti->visit();
rend->end();
CCSize s = CCDirector::sharedDirector()->getWinSize();
/* A1: setup */
spr_premulti->setPosition(ccp(s.width/2-16, s.height/2+16));
/* B1: setup */
spr_nonpremulti->setPosition(ccp(s.width/2-16, s.height/2-16));
rend->setPosition(ccp(s.width/2+16, s.height/2));
addChild(spr_nonpremulti);
addChild(spr_premulti);
addChild(rend);
}
std::string RenderTextureIssue937::title()
{
return "Testing issue #937";
}
std::string RenderTextureIssue937::subtitle()
{
return "All images should be equal...";
}
void RenderTextureScene::runThisTest()
{
CCLayer* pLayer = nextTestCase();
addChild(pLayer);
CCDirector::sharedDirector()->replaceScene(this);
}
/**
* Impelmentation of RenderTextureZbuffer
*/
RenderTextureZbuffer::RenderTextureZbuffer()
{
this->setTouchEnabled(true);
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCLabelTTF *label = CCLabelTTF::create("vertexZ = 50", "Marker Felt", 64);
label->setPosition(ccp(size.width / 2, size.height * 0.25f));
this->addChild(label);
CCLabelTTF *label2 = CCLabelTTF::create("vertexZ = 0", "Marker Felt", 64);
label2->setPosition(ccp(size.width / 2, size.height * 0.5f));
this->addChild(label2);
CCLabelTTF *label3 = CCLabelTTF::create("vertexZ = -50", "Marker Felt", 64);
label3->setPosition(ccp(size.width / 2, size.height * 0.75f));
this->addChild(label3);
label->setVertexZ(50);
label2->setVertexZ(0);
label3->setVertexZ(-50);
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("Images/bugs/circle.plist");
mgr = CCSpriteBatchNode::create("Images/bugs/circle.png", 9);
this->addChild(mgr);
sp1 = CCSprite::createWithSpriteFrameName("circle.png");
sp2 = CCSprite::createWithSpriteFrameName("circle.png");
sp3 = CCSprite::createWithSpriteFrameName("circle.png");
sp4 = CCSprite::createWithSpriteFrameName("circle.png");
sp5 = CCSprite::createWithSpriteFrameName("circle.png");
sp6 = CCSprite::createWithSpriteFrameName("circle.png");
sp7 = CCSprite::createWithSpriteFrameName("circle.png");
sp8 = CCSprite::createWithSpriteFrameName("circle.png");
sp9 = CCSprite::createWithSpriteFrameName("circle.png");
mgr->addChild(sp1, 9);
mgr->addChild(sp2, 8);
mgr->addChild(sp3, 7);
mgr->addChild(sp4, 6);
mgr->addChild(sp5, 5);
mgr->addChild(sp6, 4);
mgr->addChild(sp7, 3);
mgr->addChild(sp8, 2);
mgr->addChild(sp9, 1);
sp1->setVertexZ(400);
sp2->setVertexZ(300);
sp3->setVertexZ(200);
sp4->setVertexZ(100);
sp5->setVertexZ(0);
sp6->setVertexZ(-100);
sp7->setVertexZ(-200);
sp8->setVertexZ(-300);
sp9->setVertexZ(-400);
sp9->setScale(2);
sp9->setColor(ccYELLOW);
}
string RenderTextureZbuffer::title()
{
return "Testing Z Buffer in Render Texture";
}
string RenderTextureZbuffer::subtitle()
{
return "Touch screen. It should be green";
}
void RenderTextureZbuffer::ccTouchesBegan(cocos2d::CCSet *touches, cocos2d::CCEvent *event)
{
CCSetIterator iter;
CCTouch *touch;
for (iter = touches->begin(); iter != touches->end(); ++iter)
{
touch = (CCTouch *)(*iter);
CCPoint location = touch->getLocation();
sp1->setPosition(location);
sp2->setPosition(location);
sp3->setPosition(location);
sp4->setPosition(location);
sp5->setPosition(location);
sp6->setPosition(location);
sp7->setPosition(location);
sp8->setPosition(location);
sp9->setPosition(location);
}
}
void RenderTextureZbuffer::ccTouchesMoved(CCSet* touches, CCEvent* event)
{
CCSetIterator iter;
CCTouch *touch;
for (iter = touches->begin(); iter != touches->end(); ++iter)
{
touch = (CCTouch *)(*iter);
CCPoint location = touch->getLocation();
sp1->setPosition(location);
sp2->setPosition(location);
sp3->setPosition(location);
sp4->setPosition(location);
sp5->setPosition(location);
sp6->setPosition(location);
sp7->setPosition(location);
sp8->setPosition(location);
sp9->setPosition(location);
}
}
void RenderTextureZbuffer::ccTouchesEnded(CCSet* touches, CCEvent* event)
{
this->renderScreenShot();
}
void RenderTextureZbuffer::renderScreenShot()
{
CCRenderTexture *texture = CCRenderTexture::create(512, 512);
if (NULL == texture)
{
return;
}
texture->setAnchorPoint(ccp(0, 0));
texture->begin();
this->visit();
texture->end();
CCSprite *sprite = CCSprite::createWithTexture(texture->getSprite()->getTexture());
sprite->setPosition(ccp(256, 256));
sprite->setOpacity(182);
sprite->setFlipY(1);
this->addChild(sprite, 999999);
sprite->setColor(ccGREEN);
sprite->runAction(CCSequence::create(CCFadeTo::create(2, 0),
CCHide::create(),
NULL));
}
// RenderTextureTestDepthStencil
RenderTextureTestDepthStencil::RenderTextureTestDepthStencil()
{
CCSize s = CCDirector::sharedDirector()->getWinSize();
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CCSprite *sprite = CCSprite::create("Images/fire.png");
sprite->setPosition(ccp(s.width * 0.25f, 0));
sprite->setScale(10);
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CCRenderTexture *rend = CCRenderTexture::create(s.width, s.height, kCCTexture2DPixelFormat_RGBA4444, GL_DEPTH24_STENCIL8);
glStencilMask(0xFF);
rend->beginWithClear(0, 0, 0, 0, 0, 0);
//! mark sprite quad into stencil buffer
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glColorMask(0, 0, 0, 1);
sprite->visit();
//! move sprite half width and height, and draw only where not marked
sprite->setPosition(ccpAdd(sprite->getPosition(), ccpMult(ccp(sprite->getContentSize().width * sprite->getScale(), sprite->getContentSize().height * sprite->getScale()), 0.5)));
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
glColorMask(1, 1, 1, 1);
sprite->visit();
rend->end();
glDisable(GL_STENCIL_TEST);
rend->setPosition(ccp(s.width * 0.5f, s.height * 0.5f));
this->addChild(rend);
}
std::string RenderTextureTestDepthStencil::title()
{
return "Testing depthStencil attachment";
}
std::string RenderTextureTestDepthStencil::subtitle()
{
return "Circle should be missing 1/4 of its region";
}
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// RenderTextureTest
RenderTextureTargetNode::RenderTextureTargetNode()
{
/*
* 1 2
* A: A1 A2
*
* B: B1 B2
*
* A1: premulti sprite
* A2: premulti render
*
* B1: non-premulti sprite
* B2: non-premulti render
*/
CCLayerColor *background = CCLayerColor::create(ccc4(40,40,40,255));
addChild(background);
// sprite 1
sprite1 = CCSprite::create("Images/fire.png");
// sprite 2
sprite2 = CCSprite::create("Images/fire_rgba8888.pvr");
CCSize s = CCDirector::sharedDirector()->getWinSize();
/* Create the render texture */
CCRenderTexture *renderTexture = CCRenderTexture::create(s.width, s.height, kCCTexture2DPixelFormat_RGBA4444);
this->renderTexture = renderTexture;
renderTexture->setPosition(ccp(s.width/2, s.height/2));
// [renderTexture setPosition:ccp(s.width, s.height)];
// renderTexture.scale = 2;
/* add the sprites to the render texture */
renderTexture->addChild(sprite1);
renderTexture->addChild(sprite2);
renderTexture->setClearColor(ccc4f(0, 0, 0, 0));
renderTexture->setClearFlags(GL_COLOR_BUFFER_BIT);
/* add the render texture to the scene */
addChild(renderTexture);
renderTexture->setAutoDraw(true);
scheduleUpdate();
// Toggle clear on / off
CCMenuItemFont *item = CCMenuItemFont::create("Clear On/Off", CC_CALLBACK_1(RenderTextureTargetNode::touched, this));
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CCMenu *menu = CCMenu::create(item, NULL);
addChild(menu);
menu->setPosition(ccp(s.width/2, s.height/2));
}
void RenderTextureTargetNode::touched(CCObject* sender)
{
if (renderTexture->getClearFlags() == 0)
{
renderTexture->setClearFlags(GL_COLOR_BUFFER_BIT);
}
else
{
renderTexture->setClearFlags(0);
renderTexture->setClearColor(ccc4f( CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1));
}
}
void RenderTextureTargetNode::update(float dt)
{
static float time = 0;
float r = 80;
sprite1->setPosition(ccp(cosf(time * 2) * r, sinf(time * 2) * r));
sprite2->setPosition(ccp(sinf(time * 2) * r, cosf(time * 2) * r));
time += dt;
}
string RenderTextureTargetNode::title()
{
return "Testing Render Target Node";
}
string RenderTextureTargetNode::subtitle()
{
return "Sprites should be equal and move with each frame";
}
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// SpriteRenderTextureBug
SpriteRenderTextureBug::SimpleSprite::SimpleSprite() : rt(NULL) {}
SpriteRenderTextureBug::SimpleSprite* SpriteRenderTextureBug::SimpleSprite::create(const char* filename, const CCRect &rect)
{
SimpleSprite *sprite = new SimpleSprite();
if (sprite && sprite->initWithFile(filename, rect))
{
sprite->autorelease();
}
else
{
CC_SAFE_DELETE(sprite);
}
return sprite;
}
void SpriteRenderTextureBug::SimpleSprite::draw()
{
if (rt == NULL)
{
CCSize s = CCDirector::sharedDirector()->getWinSize();
rt = new CCRenderTexture();
rt->initWithWidthAndHeight(s.width, s.height, kCCTexture2DPixelFormat_RGBA8888);
}
rt->beginWithClear(0.0f, 0.0f, 0.0f, 1.0f);
rt->end();
CC_NODE_DRAW_SETUP();
ccBlendFunc blend = getBlendFunc();
ccGLBlendFunc(blend.src, blend.dst);
ccGLBindTexture2D(getTexture()->getName());
//
// Attributes
//
ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex);
#define kQuadSize sizeof(_quad.bl)
long offset = (long)&_quad;
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// vertex
int diff = offsetof( ccV3F_C4B_T2F, vertices);
glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));
// texCoods
diff = offsetof( ccV3F_C4B_T2F, texCoords);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));
// color
diff = offsetof( ccV3F_C4B_T2F, colors);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
SpriteRenderTextureBug::SpriteRenderTextureBug()
{
setTouchEnabled(true);
CCSize s = CCDirector::sharedDirector()->getWinSize();
addNewSpriteWithCoords(ccp(s.width/2, s.height/2));
}
SpriteRenderTextureBug::SimpleSprite* SpriteRenderTextureBug::addNewSpriteWithCoords(const CCPoint& p)
{
int idx = CCRANDOM_0_1() * 1400 / 100;
int x = (idx%5) * 85;
int y = (idx/5) * 121;
SpriteRenderTextureBug::SimpleSprite *sprite = SpriteRenderTextureBug::SimpleSprite::create("Images/grossini_dance_atlas.png",
CCRectMake(x,y,85,121));
addChild(sprite);
sprite->setPosition(p);
CCFiniteTimeAction *action = NULL;
float rd = CCRANDOM_0_1();
if (rd < 0.20)
action = CCScaleBy::create(3, 2);
else if (rd < 0.40)
action = CCRotateBy::create(3, 360);
else if (rd < 0.60)
action = CCBlink::create(1, 3);
else if (rd < 0.8 )
action = CCTintBy::create(2, 0, -255, -255);
else
action = CCFadeOut::create(2);
CCFiniteTimeAction *action_back = action->reverse();
CCSequence *seq = CCSequence::create(action, action_back, NULL);
sprite->runAction(CCRepeatForever::create(seq));
//return sprite;
return NULL;
}
void SpriteRenderTextureBug::ccTouchesEnded(CCSet* touches, CCEvent* event)
{
CCSetIterator iter = touches->begin();
for(; iter != touches->end(); ++iter)
{
CCPoint location = ((CCTouch*)(*iter))->getLocation();
addNewSpriteWithCoords(location);
}
}
std::string SpriteRenderTextureBug::title()
{
return "SpriteRenderTextureBug";
}
std::string SpriteRenderTextureBug::subtitle()
{
return "Touch the screen. Sprite should appear on under the touch";
}