2012-04-18 03:43:08 +08:00
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/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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Copyright (c) 2009 Jason Booth
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCRENDER_TEXTURE_H__
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#define __CCRENDER_TEXTURE_H__
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#include "CCData.h"
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#include "CCNode.h"
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#include "CCSprite.h"
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namespace cocos2d {
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typedef enum eImageFormat
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{
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kCCImageFormatJPG = 0,
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kCCImageFormatPNG = 1,
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kCCImageFormatRawData = 2
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} tImageFormat;
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/**
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@brief CCRenderTexture is a generic rendering target. To render things into it,
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simply construct a render target, call begin on it, call visit on any cocos
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scenes or objects to render them, and call end. For convienience, render texture
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adds a sprite as it's display child with the results, so you can simply add
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the render texture to your scene and treat it like any other CocosNode.
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There are also functions for saving the render texture to disk in PNG or JPG format.
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@since v0.8.1
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*/
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class CC_DLL CCRenderTexture : public CCNode
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{
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/** The CCSprite being used.
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The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA.
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The blending function can be changed in runtime by calling:
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- [[renderTexture sprite] setBlendFunc:(ccBlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
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*/
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CC_PROPERTY(CCSprite*, m_pSprite, Sprite)
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public:
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CCRenderTexture();
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virtual ~CCRenderTexture();
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/** creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid */
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static CCRenderTexture * renderTextureWithWidthAndHeight(int w, int h, CCTexture2DPixelFormat eFormat);
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/** creates a RenderTexture object with width and height in Points, pixel format is RGBA8888 */
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static CCRenderTexture * renderTextureWithWidthAndHeight(int w, int h);
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/** initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid */
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bool initWithWidthAndHeight(int w, int h, CCTexture2DPixelFormat eFormat);
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/** starts grabbing */
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void begin();
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/** starts rendering to the texture while clearing the texture first.
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This is more efficient then calling -clear first and then -begin */
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void beginWithClear(float r, float g, float b, float a);
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/** end is key word of lua, use other name to export to lua. */
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inline void endToLua(){ end();};
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/** ends grabbing*/
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// para bIsTOCacheTexture the parameter is only used for android to cache the texture
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2012-05-03 06:41:27 +08:00
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void end(bool bIsTOCacheTexture = false);
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2012-04-18 03:43:08 +08:00
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/** clears the texture with a color */
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void clear(float r, float g, float b, float a);
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/** saves the texture into a file */
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// para szFilePath the absolute path to save
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// para x,y the lower left corner coordinates of the buffer to save
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// pare nWidth,nHeight the size of the buffer to save
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// when nWidth = 0 and nHeight = 0, the image size to save equals to buffer texture size
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bool saveBuffer(const char *szFilePath, int x = 0, int y = 0, int nWidth = 0, int nHeight = 0);
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/** saves the texture into a file. put format at the first argument, or ti will be overloaded with
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* saveBuffer(const char *szFilePath, int x = 0, int y = 0, int nWidth = 0, int nHeight = 0) */
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// para name the file name to save
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// para format the image format to save, here it supports kCCImageFormatPNG and kCCImageFormatJPG */
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// para x,y the lower left corner coordinates of the buffer to save
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// pare nWidth,nHeight the size of the buffer to save
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// when nWidth = 0 and nHeight = 0, the image size to save equals to buffer texture size
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bool saveBuffer(int format, const char *name, int x = 0, int y = 0, int nWidth = 0, int nHeight = 0);
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/* get buffer as UIImage, can only save a render buffer which has a RGBA8888 pixel format */
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CCData *getUIImageAsDataFromBuffer(int format);
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/** save the buffer data to a CCImage */
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// para pImage the CCImage to save
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// para x,y the lower left corner coordinates of the buffer to save
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// pare nWidth,nHeight the size of the buffer to save
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// when nWidth = 0 and nHeight = 0, the image size to save equals to buffer texture size
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bool getUIImageFromBuffer(CCImage *pImage, int x = 0, int y = 0, int nWidth = 0, int nHeight = 0);
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protected:
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GLuint m_uFBO;
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GLint m_nOldFBO;
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CCTexture2D *m_pTexture;
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CCImage *m_pUITextureImage;
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GLenum m_ePixelFormat;
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};
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} // namespace cocos2d
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2012-05-03 06:41:27 +08:00
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#endif //__CCRENDER_TEXTURE_H__
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