axmol/cocos/2d/CCRenderTexture.h

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/****************************************************************************
Copyright (c) 2009 Jason Booth
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
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__
#include "2d/CCNode.h"
#include "2d/CCSprite.h"
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#include "platform/CCImage.h"
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#include "renderer/CCGroupCommand.h"
#include "renderer/CCCustomCommand.h"
NS_CC_BEGIN
class EventCustom;
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/**
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* @addtogroup _2d
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* @{
*/
/**
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* @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:
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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.
*
* @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, Texture2D::PixelFormat format, GLuint depthStencilFormat);
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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.
*
* @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, Texture2D::PixelFormat format);
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/** 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);
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/** Starts grabbing. */
virtual void begin();
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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.
*
* @param r Red.
* @param g Green.
* @param b Blue.
* @param a Alpha.
*/
virtual 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.
*
* @param r Red.
* @param g Green.
* @param b Blue.
* @param a Alpha.
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* @param depthValue The depth Value.
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*/
virtual void beginWithClear(float r, float g, float b, float a, float depthValue);
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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.
*
* @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);
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/** End is key word of lua, use other name to export to lua.
* @js NA
*/
inline void endToLua(){ end();};
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/** Ends grabbing. */
virtual void end();
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/** 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);
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/** Clears the texture with a specified depth value.
*
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* @param depthValue A specified depth value.
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*/
virtual void clearDepth(float depthValue);
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/** Clears the texture with a specified stencil value.
*
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* @param stencilValue A specified stencil value.
*/
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virtual void clearStencil(int stencilValue);
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/* 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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*/
Image* newImage(bool flipImage = true);
CC_DEPRECATED_ATTRIBUTE Image* newCCImage(bool flipImage = true) { return newImage(flipImage); };
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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 saveToFile(const std::string& filename, bool isRGBA = true, std::function<void (RenderTexture*, const std::string&)> callback = nullptr);
/** 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().
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* 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.
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* It only has effect on Android.
*
* @param event Event Custom.
*/
void listenToBackground(EventCustom *event);
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/** 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);
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/** Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. They can be OR'ed. Valid when "autoDraw" is true.
*
* @return Clear flags.
*/
inline unsigned int getClearFlags() const { return _clearFlags; };
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/** Set flags.
*
* @param clearFlags Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
*/
inline void setClearFlags(unsigned int clearFlags) { _clearFlags = clearFlags; };
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/** Clear color value. Valid only when "autoDraw" is true.
*
* @return Color value.
*/
inline const Color4F& getClearColor() const { return _clearColor; };
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/** Set color value.
*
* @param clearColor Color value.
*/
inline void setClearColor(const Color4F &clearColor) { _clearColor = clearColor; };
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/** Value for clearDepth. Valid only when "autoDraw" is true.
*
* @return Value for clearDepth.
*/
inline float getClearDepth() const { return _clearDepth; };
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/** Set Value for clearDepth.
*
* @param clearDepth Value for clearDepth.
*/
inline void setClearDepth(float clearDepth) { _clearDepth = clearDepth; };
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/** Value for clear Stencil. Valid only when "autoDraw" is true.
*
* @return Value for clear Stencil.
*/
inline int getClearStencil() const { return _clearStencil; };
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/** Set Value for clear Stencil.
*
* @param clearStencil Value for clear Stencil.
*/
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inline void setClearStencil(int clearStencil) { _clearStencil = clearStencil; };
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/** When enabled, it will render its children into the texture automatically. Disabled by default for compatibility reasons.
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* Will be enabled in the future.
*
* @return Return the autoDraw value.
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*/
inline bool isAutoDraw() const { return _autoDraw; };
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/** 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; };
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/** Gets the Sprite being used.
*
* @return A Sprite.
*/
inline Sprite* getSprite() const { return _sprite; };
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/** Sets the Sprite being used.
*
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* @param sprite A Sprite.
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*/
inline void setSprite(Sprite* sprite) {
CC_SAFE_RETAIN(sprite);
CC_SAFE_RELEASE(_sprite);
_sprite = sprite;
};
// 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;
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/** 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
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*/
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void setKeepMatrix(bool keepMatrix);
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/**Used for grab part of screen to a texture.
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* @param rtBegin The position of renderTexture on the fullRect.
* @param fullRect The total size of screen.
* @param fullViewport The total viewportSize.
*/
Squashed commit of the following: commit a9572b8913f3a38b59adbd7b4017ab9848a6b2b5 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed May 14 10:03:44 2014 -0700 math renames `Vector2` -> `Vec2` `Vector3` -> `Vec3` `Vector4` -> `Vec4` `Matrix` -> `Mat4` commit 4e107f4bd854c26bfceb52b063d6bd9cea02d6a3 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:24:28 2014 -0700 raw version of rename Vector3 commit 1d115573ebe96a5fc815fa44fbe6417ea7dba841 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:07:14 2014 -0700 rename Vector2 after merge commit ab2ed58c129dbc30a4c0970ed94568c5d271657b Merge: 1978d2d 86fb75a Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:05:30 2014 -0700 Merge branch 'v3' into v3_renameMathClassName Conflicts: tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UIButtonTest/UIButtonTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UICheckBoxTest/UICheckBoxTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UISliderTest/UISliderTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest_Editor.cpp commit 1978d2d174877172ccddc083020a1bbf43ad3b39 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 08:51:45 2014 -0700 rename vector2 in tests/cpp-empty-test folder commit d4e0ff13dcce62724d2fece656543f26aa28e467 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:58:23 2014 -0700 rename vector2 in tests/cpp-tests cpp files commit be50ca2ec75e0fd32a6fcdaa15fe1ebb4cafe79f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:52:57 2014 -0700 rename vector2 in tests/cpp-tests head files commit 6daef564400d4e28c4ce20859a68e0f583fed125 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:49:48 2014 -0700 rename vector2 in extension folder commit 8f3f0f65ceea92c9e7a0d87ab54e62220c5572e2 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:47:22 2014 -0700 rename vector2 in cocos/2d cpp files commit e1f3105aae06d595661a3030f519f7cc13aefbed Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:44:39 2014 -0700 rename vector2 in cocos/2d head files commit 6708d890bfe486109120c3cd4b9fe5c078b7108f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:59 2014 -0700 rename vector2 in cocos/base folder commit d3978fa5447c31ea2f3ece5469b7e746dfba4248 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:43 2014 -0700 rename vector2 in cocos/deprecated folder commit 4bff45139363d6b9706edbbcf9f322d48b4fd019 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:26 2014 -0700 rename vector2 in cocos/editor-support folder commit 353d244c995f8b5d14f635c52aed8bc5e5fc1a6f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:36:48 2014 -0700 rename vector2 in cocos/ui folder commit 758b8f4d513084b9922d7242e9b8f2c7f316de6c Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:39 2014 -0700 rename vector2 in cocos/renderer folder commit 0bd2710dd8714cecb993880bc37affd9ecb05c27 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:15 2014 -0700 rename vector2 in cocos/physics folder commit b7f0581c4587348bdbc1478d5374c2325735f21d Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:25:01 2014 -0700 rename vector2 in cocos/math folder commit a8631a8e1a4e2740807ccd9be9d70de6ecaad7dd Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:16:55 2014 -0700 rename Vector2 to Vec2 deprecate typedef Vector2
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void setVirtualViewport(const Vec2& rtBegin, const Rect& fullRect, const Rect& fullViewport);
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public:
/** FIXME: should be protected.
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* but due to a bug in PowerVR + Android,
* the constructor is public again.
* @js ctor
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*/
RenderTexture();
/**
* @js NA
* @lua NA
*/
virtual ~RenderTexture();
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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.
*
* @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.
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*/
bool initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat format);
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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.
*
* @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.
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*/
bool initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat);
protected:
virtual void beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags);
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//flags: whether generate new modelView and projection matrix or not
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bool _keepMatrix;
Rect _rtTextureRect;
Rect _fullRect;
Rect _fullviewPort;
GLuint _FBO;
GLuint _depthRenderBufffer;
GLint _oldFBO;
Texture2D* _texture;
Texture2D* _textureCopy; // a copy of _texture
Image* _UITextureImage;
Texture2D::PixelFormat _pixelFormat;
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// code for "auto" update
GLbitfield _clearFlags;
Color4F _clearColor;
GLclampf _clearDepth;
GLint _clearStencil;
bool _autoDraw;
/** The Sprite 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:
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- renderTexture->getSprite()->setBlendFunc((BlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA});
*/
Sprite* _sprite;
GroupCommand _groupCommand;
CustomCommand _beginWithClearCommand;
CustomCommand _clearDepthCommand;
CustomCommand _clearCommand;
CustomCommand _beginCommand;
CustomCommand _endCommand;
/*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.
*/
CustomCommand _saveToFileCommand;
std::function<void (RenderTexture*, const std::string&)> _saveFileCallback;
protected:
//renderer caches and callbacks
void onBegin();
void onEnd();
void onClear();
void onClearDepth();
void onSaveToFile(const std::string& fileName, bool isRGBA = true);
Squashed commit of the following: commit a9572b8913f3a38b59adbd7b4017ab9848a6b2b5 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed May 14 10:03:44 2014 -0700 math renames `Vector2` -> `Vec2` `Vector3` -> `Vec3` `Vector4` -> `Vec4` `Matrix` -> `Mat4` commit 4e107f4bd854c26bfceb52b063d6bd9cea02d6a3 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:24:28 2014 -0700 raw version of rename Vector3 commit 1d115573ebe96a5fc815fa44fbe6417ea7dba841 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:07:14 2014 -0700 rename Vector2 after merge commit ab2ed58c129dbc30a4c0970ed94568c5d271657b Merge: 1978d2d 86fb75a Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 09:05:30 2014 -0700 Merge branch 'v3' into v3_renameMathClassName Conflicts: tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UIButtonTest/UIButtonTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UICheckBoxTest/UICheckBoxTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UISliderTest/UISliderTest_Editor.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest.cpp tests/cpp-tests/Classes/UITest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest_Editor.cpp commit 1978d2d174877172ccddc083020a1bbf43ad3b39 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 08:51:45 2014 -0700 rename vector2 in tests/cpp-empty-test folder commit d4e0ff13dcce62724d2fece656543f26aa28e467 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:58:23 2014 -0700 rename vector2 in tests/cpp-tests cpp files commit be50ca2ec75e0fd32a6fcdaa15fe1ebb4cafe79f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:52:57 2014 -0700 rename vector2 in tests/cpp-tests head files commit 6daef564400d4e28c4ce20859a68e0f583fed125 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:49:48 2014 -0700 rename vector2 in extension folder commit 8f3f0f65ceea92c9e7a0d87ab54e62220c5572e2 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:47:22 2014 -0700 rename vector2 in cocos/2d cpp files commit e1f3105aae06d595661a3030f519f7cc13aefbed Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:44:39 2014 -0700 rename vector2 in cocos/2d head files commit 6708d890bfe486109120c3cd4b9fe5c078b7108f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:59 2014 -0700 rename vector2 in cocos/base folder commit d3978fa5447c31ea2f3ece5469b7e746dfba4248 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:43 2014 -0700 rename vector2 in cocos/deprecated folder commit 4bff45139363d6b9706edbbcf9f322d48b4fd019 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:40:26 2014 -0700 rename vector2 in cocos/editor-support folder commit 353d244c995f8b5d14f635c52aed8bc5e5fc1a6f Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:36:48 2014 -0700 rename vector2 in cocos/ui folder commit 758b8f4d513084b9922d7242e9b8f2c7f316de6c Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:39 2014 -0700 rename vector2 in cocos/renderer folder commit 0bd2710dd8714cecb993880bc37affd9ecb05c27 Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:32:15 2014 -0700 rename vector2 in cocos/physics folder commit b7f0581c4587348bdbc1478d5374c2325735f21d Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:25:01 2014 -0700 rename vector2 in cocos/math folder commit a8631a8e1a4e2740807ccd9be9d70de6ecaad7dd Author: Huabing.Xu <dabingnn@gmail.com> Date: Wed May 14 00:16:55 2014 -0700 rename Vector2 to Vec2 deprecate typedef Vector2
2014-05-15 01:07:09 +08:00
Mat4 _oldTransMatrix, _oldProjMatrix;
Mat4 _transformMatrix, _projectionMatrix;
private:
CC_DISALLOW_COPY_AND_ASSIGN(RenderTexture);
};
2012-06-20 18:09:11 +08:00
// end of textures group
/// @}
NS_CC_END
#endif //__CCRENDER_TEXTURE_H__