2015-11-24 18:01:50 +08:00
|
|
|
/****************************************************************************
|
|
|
|
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.
|
|
|
|
****************************************************************************/
|
|
|
|
|
2016-03-20 21:53:44 +08:00
|
|
|
#include "base/CCStencilStateManager.hpp"
|
2015-11-25 14:14:17 +08:00
|
|
|
#include "base/CCDirector.h"
|
|
|
|
#include "renderer/CCGLProgramCache.h"
|
|
|
|
#include "renderer/ccGLStateCache.h"
|
|
|
|
#include "renderer/CCRenderer.h"
|
|
|
|
#include "renderer/CCRenderState.h"
|
|
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
|
|
|
|
#define CC_CLIPPING_NODE_OPENGLES 0
|
|
|
|
#else
|
|
|
|
#define CC_CLIPPING_NODE_OPENGLES 1
|
|
|
|
#endif
|
2015-11-24 18:01:50 +08:00
|
|
|
|
2015-11-24 20:26:48 +08:00
|
|
|
NS_CC_BEGIN
|
|
|
|
|
2015-11-25 14:14:17 +08:00
|
|
|
GLint StencilStateManager::s_layer = -1;
|
2015-11-24 18:01:50 +08:00
|
|
|
|
2015-11-25 14:14:17 +08:00
|
|
|
StencilStateManager::StencilStateManager()
|
2015-11-25 14:31:32 +08:00
|
|
|
: _alphaThreshold(1.0f)
|
2015-11-25 14:14:17 +08:00
|
|
|
, _inverted(false)
|
|
|
|
, _currentStencilEnabled(GL_FALSE)
|
|
|
|
, _currentStencilWriteMask(~0)
|
|
|
|
, _currentStencilFunc(GL_ALWAYS)
|
|
|
|
, _currentStencilRef(0)
|
|
|
|
, _currentStencilValueMask(~0)
|
|
|
|
, _currentStencilFail(GL_KEEP)
|
|
|
|
, _currentStencilPassDepthFail(GL_KEEP)
|
|
|
|
, _currentStencilPassDepthPass(GL_KEEP)
|
|
|
|
, _currentDepthWriteMask(GL_TRUE)
|
|
|
|
, _currentAlphaTestEnabled(GL_FALSE)
|
|
|
|
, _currentAlphaTestFunc(GL_ALWAYS)
|
|
|
|
, _currentAlphaTestRef(1)
|
|
|
|
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void StencilStateManager::drawFullScreenQuadClearStencil()
|
|
|
|
{
|
|
|
|
Director* director = Director::getInstance();
|
|
|
|
CCASSERT(nullptr != director, "Director is null when setting matrix stack");
|
|
|
|
|
|
|
|
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
|
|
director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
|
|
|
|
|
|
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
|
|
|
director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
|
|
|
|
|
|
|
Vec2 vertices[] = {
|
|
|
|
Vec2(-1.0f, -1.0f),
|
|
|
|
Vec2(1.0f, -1.0f),
|
|
|
|
Vec2(1.0f, 1.0f),
|
|
|
|
Vec2(-1.0f, 1.0f)
|
|
|
|
};
|
|
|
|
|
|
|
|
auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
|
|
|
|
|
|
|
|
int colorLocation = glProgram->getUniformLocation("u_color");
|
|
|
|
CHECK_GL_ERROR_DEBUG();
|
|
|
|
|
|
|
|
Color4F color(1, 1, 1, 1);
|
|
|
|
|
|
|
|
glProgram->use();
|
|
|
|
glProgram->setUniformsForBuiltins();
|
|
|
|
glProgram->setUniformLocationWith4fv(colorLocation, (GLfloat*) &color.r, 1);
|
|
|
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
|
|
|
|
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
|
|
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
|
|
|
|
|
|
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);
|
|
|
|
|
|
|
|
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
|
|
|
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void StencilStateManager::setAlphaThreshold(GLfloat alphaThreshold)
|
|
|
|
{
|
|
|
|
_alphaThreshold = alphaThreshold;
|
|
|
|
}
|
|
|
|
|
|
|
|
GLfloat StencilStateManager::getAlphaThreshold()const
|
|
|
|
{
|
|
|
|
return _alphaThreshold;
|
|
|
|
}
|
|
|
|
|
|
|
|
void StencilStateManager::setInverted(bool inverted)
|
|
|
|
{
|
|
|
|
_inverted = inverted;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool StencilStateManager::isInverted()const
|
|
|
|
{
|
|
|
|
return _inverted;
|
|
|
|
}
|
|
|
|
|
|
|
|
void StencilStateManager::onBeforeVisit()
|
2015-11-24 18:01:50 +08:00
|
|
|
{
|
2015-11-25 14:14:17 +08:00
|
|
|
///////////////////////////////////
|
|
|
|
// INIT
|
|
|
|
|
|
|
|
// increment the current layer
|
|
|
|
s_layer++;
|
|
|
|
|
|
|
|
// mask of the current layer (ie: for layer 3: 00000100)
|
|
|
|
GLint mask_layer = 0x1 << s_layer;
|
|
|
|
// mask of all layers less than the current (ie: for layer 3: 00000011)
|
|
|
|
GLint mask_layer_l = mask_layer - 1;
|
|
|
|
// mask of all layers less than or equal to the current (ie: for layer 3: 00000111)
|
|
|
|
_mask_layer_le = mask_layer | mask_layer_l;
|
|
|
|
|
|
|
|
// manually save the stencil state
|
|
|
|
|
|
|
|
_currentStencilEnabled = glIsEnabled(GL_STENCIL_TEST);
|
|
|
|
glGetIntegerv(GL_STENCIL_WRITEMASK, (GLint *)&_currentStencilWriteMask);
|
|
|
|
glGetIntegerv(GL_STENCIL_FUNC, (GLint *)&_currentStencilFunc);
|
|
|
|
glGetIntegerv(GL_STENCIL_REF, &_currentStencilRef);
|
|
|
|
glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&_currentStencilValueMask);
|
|
|
|
glGetIntegerv(GL_STENCIL_FAIL, (GLint *)&_currentStencilFail);
|
|
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, (GLint *)&_currentStencilPassDepthFail);
|
|
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, (GLint *)&_currentStencilPassDepthPass);
|
|
|
|
|
|
|
|
// enable stencil use
|
|
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
// RenderState::StateBlock::_defaultState->setStencilTest(true);
|
|
|
|
|
|
|
|
// check for OpenGL error while enabling stencil test
|
|
|
|
CHECK_GL_ERROR_DEBUG();
|
|
|
|
|
|
|
|
// all bits on the stencil buffer are readonly, except the current layer bit,
|
|
|
|
// this means that operation like glClear or glStencilOp will be masked with this value
|
|
|
|
glStencilMask(mask_layer);
|
|
|
|
// RenderState::StateBlock::_defaultState->setStencilWrite(mask_layer);
|
|
|
|
|
|
|
|
// manually save the depth test state
|
|
|
|
|
|
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, &_currentDepthWriteMask);
|
|
|
|
|
|
|
|
// disable depth test while drawing the stencil
|
|
|
|
//glDisable(GL_DEPTH_TEST);
|
|
|
|
// disable update to the depth buffer while drawing the stencil,
|
|
|
|
// as the stencil is not meant to be rendered in the real scene,
|
|
|
|
// it should never prevent something else to be drawn,
|
|
|
|
// only disabling depth buffer update should do
|
|
|
|
glDepthMask(GL_FALSE);
|
|
|
|
RenderState::StateBlock::_defaultState->setDepthWrite(false);
|
|
|
|
|
|
|
|
///////////////////////////////////
|
|
|
|
// CLEAR STENCIL BUFFER
|
|
|
|
|
|
|
|
// manually clear the stencil buffer by drawing a fullscreen rectangle on it
|
|
|
|
// setup the stencil test func like this:
|
|
|
|
// for each pixel in the fullscreen rectangle
|
|
|
|
// never draw it into the frame buffer
|
|
|
|
// if not in inverted mode: set the current layer value to 0 in the stencil buffer
|
|
|
|
// if in inverted mode: set the current layer value to 1 in the stencil buffer
|
|
|
|
glStencilFunc(GL_NEVER, mask_layer, mask_layer);
|
|
|
|
glStencilOp(!_inverted ? GL_ZERO : GL_REPLACE, GL_KEEP, GL_KEEP);
|
|
|
|
|
|
|
|
// draw a fullscreen solid rectangle to clear the stencil buffer
|
|
|
|
//ccDrawSolidRect(Vec2::ZERO, ccpFromSize([[Director sharedDirector] winSize]), Color4F(1, 1, 1, 1));
|
|
|
|
drawFullScreenQuadClearStencil();
|
|
|
|
|
|
|
|
///////////////////////////////////
|
|
|
|
// DRAW CLIPPING STENCIL
|
|
|
|
|
|
|
|
// setup the stencil test func like this:
|
|
|
|
// for each pixel in the stencil node
|
|
|
|
// never draw it into the frame buffer
|
|
|
|
// if not in inverted mode: set the current layer value to 1 in the stencil buffer
|
|
|
|
// if in inverted mode: set the current layer value to 0 in the stencil buffer
|
|
|
|
glStencilFunc(GL_NEVER, mask_layer, mask_layer);
|
|
|
|
// RenderState::StateBlock::_defaultState->setStencilFunction(RenderState::STENCIL_NEVER, mask_layer, mask_layer);
|
|
|
|
|
|
|
|
glStencilOp(!_inverted ? GL_REPLACE : GL_ZERO, GL_KEEP, GL_KEEP);
|
|
|
|
// RenderState::StateBlock::_defaultState->setStencilOperation(
|
|
|
|
// !_inverted ? RenderState::STENCIL_OP_REPLACE : RenderState::STENCIL_OP_ZERO,
|
|
|
|
// RenderState::STENCIL_OP_KEEP,
|
|
|
|
// RenderState::STENCIL_OP_KEEP);
|
|
|
|
|
|
|
|
|
|
|
|
// enable alpha test only if the alpha threshold < 1,
|
|
|
|
// indeed if alpha threshold == 1, every pixel will be drawn anyways
|
|
|
|
if (_alphaThreshold < 1) {
|
|
|
|
#if !CC_CLIPPING_NODE_OPENGLES
|
|
|
|
// manually save the alpha test state
|
|
|
|
_currentAlphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
|
|
|
|
glGetIntegerv(GL_ALPHA_TEST_FUNC, (GLint *)&_currentAlphaTestFunc);
|
|
|
|
glGetFloatv(GL_ALPHA_TEST_REF, &_currentAlphaTestRef);
|
|
|
|
// enable alpha testing
|
|
|
|
glEnable(GL_ALPHA_TEST);
|
|
|
|
// check for OpenGL error while enabling alpha test
|
|
|
|
CHECK_GL_ERROR_DEBUG();
|
|
|
|
// pixel will be drawn only if greater than an alpha threshold
|
|
|
|
glAlphaFunc(GL_GREATER, _alphaThreshold);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
//Draw _stencil
|
2015-11-24 18:01:50 +08:00
|
|
|
}
|
|
|
|
|
2015-11-25 14:14:17 +08:00
|
|
|
void StencilStateManager::onAfterDrawStencil()
|
2015-11-24 18:01:50 +08:00
|
|
|
{
|
2015-11-25 14:14:17 +08:00
|
|
|
// restore alpha test state
|
|
|
|
if (_alphaThreshold < 1)
|
|
|
|
{
|
|
|
|
#if CC_CLIPPING_NODE_OPENGLES
|
|
|
|
// FIXME: we need to find a way to restore the shaders of the stencil node and its children
|
|
|
|
#else
|
|
|
|
// manually restore the alpha test state
|
|
|
|
glAlphaFunc(_currentAlphaTestFunc, _currentAlphaTestRef);
|
|
|
|
if (!_currentAlphaTestEnabled)
|
|
|
|
{
|
|
|
|
glDisable(GL_ALPHA_TEST);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
// restore the depth test state
|
|
|
|
glDepthMask(_currentDepthWriteMask);
|
|
|
|
RenderState::StateBlock::_defaultState->setDepthWrite(_currentDepthWriteMask != 0);
|
|
|
|
|
|
|
|
//if (currentDepthTestEnabled) {
|
|
|
|
// glEnable(GL_DEPTH_TEST);
|
|
|
|
//}
|
|
|
|
|
|
|
|
///////////////////////////////////
|
|
|
|
// DRAW CONTENT
|
|
|
|
|
|
|
|
// setup the stencil test function like this:
|
|
|
|
// for each pixel of this node and its children
|
|
|
|
// if all layers less than or equals to the current are set to 1 in the stencil buffer
|
|
|
|
// draw the pixel and keep the current layer in the stencil buffer
|
|
|
|
// else
|
|
|
|
// do not draw the pixel but keep the current layer in the stencil buffer
|
|
|
|
glStencilFunc(GL_EQUAL, _mask_layer_le, _mask_layer_le);
|
|
|
|
// RenderState::StateBlock::_defaultState->setStencilFunction(RenderState::STENCIL_EQUAL, _mask_layer_le, _mask_layer_le);
|
|
|
|
|
|
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
// RenderState::StateBlock::_defaultState->setStencilOperation(RenderState::STENCIL_OP_KEEP, RenderState::STENCIL_OP_KEEP, RenderState::STENCIL_OP_KEEP);
|
|
|
|
|
|
|
|
// draw (according to the stencil test function) this node and its children
|
|
|
|
|
2015-11-24 18:01:50 +08:00
|
|
|
}
|
|
|
|
|
2015-11-25 14:14:17 +08:00
|
|
|
void StencilStateManager::onAfterVisit()
|
2015-11-24 18:01:50 +08:00
|
|
|
{
|
2015-11-25 14:14:17 +08:00
|
|
|
///////////////////////////////////
|
|
|
|
// CLEANUP
|
|
|
|
|
|
|
|
// manually restore the stencil state
|
|
|
|
glStencilFunc(_currentStencilFunc, _currentStencilRef, _currentStencilValueMask);
|
|
|
|
// RenderState::StateBlock::_defaultState->setStencilFunction((RenderState::StencilFunction)_currentStencilFunc, _currentStencilRef, _currentStencilValueMask);
|
2015-11-24 18:01:50 +08:00
|
|
|
|
2015-11-25 14:14:17 +08:00
|
|
|
glStencilOp(_currentStencilFail, _currentStencilPassDepthFail, _currentStencilPassDepthPass);
|
|
|
|
// RenderState::StateBlock::_defaultState->setStencilOperation((RenderState::StencilOperation)_currentStencilFail,
|
|
|
|
// (RenderState::StencilOperation)_currentStencilPassDepthFail,
|
|
|
|
// (RenderState::StencilOperation)_currentStencilPassDepthPass);
|
|
|
|
|
|
|
|
glStencilMask(_currentStencilWriteMask);
|
|
|
|
if (!_currentStencilEnabled)
|
|
|
|
{
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
// RenderState::StateBlock::_defaultState->setStencilTest(false);
|
|
|
|
}
|
|
|
|
|
|
|
|
// we are done using this layer, decrement
|
|
|
|
s_layer--;
|
2015-11-24 20:26:48 +08:00
|
|
|
}
|
|
|
|
|
2015-11-25 14:14:17 +08:00
|
|
|
|
2015-11-24 20:26:48 +08:00
|
|
|
NS_CC_END
|