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/****************************************************************************
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Copyright ( c ) 2010 - 2012 cocos2d - x . org
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Copyright ( c ) 2009 Jason Booth
http : //www.cocos2d-x.org
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 .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# ifndef __CCRENDER_TEXTURE_H__
# define __CCRENDER_TEXTURE_H__
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# include "base_nodes/CCNode.h"
# include "sprite_nodes/CCSprite.h"
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# include "kazmath/mat4.h"
NS_CC_BEGIN
typedef enum eImageFormat
{
kCCImageFormatJPEG = 0 ,
kCCImageFormatPNG = 1 ,
} tCCImageFormat ;
/**
@ brief CCRenderTexture is a generic rendering target . To render things into it ,
simply construct a render target , call begin on it , call visit on any cocos
scenes or objects to render them , and call end . For convienience , render texture
adds a sprite as it ' s display child with the results , so you can simply add
the render texture to your scene and treat it like any other CocosNode .
There are also functions for saving the render texture to disk in PNG or JPG format .
@ since v0 .8 .1
*/
class CC_DLL CCRenderTexture : public CCNode
{
/** The CCSprite being used.
The sprite , by default , will use the following blending function : GL_ONE , GL_ONE_MINUS_SRC_ALPHA .
The blending function can be changed in runtime by calling :
- [ [ renderTexture sprite ] setBlendFunc : ( ccBlendFunc ) { GL_ONE , GL_ONE_MINUS_SRC_ALPHA } ] ;
*/
CC_PROPERTY ( CCSprite * , m_pSprite , Sprite )
public :
CCRenderTexture ( ) ;
virtual ~ CCRenderTexture ( ) ;
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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 ) and depthStencil format
@ warning : This interface will be deprecated in future .
*/
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static CCRenderTexture * renderTextureWithWidthAndHeight ( int w , int h , CCTexture2DPixelFormat eFormat , GLuint uDepthStencilFormat ) ;
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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
@ warning : This interface will be deprecated in future .
*/
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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
@ warning : This interface will be deprecated in future .
*/
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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 ) and depthStencil format*/
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static CCRenderTexture * create ( int w , int h , CCTexture2DPixelFormat eFormat , GLuint uDepthStencilFormat ) ;
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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 * create ( 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 * create ( 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 */
bool initWithWidthAndHeight ( int w , int h , CCTexture2DPixelFormat eFormat ) ;
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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 ) and depthStencil format*/
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bool initWithWidthAndHeight ( int w , int h , CCTexture2DPixelFormat eFormat , GLuint uDepthStencilFormat ) ;
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/** starts grabbing */
void begin ( ) ;
/** starts rendering to the texture while clearing the texture first.
This is more efficient then calling - clear first and then - begin */
void beginWithClear ( float r , float g , float b , float a ) ;
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/** starts rendering to the texture while clearing the texture first.
This is more efficient then calling - clear first and then - begin */
void beginWithClear ( float r , float g , float b , float a , float depthValue ) ;
/** starts rendering to the texture while clearing the texture first.
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 , float depthValue , int stencilValue ) ;
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/** end is key word of lua, use other name to export to lua. */
inline void endToLua ( ) { end ( ) ; } ;
/** ends grabbing*/
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void end ( ) ;
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/** clears the texture with a color */
void clear ( float r , float g , float b , float a ) ;
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/** clears the texture with a specified depth value */
void clearDepth ( float depthValue ) ;
/** clears the texture with a specified stencil value */
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void clearStencil ( int stencilValue ) ;
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/* creates a new CCImage from with the texture's data.
Caller is responsible for releasing it by calling delete .
*/
CCImage * newCCImage ( ) ;
/** saves the texture into a file using JPEG format. The file will be saved in the Documents folder.
Returns YES if the operation is successful .
*/
bool saveToFile ( const char * szFilePath ) ;
/** saves the texture into a file. The format could be JPG or PNG. The file will be saved in the Documents folder.
Returns YES if the operation is successful .
*/
bool saveToFile ( const char * name , tCCImageFormat format ) ;
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/** Listen "come to background" message, and save render texture.
It only has effect on Android .
*/
void listenToBackground ( CCObject * obj ) ;
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protected :
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GLuint m_uFBO ;
GLuint m_uDepthRenderBufffer ;
GLint m_nOldFBO ;
CCTexture2D * m_pTexture ;
CCImage * m_pUITextureImage ;
GLenum m_ePixelFormat ;
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} ;
NS_CC_END
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# endif //__CCRENDER_TEXTURE_H__