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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 .
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 .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# pragma once
# include "2d/CCNode.h"
# include "2d/CCSprite.h"
# include "platform/CCImage.h"
# include "renderer/CCGroupCommand.h"
# include "renderer/CCCustomCommand.h"
# include "renderer/CCCallbackCommand.h"
# include "renderer/backend/Types.h"
NS_CC_BEGIN
namespace backend
{
class TextureBackend ;
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class RenderTarget ;
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}
class EventCustom ;
/**
* @ addtogroup _2d
* @ {
*/
/**
* @ brief RenderTexture 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 convenience , 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 RenderTexture : public Node
{
public :
/** Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format.
*
* @ param w The RenderTexture object width .
* @ param h The RenderTexture object height .
* @ param format In Points and a pixel format ( only RGB and RGBA formats are valid ) .
* @ param depthStencilFormat The depthStencil format .
*/
static RenderTexture * create ( int w , int h , backend : : PixelFormat format , backend : : PixelFormat depthStencilFormat ) ;
/** Creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid.
*
* @ param w The RenderTexture object width .
* @ param h The RenderTexture object height .
* @ param format In Points and a pixel format ( only RGB and RGBA formats are valid ) .
*/
static RenderTexture * create ( int w , int h , backend : : PixelFormat format ) ;
/** Creates a RenderTexture object with width and height in Points, pixel format is RGBA8888.
*
* @ param w The RenderTexture object width .
* @ param h The RenderTexture object height .
*/
static RenderTexture * create ( int w , int h ) ;
// Overrides
virtual void visit ( Renderer * renderer , const Mat4 & parentTransform , uint32_t parentFlags ) override ;
virtual void draw ( Renderer * renderer , const Mat4 & transform , uint32_t flags ) override ;
/** Starts grabbing. */
virtual void begin ( ) ;
/** Starts rendering to the texture while clearing the texture first.
* This is more efficient then calling - clear first and then - begin .
*
* @ param r Red .
* @ param g Green .
* @ param b Blue .
* @ param a Alpha .
*/
virtual void beginWithClear ( float r , float g , float b , float a ) ;
/** Starts rendering to the texture while clearing the texture first.
* This is more efficient then calling - clear first and then - begin .
*
* @ param r Red .
* @ param g Green .
* @ param b Blue .
* @ param a Alpha .
* @ param depthValue The depth Value .
*/
virtual 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 .
*
* @ param r Red .
* @ param g Green .
* @ param b Blue .
* @ param a Alpha .
* @ param depthValue A specified depth value .
* @ param stencilValue A specified stencil value .
*/
virtual void beginWithClear ( float r , float g , float b , float a , float depthValue , int stencilValue ) ;
/** Ends grabbing.
* @ lua endToLua
*/
virtual void end ( ) ;
/** Clears the texture with a color.
*
* @ param r Red .
* @ param g Green .
* @ param b Blue .
* @ param a Alpha .
*/
void clear ( float r , float g , float b , float a ) ;
/** Clears the texture with a specified depth value.
*
* @ param depthValue A specified depth value .
*/
virtual void clearDepth ( float depthValue ) ;
/** Clears the texture with a specified stencil value.
*
* @ param stencilValue A specified stencil value .
*/
virtual void clearStencil ( int stencilValue ) ;
/* Creates a new Image from with the texture's data.
* Caller is responsible for releasing it by calling delete .
*
* @ param flipImage Whether or not to flip image .
* @ return An image .
* @ js NA
*/
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void newImage ( std : : function < void ( RefPtr < Image > ) > imageCallback , bool flipImage = true ) ;
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/** Saves the texture into a file using JPEG format. The file will be saved in the Documents folder.
* Returns true if the operation is successful .
*
* @ param filename The file name .
* @ param isRGBA The file is RGBA or not .
* @ param callback When the file is save finished , it will callback this function .
* @ return Returns true if the operation is successful .
*/
bool saveToFileAsNonPMA ( const std : : string & filename , bool isRGBA = true , std : : function < void ( RenderTexture * , const std : : string & ) > callback = nullptr ) ;
/** Saves the texture into a file using JPEG format. The file will be saved in the Documents folder.
* Returns true if the operation is successful .
*
* @ param filename The file name .
* @ param isRGBA The file is RGBA or not .
* @ param callback When the file is save finished , it will callback this function .
* @ return Returns true if the operation is successful .
*/
bool saveToFile ( const std : : string & filename , bool isRGBA = true , std : : function < void ( RenderTexture * , const std : : string & ) > callback = nullptr ) ;
/** saves the texture into a file in non-PMA. The format could be JPG or PNG. The file will be saved in the Documents folder.
Returns true if the operation is successful .
* Notes : since v3 . x , saveToFile will generate a custom command , which will be called in the following render - > render ( ) .
* So if this function is called in a event handler , the actual save file will be called in the next frame . If we switch to a different scene , the game will crash .
* To solve this , add Director : : getInstance ( ) - > getRenderer ( ) - > render ( ) ; after this function .
*
* @ param filename The file name .
* @ param format The image format .
* @ param isRGBA The file is RGBA or not .
* @ param callback When the file is save finished , it will callback this function .
* @ return Returns true if the operation is successful .
*/
bool saveToFileAsNonPMA ( const std : : string & fileName , Image : : Format format , bool isRGBA , std : : function < void ( RenderTexture * , const std : : string & ) > callback ) ;
/** saves the texture into a file. The format could be JPG or PNG. The file will be saved in the Documents folder.
Returns true if the operation is successful .
* Notes : since v3 . x , saveToFile will generate a custom command , which will be called in the following render - > render ( ) .
* So if this function is called in a event handler , the actual save file will be called in the next frame . If we switch to a different scene , the game will crash .
* To solve this , add Director : : getInstance ( ) - > getRenderer ( ) - > render ( ) ; after this function .
*
* @ param filename The file name .
* @ param format The image format .
* @ param isRGBA The file is RGBA or not .
* @ param callback When the file is save finished , it will callback this function .
* @ return Returns true if the operation is successful .
*/
bool saveToFile ( const std : : string & filename , Image : : Format format , bool isRGBA = true , std : : function < void ( RenderTexture * , const std : : string & ) > callback = nullptr ) ;
/** Listen "come to background" message, and save render texture.
* It only has effect on Android .
*
* @ param event Event Custom .
*/
void listenToBackground ( EventCustom * event ) ;
/** Listen "come to foreground" message and restore the frame buffer object.
* It only has effect on Android .
*
* @ param event Event Custom .
*/
void listenToForeground ( EventCustom * event ) ;
/** Valid when "autoDraw" is true.
*
* @ return Clear flags .
*/
inline ClearFlag getClearFlags ( ) const { return _clearFlags ; }
/** Set flags.
*
* @ param clearFlags set clear flags .
*/
void setClearFlags ( ClearFlag clearFlags ) ;
/** Clear color value. Valid only when "autoDraw" is true.
*
* @ return Color value .
*/
inline const Color4F & getClearColor ( ) const { return _clearColor ; }
/** Set color value.
*
* @ param clearColor Color value .
*/
inline void setClearColor ( const Color4F & clearColor ) { _clearColor = clearColor ; }
/** Value for clearDepth. Valid only when "autoDraw" is true.
*
* @ return Value for clearDepth .
*/
inline float getClearDepth ( ) const { return _clearDepth ; }
/** Set Value for clearDepth.
*
* @ param clearDepth Value for clearDepth .
*/
inline void setClearDepth ( float clearDepth ) { _clearDepth = clearDepth ; }
/** Value for clear Stencil. Valid only when "autoDraw" is true.
*
* @ return Value for clear Stencil .
*/
inline int getClearStencil ( ) const { return _clearStencil ; }
/** Set Value for clear Stencil.
*
* @ param clearStencil Value for clear Stencil .
*/
inline void setClearStencil ( int clearStencil ) { _clearStencil = clearStencil ; }
/** When enabled, it will render its children into the texture automatically. Disabled by default for compatibility reasons.
* Will be enabled in the future .
*
* @ return Return the autoDraw value .
*/
inline bool isAutoDraw ( ) const { return _autoDraw ; }
/** Set a valve to control whether or not render its children into the texture automatically.
*
* @ param isAutoDraw Whether or not render its children into the texture automatically .
*/
inline void setAutoDraw ( bool isAutoDraw ) { _autoDraw = isAutoDraw ; }
/** Gets the Sprite being used.
*
* @ return A Sprite .
*/
inline Sprite * getSprite ( ) const { return _sprite ; }
/** Sets the Sprite being used.
*
* @ param sprite A Sprite .
*/
void setSprite ( Sprite * sprite ) ;
/** Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.
*
* @ param keepMatrix Whether or not use stack matrix computed from scene hierarchy or generate new modelView and projection matrix .
* @ js NA
*/
inline void setKeepMatrix ( bool keepMatrix ) { _keepMatrix = keepMatrix ; }
/**Used for grab part of screen to a texture.
* @ param rtBegin The position of renderTexture on the fullRect .
* @ param fullRect The total size of screen .
* @ param fullViewport The total viewportSize .
*/
void setVirtualViewport ( const Vec2 & rtBegin , const Rect & fullRect , const Rect & fullViewport ) ;
public :
/** FIXME: should be protected.
* but due to a bug in PowerVR + Android ,
* the constructor is public again .
* @ js ctor
*/
RenderTexture ( ) ;
/**
* @ js NA
* @ lua NA
*/
virtual ~ RenderTexture ( ) ;
/** Initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid.
*
* @ param w The RenderTexture object width .
* @ param h The RenderTexture object height .
* @ param format In Points and a pixel format ( only RGB and RGBA formats are valid ) .
* @ return If succeed , it will return true .
*/
bool initWithWidthAndHeight ( int w , int h , backend : : PixelFormat format ) ;
/** Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format.
*
* @ param w The RenderTexture object width .
* @ param h The RenderTexture object height .
* @ param format In Points and a pixel format ( only RGB and RGBA formats are valid ) .
* @ param depthStencilFormat The depthStencil format .
* @ return If succeed , it will return true .
*/
bool initWithWidthAndHeight ( int w , int h , backend : : PixelFormat format , backend : : PixelFormat depthStencilFormat ) ;
protected :
virtual void beginWithClear ( float r , float g , float b , float a , float depthValue , int stencilValue , ClearFlag flags ) ;
//renderer caches and callbacks
void onBegin ( ) ;
void onEnd ( ) ;
void clearColorAttachment ( ) ;
void onSaveToFile ( const std : : string & fileName , bool isRGBA = true , bool forceNonPMA = false ) ;
bool _keepMatrix = false ;
Rect _rtTextureRect ;
Rect _fullRect ;
Rect _fullviewPort ;
Viewport _oldViewport ;
Texture2D * _texture2D = nullptr ;
Texture2D * _depthStencilTexture = nullptr ;
Texture2D * _texture2DCopy = nullptr ; // a copy of _texture
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backend : : RenderTarget * _renderTarget = nullptr ;
backend : : RenderTarget * _oldRenderTarget = nullptr ;
RenderTargetFlag _renderTargetFlags { } ;
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Image * _UITextureImage = nullptr ;
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backend : : PixelFormat _pixelFormat = backend : : PixelFormat : : RGBA8 ;
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Color4F _clearColor ;
float _clearDepth = 1.f ;
int _clearStencil = 0 ;
bool _autoDraw = false ;
ClearFlag _clearFlags = ClearFlag : : NONE ;
/** The Sprite being used.
The sprite , by default , will use the following blending function : BlendFactor : : ONE , BlendFactor : : ONE_MINUS_SRC_ALPHA .
The blending function can be changed in runtime by calling :
- renderTexture - > getSprite ( ) - > setBlendFunc ( ( BlendFunc ) { BlendFactor : : ONE , BlendFactor : : ONE_MINUS_SRC_ALPHA } ) ;
*/
Sprite * _sprite = nullptr ;
GroupCommand _groupCommand ;
CallbackCommand _beginCommand ;
CallbackCommand _endCommand ;
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CallbackCommand _beforeClearAttachmentCommand ;
CallbackCommand _afterClearAttachmentCommand ;
/*this command is used to encapsulate saveToFile,
call saveToFile twice will overwrite this command and callback
and the command and callback will be executed twice .
*/
CallbackCommand _saveToFileCommand ;
std : : function < void ( RenderTexture * , const std : : string & ) > _saveFileCallback = nullptr ;
Mat4 _oldTransMatrix , _oldProjMatrix ;
Mat4 _transformMatrix , _projectionMatrix ;
private :
CC_DISALLOW_COPY_AND_ASSIGN ( RenderTexture ) ;
} ;
// end of textures group
/// @}
NS_CC_END