axmol/core/2d/RenderTexture.cpp

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/****************************************************************************
Copyright (c) 2009 Jason Booth
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2022 Bytedance Inc.
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2022-10-01 16:24:52 +08:00
https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "2d/RenderTexture.h"
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#include "base/Utils.h"
#include "platform/FileUtils.h"
#include "base/EventType.h"
#include "base/Configuration.h"
#include "base/Director.h"
#include "base/EventListenerCustom.h"
#include "base/EventDispatcher.h"
#include "renderer/Renderer.h"
#include "2d/Camera.h"
#include "renderer/TextureCache.h"
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#include "renderer/backend/Device.h"
#include "renderer/backend/Texture.h"
#include "renderer/backend/RenderTarget.h"
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NS_AX_BEGIN
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// implementation RenderTexture
RenderTexture::RenderTexture()
{
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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// Listen this event to save render texture before come to background.
// Then it can be restored after coming to foreground on Android.
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auto toBackgroundListener =
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EventListenerCustom::create(EVENT_COME_TO_BACKGROUND, AX_CALLBACK_1(RenderTexture::listenToBackground, this));
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_eventDispatcher->addEventListenerWithSceneGraphPriority(toBackgroundListener, this);
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auto toForegroundListener =
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EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, AX_CALLBACK_1(RenderTexture::listenToForeground, this));
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_eventDispatcher->addEventListenerWithSceneGraphPriority(toForegroundListener, this);
#endif
}
RenderTexture::~RenderTexture()
{
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AX_SAFE_RELEASE(_renderTarget);
AX_SAFE_RELEASE(_sprite);
AX_SAFE_RELEASE(_depthStencilTexture);
AX_SAFE_RELEASE(_UITextureImage);
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}
void RenderTexture::listenToBackground(EventCustom* /*event*/)
{
// We have not found a way to dispatch the enter background message before the texture data are destroyed.
// So we disable this pair of message handler at present.
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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// to get the rendered texture data
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auto func = [&](Image* uiTextureImage) {
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if (uiTextureImage)
{
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AX_SAFE_RELEASE(_UITextureImage);
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_UITextureImage = uiTextureImage;
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AX_SAFE_RETAIN(_UITextureImage);
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const Vec2& s = _texture2D->getContentSizeInPixels();
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VolatileTextureMgr::addDataTexture(_texture2D, uiTextureImage->getData(), s.width * s.height * 4,
backend::PixelFormat::RGBA8, s);
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}
else
{
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AXLOG("Cache rendertexture failed!");
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}
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AX_SAFE_RELEASE(uiTextureImage);
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};
auto callback = std::bind(func, std::placeholders::_1);
newImage(callback, false);
#endif
}
void RenderTexture::listenToForeground(EventCustom* /*event*/)
{
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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const Vec2& s = _texture2D->getContentSizeInPixels();
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// TODO new-renderer: field _depthAndStencilFormat removal
// if (_depthAndStencilFormat != 0)
// {
// setupDepthAndStencil(s.width, s.height);
// }
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_texture2D->setAntiAliasTexParameters();
#endif
}
RenderTexture* RenderTexture::create(int w, int h, backend::PixelFormat eFormat, bool sharedRenderTarget)
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{
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RenderTexture* ret = new RenderTexture();
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if (ret->initWithWidthAndHeight(w, h, eFormat, sharedRenderTarget))
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{
ret->autorelease();
return ret;
}
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AX_SAFE_DELETE(ret);
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return nullptr;
}
RenderTexture* RenderTexture::create(int w, int h, backend::PixelFormat eFormat, PixelFormat uDepthStencilFormat, bool sharedRenderTarget)
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{
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RenderTexture* ret = new RenderTexture();
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if (ret->initWithWidthAndHeight(w, h, eFormat, uDepthStencilFormat, sharedRenderTarget))
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{
ret->autorelease();
return ret;
}
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AX_SAFE_DELETE(ret);
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return nullptr;
}
RenderTexture* RenderTexture::create(int w, int h, bool sharedRenderTarget)
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{
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RenderTexture* ret = new RenderTexture();
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if (ret->initWithWidthAndHeight(w, h, backend::PixelFormat::RGBA8, PixelFormat::NONE, sharedRenderTarget))
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{
ret->autorelease();
return ret;
}
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AX_SAFE_DELETE(ret);
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return nullptr;
}
bool RenderTexture::initWithWidthAndHeight(int w, int h, backend::PixelFormat eFormat, bool sharedRenderTarget)
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{
return initWithWidthAndHeight(w, h, eFormat, PixelFormat::NONE, sharedRenderTarget);
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}
bool RenderTexture::initWithWidthAndHeight(int w,
int h,
backend::PixelFormat format,
PixelFormat depthStencilFormat,
bool sharedRenderTarget)
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{
AXASSERT(format == backend::PixelFormat::RGBA8 || format == PixelFormat::RGB8, "only RGB and RGBA formats are valid for a render texture");
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bool ret = false;
do
{
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_fullRect = _rtTextureRect = Rect(0, 0, w, h);
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w = (int)(w * AX_CONTENT_SCALE_FACTOR());
h = (int)(h * AX_CONTENT_SCALE_FACTOR());
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_fullviewPort = Rect(0, 0, w, h);
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// textures must be power of two squared
int powW = 0;
int powH = 0;
if (Configuration::getInstance()->supportsNPOT())
{
powW = w;
powH = h;
}
else
{
powW = ccNextPOT(w);
powH = ccNextPOT(h);
}
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backend::TextureDescriptor descriptor;
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descriptor.width = powW;
descriptor.height = powH;
descriptor.textureUsage = TextureUsage::RENDER_TARGET;
descriptor.textureFormat = PixelFormat::RGBA8;
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_texture2D = new Texture2D();
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_texture2D->updateTextureDescriptor(descriptor, !!AX_ENABLE_PREMULTIPLIED_ALPHA);
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_renderTargetFlags = RenderTargetFlag::COLOR;
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if (PixelFormat::D24S8 == depthStencilFormat || sharedRenderTarget)
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{
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_renderTargetFlags = RenderTargetFlag::ALL;
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descriptor.textureFormat = PixelFormat::D24S8;
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AX_SAFE_RELEASE(_depthStencilTexture);
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_depthStencilTexture = new Texture2D();
_depthStencilTexture->updateTextureDescriptor(descriptor);
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}
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AX_SAFE_RELEASE(_renderTarget);
if (sharedRenderTarget)
{
_renderTarget = _director->getRenderer()->getOffscreenRenderTarget();
_renderTarget->retain();
}
else
{
_renderTarget = backend::Device::getInstance()->newRenderTarget(
_renderTargetFlags, _texture2D ? _texture2D->getBackendTexture() : nullptr,
_depthStencilTexture ? _depthStencilTexture->getBackendTexture() : nullptr,
_depthStencilTexture ? _depthStencilTexture->getBackendTexture() : nullptr);
}
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_renderTarget->setColorAttachment(_texture2D ? _texture2D->getBackendTexture() : nullptr);
auto depthStencilTexture = _depthStencilTexture ? _depthStencilTexture->getBackendTexture() : nullptr;
_renderTarget->setDepthAttachment(depthStencilTexture);
_renderTarget->setStencilAttachment(depthStencilTexture);
clearColorAttachment();
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_texture2D->setAntiAliasTexParameters();
// retained
setSprite(Sprite::createWithTexture(_texture2D));
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#if defined(AX_USE_GL)
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_sprite->setFlippedY(true);
#endif
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if (_texture2D->hasPremultipliedAlpha())
{
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_sprite->setBlendFunc(BlendFunc::ALPHA_PREMULTIPLIED);
_sprite->setOpacityModifyRGB(true);
}
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else
{
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_sprite->setBlendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED);
_sprite->setOpacityModifyRGB(false);
}
_texture2D->release();
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// Disabled by default.
_autoDraw = false;
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// add sprite for backward compatibility
addChild(_sprite);
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ret = true;
} while (0);
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return ret;
}
void RenderTexture::setSprite(Sprite* sprite)
{
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#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
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auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
if (sEngine)
{
if (sprite)
sEngine->retainScriptObject(this, sprite);
if (_sprite)
sEngine->releaseScriptObject(this, _sprite);
}
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#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
if (_sprite)
{
_sprite->removeFromParent();
_sprite->release();
}
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AX_SAFE_RETAIN(sprite);
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_sprite = sprite;
}
void RenderTexture::setVirtualViewport(const Vec2& rtBegin, const Rect& fullRect, const Rect& fullViewport)
{
_rtTextureRect.origin.x = rtBegin.x;
_rtTextureRect.origin.y = rtBegin.y;
_fullRect = fullRect;
_fullviewPort = fullViewport;
}
bool RenderTexture::isSharedRenderTarget() const
{
return _renderTarget == _director->getRenderer()->getOffscreenRenderTarget();
}
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void RenderTexture::beginWithClear(float r, float g, float b, float a)
{
beginWithClear(r, g, b, a, 0, 0, ClearFlag::COLOR);
}
void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue)
{
beginWithClear(r, g, b, a, depthValue, 0, ClearFlag::COLOR | ClearFlag::DEPTH);
}
void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue)
{
beginWithClear(r, g, b, a, depthValue, stencilValue, ClearFlag::ALL);
}
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void RenderTexture::beginWithClear(float r,
float g,
float b,
float a,
float depthValue,
int stencilValue,
ClearFlag flags)
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{
setClearColor(Color4F(r, g, b, a));
setClearDepth(depthValue);
setClearStencil(stencilValue);
setClearFlags(flags);
begin();
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_director->getRenderer()->clear(_clearFlags, _clearColor, _clearDepth, _clearStencil, _globalZOrder);
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}
void RenderTexture::clear(float r, float g, float b, float a)
{
this->beginWithClear(r, g, b, a);
this->end();
}
void RenderTexture::clearDepth(float depthValue)
{
setClearDepth(depthValue);
}
void RenderTexture::clearStencil(int stencilValue)
{
setClearStencil(stencilValue);
}
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void RenderTexture::visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags)
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{
// override visit.
// Don't call visit on its children
if (!_visible)
{
return;
}
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uint32_t flags = processParentFlags(parentTransform, parentFlags);
// IMPORTANT:
// To ease the migration to v3.0, we still support the Mat4 stack,
// but it is deprecated and your code should not rely on it
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_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
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_sprite->visit(renderer, _modelViewTransform, flags);
if (isVisitableByVisitingCamera())
{
draw(renderer, _modelViewTransform, flags);
}
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_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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// FIX ME: Why need to set _orderOfArrival to 0??
// Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
// setOrderOfArrival(0);
}
bool RenderTexture::saveToFileAsNonPMA(std::string_view filename, bool isRGBA, SaveFileCallbackType callback)
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{
std::string basename(filename);
std::transform(basename.begin(), basename.end(), basename.begin(), ::tolower);
if (basename.find(".png") != std::string::npos)
{
return saveToFileAsNonPMA(filename, Image::Format::PNG, isRGBA, callback);
}
else if (basename.find(".jpg") != std::string::npos)
{
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if (isRGBA)
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AXLOG("RGBA is not supported for JPG format.");
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return saveToFileAsNonPMA(filename, Image::Format::JPG, false, callback);
}
else
{
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AXLOG("Only PNG and JPG format are supported now!");
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}
return saveToFileAsNonPMA(filename, Image::Format::JPG, false, callback);
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}
bool RenderTexture::saveToFile(std::string_view filename, bool isRGBA, SaveFileCallbackType callback)
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{
std::string basename(filename);
std::transform(basename.begin(), basename.end(), basename.begin(), ::tolower);
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if (basename.find(".png") != std::string::npos)
{
return saveToFile(filename, Image::Format::PNG, isRGBA, callback);
}
else if (basename.find(".jpg") != std::string::npos)
{
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if (isRGBA)
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AXLOG("RGBA is not supported for JPG format.");
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return saveToFile(filename, Image::Format::JPG, false, callback);
}
else
{
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AXLOG("Only PNG and JPG format are supported now!");
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}
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return saveToFile(filename, Image::Format::JPG, false, callback);
}
bool RenderTexture::saveToFileAsNonPMA(std::string_view fileName,
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Image::Format format,
bool isRGBA,
SaveFileCallbackType callback)
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{
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AXASSERT(format == Image::Format::JPG || format == Image::Format::PNG,
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"the image can only be saved as JPG or PNG format");
if (isRGBA && format == Image::Format::JPG)
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AXLOG("RGBA is not supported for JPG format");
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_saveFileCallback = callback;
std::string fullpath = FileUtils::getInstance()->getWritablePath().append(fileName);
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auto renderer = _director->getRenderer();
auto saveToFileCommand = renderer->nextCallbackCommand();
saveToFileCommand->init(_globalZOrder);
saveToFileCommand->func = AX_CALLBACK_0(RenderTexture::onSaveToFile, this, std::move(fullpath), isRGBA, true);
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renderer->addCommand(saveToFileCommand);
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return true;
}
bool RenderTexture::saveToFile(std::string_view fileName,
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Image::Format format,
bool isRGBA,
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SaveFileCallbackType callback)
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{
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AXASSERT(format == Image::Format::JPG || format == Image::Format::PNG,
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"the image can only be saved as JPG or PNG format");
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if (isRGBA && format == Image::Format::JPG)
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AXLOG("RGBA is not supported for JPG format");
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_saveFileCallback = callback;
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std::string fullpath = FileUtils::getInstance()->getWritablePath().append(fileName);
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auto renderer = _director->getRenderer();
auto saveToFileCommand = renderer->nextCallbackCommand();
saveToFileCommand->init(_globalZOrder);
saveToFileCommand->func = AX_CALLBACK_0(RenderTexture::onSaveToFile, this, std::move(fullpath), isRGBA, false);
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_director->getRenderer()->addCommand(saveToFileCommand);
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return true;
}
void RenderTexture::onSaveToFile(std::string filename, bool isRGBA, bool forceNonPMA)
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{
auto callbackFunc = [this, _filename = std::move(filename), isRGBA, forceNonPMA](RefPtr<Image> image) {
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if (image)
{
if (forceNonPMA && image->hasPremultipliedAlpha())
{
image->reversePremultipliedAlpha();
}
image->saveToFile(_filename, !isRGBA);
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}
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if (_saveFileCallback)
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{
_saveFileCallback(this, _filename);
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}
};
newImage(callbackFunc);
}
/* get buffer as Image */
void RenderTexture::newImage(std::function<void(RefPtr<Image>)> imageCallback, bool flipImage)
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{
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AXASSERT(_pixelFormat == backend::PixelFormat::RGBA8, "only RGBA8888 can be saved as image");
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if ((nullptr == _texture2D))
{
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return;
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}
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const Vec2& s = _texture2D->getContentSizeInPixels();
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// to get the image size to save
// if the saving image domain exceeds the buffer texture domain,
// it should be cut
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int savedBufferWidth = (int)s.width;
int savedBufferHeight = (int)s.height;
bool hasPremultipliedAlpha = _texture2D->hasPremultipliedAlpha();
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_director->getRenderer()->readPixels(_renderTarget, [=](const backend::PixelBufferDescriptor& pbd) {
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if (pbd)
{
auto image = utils::makeInstance<Image>(&Image::initWithRawData, pbd._data.getBytes(), pbd._data.getSize(),
pbd._width, pbd._height, 8, hasPremultipliedAlpha);
imageCallback(image);
}
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else
imageCallback(nullptr);
});
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}
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void RenderTexture::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
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{
if (_autoDraw)
{
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// Begin will create a render group using new render target
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begin();
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// clear screen
_director->getRenderer()->clear(_clearFlags, _clearColor, _clearDepth, _clearStencil, _globalZOrder);
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//! make sure all children are drawn
sortAllChildren();
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for (const auto& child : _children)
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{
if (child != _sprite)
child->visit(renderer, transform, flags);
}
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// End will pop the current render group
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end();
}
}
void RenderTexture::onBegin()
{
_oldProjMatrix = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, _projectionMatrix);
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_oldTransMatrix = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _transformMatrix);
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if (!_keepMatrix)
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{
_director->setProjection(_director->getProjection());
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const Vec2& texSize = _texture2D->getContentSizeInPixels();
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// Calculate the adjustment ratios based on the old and new projections
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Vec2 size = _director->getWinSizeInPixels();
float widthRatio = size.width / texSize.width;
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float heightRatio = size.height / texSize.height;
Mat4 orthoMatrix;
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Mat4::createOrthographicOffCenter((float)-1.0 / widthRatio, (float)1.0 / widthRatio, (float)-1.0 / heightRatio,
(float)1.0 / heightRatio, -1, 1, &orthoMatrix);
_director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
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}
Rect viewport;
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viewport.size.width = _fullviewPort.size.width;
viewport.size.height = _fullviewPort.size.height;
float viewPortRectWidthRatio = float(viewport.size.width) / _fullRect.size.width;
float viewPortRectHeightRatio = float(viewport.size.height) / _fullRect.size.height;
viewport.origin.x = (_fullRect.origin.x - _rtTextureRect.origin.x) * viewPortRectWidthRatio;
viewport.origin.y = (_fullRect.origin.y - _rtTextureRect.origin.y) * viewPortRectHeightRatio;
Renderer* renderer = _director->getRenderer();
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_oldViewport = renderer->getViewport();
renderer->setViewPort(viewport.origin.x, viewport.origin.y, viewport.size.width, viewport.size.height);
_oldRenderTarget = renderer->getRenderTarget();
renderer->setRenderTarget(_renderTarget);
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}
void RenderTexture::onEnd()
{
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, _oldProjMatrix);
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _oldTransMatrix);
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Renderer* renderer = _director->getRenderer();
renderer->setViewPort(_oldViewport.x, _oldViewport.y, _oldViewport.width, _oldViewport.height);
renderer->setRenderTarget(_oldRenderTarget);
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}
void RenderTexture::begin()
{
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_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
_projectionMatrix = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_transformMatrix = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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if (!_keepMatrix)
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{
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_director->setProjection(_director->getProjection());
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const Vec2& texSize = _texture2D->getContentSizeInPixels();
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// Calculate the adjustment ratios based on the old and new projections
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Vec2 size = _director->getWinSizeInPixels();
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float widthRatio = size.width / texSize.width;
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float heightRatio = size.height / texSize.height;
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Mat4 orthoMatrix;
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Mat4::createOrthographicOffCenter((float)-1.0 / widthRatio, (float)1.0 / widthRatio, (float)-1.0 / heightRatio,
(float)1.0 / heightRatio, -1, 1, &orthoMatrix);
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_director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
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}
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Renderer* renderer = _director->getRenderer();
auto* groupCommand = renderer->getNextGroupCommand();
groupCommand->init(_globalZOrder);
renderer->addCommand(groupCommand);
renderer->pushGroup(groupCommand->getRenderQueueID());
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auto beginCommand = renderer->nextCallbackCommand();
beginCommand->init(_globalZOrder);
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beginCommand->func = AX_CALLBACK_0(RenderTexture::onBegin, this);
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renderer->addCommand(beginCommand);
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}
void RenderTexture::end()
{
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Renderer* renderer = _director->getRenderer();
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auto endCommand = renderer->nextCallbackCommand();
endCommand->init(_globalZOrder);
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endCommand->func = AX_CALLBACK_0(RenderTexture::onEnd, this);
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renderer->addCommand(endCommand);
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renderer->popGroup();
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_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
void RenderTexture::setClearFlags(ClearFlag clearFlags)
{
_clearFlags = clearFlags;
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if (_clearFlags != ClearFlag::NONE && !_depthStencilTexture)
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{
_clearFlags = ClearFlag::COLOR;
}
}
void RenderTexture::clearColorAttachment()
{
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auto renderer = _director->getRenderer();
auto beforeClearAttachmentCommand = renderer->nextCallbackCommand();
beforeClearAttachmentCommand->init(0);
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beforeClearAttachmentCommand->func = [this, renderer]() -> void {
_oldRenderTarget = renderer->getRenderTarget();
renderer->setRenderTarget(_renderTarget);
};
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renderer->addCommand(beforeClearAttachmentCommand);
Color4F color(0.f, 0.f, 0.f, 0.f);
renderer->clear(ClearFlag::COLOR, color, 1, 0, _globalZOrder);
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// auto renderer = _director->getRenderer();
auto afterClearAttachmentCommand = renderer->nextCallbackCommand();
afterClearAttachmentCommand->init(0);
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afterClearAttachmentCommand->func = [this, renderer]() -> void { renderer->setRenderTarget(_oldRenderTarget); };
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renderer->addCommand(afterClearAttachmentCommand);
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}
NS_AX_END