axmol/cocos/2d/CCRenderTexture.cpp

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/****************************************************************************
Copyright (c) 2009 Jason Booth
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
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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.
****************************************************************************/
Squashed commit of the following: commit c16dcfaaea0922039aad05bce1f4efed18e04871 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:05:18 2014 -0700 more linux fixes commit 1553795976c9090a1b46deb53d12910fe0676008 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:04:04 2014 -0700 more linux fixes commit 1e43a8cabff33cbf25aa5eb5412f53a878222d83 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:02:07 2014 -0700 fixes linux isuses commit 723a445dd6411f91846da2b801248ad8298174f1 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:58:50 2014 -0700 more linux fixes commit 533c8025e794fc76cef02f396b3a93b3d7f4cfc8 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:57:33 2014 -0700 more linux fixes commit 4ba1e84959670bcbf044f18d1c0d4b3cb3be4090 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:53:43 2014 -0700 more linux fixes commit 1f8e011f306a47ed4134224e5e349929201f0539 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:49:28 2014 -0700 more linux fixes commit 3e2033100822ff6d532a1b4f012337491dc11920 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:47:43 2014 -0700 more linux fixes commit 2e708863c75fd032f1b2396dfdf1d31f7a62b713 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:46:00 2014 -0700 more linux fixes commit 861b5b92a6efd4de7b926c20d636ce9d749b293f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:43:15 2014 -0700 more linux fixes commit 2a43365a0c1755e9b9cada53301be1a20adb31cf Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:36:06 2014 -0700 more fixes for linux commit 7d332bf911892f87c7824d2a5da7bf73ce7ec411 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:35:29 2014 -0700 more fixes for linux commit f1becc17d3316dfe3678c23c9dcedb7a447d9235 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:34:44 2014 -0700 more fixes for linux commit d2e5959bb0dde921dd5e73be1d8acc3b3f50e51d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:33:45 2014 -0700 fixes for linux commit ad9b633c352107cf0e8b060a0e23d6e6a3f5e80f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:16:48 2014 -0700 compiles on Windows commit 4425ee8e5de8f42a2d6050e4470109600dce8b5d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:07:20 2014 -0700 fix builder
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#include "base/CCConfiguration.h"
#include "2d/CCRenderTexture.h"
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#include "base/CCDirector.h"
#include "2d/platform/CCImage.h"
#include "2d/CCGLProgram.h"
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#include "2d/ccGLStateCache.h"
Squashed commit of the following: commit c16dcfaaea0922039aad05bce1f4efed18e04871 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:05:18 2014 -0700 more linux fixes commit 1553795976c9090a1b46deb53d12910fe0676008 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:04:04 2014 -0700 more linux fixes commit 1e43a8cabff33cbf25aa5eb5412f53a878222d83 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:02:07 2014 -0700 fixes linux isuses commit 723a445dd6411f91846da2b801248ad8298174f1 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:58:50 2014 -0700 more linux fixes commit 533c8025e794fc76cef02f396b3a93b3d7f4cfc8 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:57:33 2014 -0700 more linux fixes commit 4ba1e84959670bcbf044f18d1c0d4b3cb3be4090 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:53:43 2014 -0700 more linux fixes commit 1f8e011f306a47ed4134224e5e349929201f0539 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:49:28 2014 -0700 more linux fixes commit 3e2033100822ff6d532a1b4f012337491dc11920 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:47:43 2014 -0700 more linux fixes commit 2e708863c75fd032f1b2396dfdf1d31f7a62b713 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:46:00 2014 -0700 more linux fixes commit 861b5b92a6efd4de7b926c20d636ce9d749b293f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:43:15 2014 -0700 more linux fixes commit 2a43365a0c1755e9b9cada53301be1a20adb31cf Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:36:06 2014 -0700 more fixes for linux commit 7d332bf911892f87c7824d2a5da7bf73ce7ec411 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:35:29 2014 -0700 more fixes for linux commit f1becc17d3316dfe3678c23c9dcedb7a447d9235 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:34:44 2014 -0700 more fixes for linux commit d2e5959bb0dde921dd5e73be1d8acc3b3f50e51d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:33:45 2014 -0700 fixes for linux commit ad9b633c352107cf0e8b060a0e23d6e6a3f5e80f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:16:48 2014 -0700 compiles on Windows commit 4425ee8e5de8f42a2d6050e4470109600dce8b5d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:07:20 2014 -0700 fix builder
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#include "base/CCConfiguration.h"
#include "2d/ccUtils.h"
#include "2d/CCTextureCache.h"
#include "2d/platform/CCFileUtils.h"
#include "CCGL.h"
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#include "base/CCEventType.h"
Squashed commit of the following: commit c16dcfaaea0922039aad05bce1f4efed18e04871 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:05:18 2014 -0700 more linux fixes commit 1553795976c9090a1b46deb53d12910fe0676008 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:04:04 2014 -0700 more linux fixes commit 1e43a8cabff33cbf25aa5eb5412f53a878222d83 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 19:02:07 2014 -0700 fixes linux isuses commit 723a445dd6411f91846da2b801248ad8298174f1 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:58:50 2014 -0700 more linux fixes commit 533c8025e794fc76cef02f396b3a93b3d7f4cfc8 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:57:33 2014 -0700 more linux fixes commit 4ba1e84959670bcbf044f18d1c0d4b3cb3be4090 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:53:43 2014 -0700 more linux fixes commit 1f8e011f306a47ed4134224e5e349929201f0539 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:49:28 2014 -0700 more linux fixes commit 3e2033100822ff6d532a1b4f012337491dc11920 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:47:43 2014 -0700 more linux fixes commit 2e708863c75fd032f1b2396dfdf1d31f7a62b713 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:46:00 2014 -0700 more linux fixes commit 861b5b92a6efd4de7b926c20d636ce9d749b293f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:43:15 2014 -0700 more linux fixes commit 2a43365a0c1755e9b9cada53301be1a20adb31cf Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:36:06 2014 -0700 more fixes for linux commit 7d332bf911892f87c7824d2a5da7bf73ce7ec411 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:35:29 2014 -0700 more fixes for linux commit f1becc17d3316dfe3678c23c9dcedb7a447d9235 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:34:44 2014 -0700 more fixes for linux commit d2e5959bb0dde921dd5e73be1d8acc3b3f50e51d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:33:45 2014 -0700 fixes for linux commit ad9b633c352107cf0e8b060a0e23d6e6a3f5e80f Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:16:48 2014 -0700 compiles on Windows commit 4425ee8e5de8f42a2d6050e4470109600dce8b5d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Wed Apr 30 18:07:20 2014 -0700 fix builder
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#include "2d/CCGrid.h"
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#include "renderer/CCRenderer.h"
#include "renderer/CCGroupCommand.h"
#include "renderer/CCCustomCommand.h"
// extern
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#include "base/CCEventListenerCustom.h"
#include "base/CCEventDispatcher.h"
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NS_CC_BEGIN
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// implementation RenderTexture
RenderTexture::RenderTexture()
: _FBO(0)
, _depthRenderBufffer(0)
, _oldFBO(0)
, _texture(0)
, _textureCopy(0)
, _UITextureImage(nullptr)
, _pixelFormat(Texture2D::PixelFormat::RGBA8888)
, _clearFlags(0)
, _clearColor(Color4F(0,0,0,0))
, _clearDepth(0.0f)
, _clearStencil(0)
, _autoDraw(false)
, _sprite(nullptr)
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, _keepMatrix(false)
, _rtTextureRect(Rect::ZERO)
, _fullRect(Rect::ZERO)
, _fullviewPort(Rect::ZERO)
{
#if CC_ENABLE_CACHE_TEXTURE_DATA
// Listen this event to save render texture before come to background.
// Then it can be restored after coming to foreground on Android.
auto toBackgroundListener = EventListenerCustom::create(EVENT_COME_TO_BACKGROUND, CC_CALLBACK_1(RenderTexture::listenToBackground, this));
_eventDispatcher->addEventListenerWithSceneGraphPriority(toBackgroundListener, this);
auto toForegroundListener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, CC_CALLBACK_1(RenderTexture::listenToForeground, this));
_eventDispatcher->addEventListenerWithSceneGraphPriority(toForegroundListener, this);
#endif
}
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RenderTexture::~RenderTexture()
{
CC_SAFE_RELEASE(_sprite);
CC_SAFE_RELEASE(_textureCopy);
glDeleteFramebuffers(1, &_FBO);
if (_depthRenderBufffer)
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{
glDeleteRenderbuffers(1, &_depthRenderBufffer);
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}
CC_SAFE_DELETE(_UITextureImage);
}
void RenderTexture::listenToBackground(EventCustom *event)
{
#if CC_ENABLE_CACHE_TEXTURE_DATA
CC_SAFE_DELETE(_UITextureImage);
// to get the rendered texture data
_UITextureImage = newImage(false);
if (_UITextureImage)
{
const Size& s = _texture->getContentSizeInPixels();
VolatileTextureMgr::addDataTexture(_texture, _UITextureImage->getData(), s.width * s.height * 4, Texture2D::PixelFormat::RGBA8888, s);
if ( _textureCopy )
{
VolatileTextureMgr::addDataTexture(_textureCopy, _UITextureImage->getData(), s.width * s.height * 4, Texture2D::PixelFormat::RGBA8888, s);
}
}
else
{
CCLOG("Cache rendertexture failed!");
}
glDeleteFramebuffers(1, &_FBO);
_FBO = 0;
#endif
}
void RenderTexture::listenToForeground(EventCustom *event)
{
#if CC_ENABLE_CACHE_TEXTURE_DATA
// -- regenerate frame buffer object and attach the texture
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
glGenFramebuffers(1, &_FBO);
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
_texture->setAliasTexParameters();
if ( _textureCopy )
{
_textureCopy->setAliasTexParameters();
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
#endif
}
RenderTexture * RenderTexture::create(int w, int h, Texture2D::PixelFormat eFormat)
{
RenderTexture *ret = new RenderTexture();
if(ret && ret->initWithWidthAndHeight(w, h, eFormat))
{
ret->autorelease();
return ret;
}
CC_SAFE_DELETE(ret);
return nullptr;
}
RenderTexture * RenderTexture::create(int w ,int h, Texture2D::PixelFormat eFormat, GLuint uDepthStencilFormat)
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{
RenderTexture *ret = new RenderTexture();
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if(ret && ret->initWithWidthAndHeight(w, h, eFormat, uDepthStencilFormat))
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{
ret->autorelease();
return ret;
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}
CC_SAFE_DELETE(ret);
return nullptr;
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}
RenderTexture * RenderTexture::create(int w, int h)
{
RenderTexture *ret = new RenderTexture();
if(ret && ret->initWithWidthAndHeight(w, h, Texture2D::PixelFormat::RGBA8888, 0))
{
ret->autorelease();
return ret;
}
CC_SAFE_DELETE(ret);
return nullptr;
}
bool RenderTexture::initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat eFormat)
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{
return initWithWidthAndHeight(w, h, eFormat, 0);
}
bool RenderTexture::initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)
{
CCASSERT(format != Texture2D::PixelFormat::A8, "only RGB and RGBA formats are valid for a render texture");
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bool ret = false;
void *data = nullptr;
do
{
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_fullRect = _rtTextureRect = Rect(0,0,w,h);
//Size size = Director::getInstance()->getWinSizeInPixels();
//_fullviewPort = Rect(0,0,size.width,size.height);
w = (int)(w * CC_CONTENT_SCALE_FACTOR());
h = (int)(h * CC_CONTENT_SCALE_FACTOR());
_fullviewPort = Rect(0,0,w,h);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
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// textures must be power of two squared
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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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auto dataLen = powW * powH * 4;
data = malloc(dataLen);
CC_BREAK_IF(! data);
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memset(data, 0, dataLen);
_pixelFormat = format;
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_texture = new Texture2D();
if (_texture)
{
_texture->initWithData(data, dataLen, (Texture2D::PixelFormat)_pixelFormat, powW, powH, Size((float)w, (float)h));
}
else
{
break;
}
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GLint oldRBO;
glGetIntegerv(GL_RENDERBUFFER_BINDING, &oldRBO);
if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
{
_textureCopy = new Texture2D();
if (_textureCopy)
{
_textureCopy->initWithData(data, dataLen, (Texture2D::PixelFormat)_pixelFormat, powW, powH, Size((float)w, (float)h));
}
else
{
break;
}
}
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// generate FBO
glGenFramebuffers(1, &_FBO);
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
// associate texture with FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
if (depthStencilFormat != 0)
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{
//create and attach depth buffer
glGenRenderbuffers(1, &_depthRenderBufffer);
glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderBufffer);
glRenderbufferStorage(GL_RENDERBUFFER, depthStencilFormat, (GLsizei)powW, (GLsizei)powH);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBufffer);
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// if depth format is the one with stencil part, bind same render buffer as stencil attachment
if (depthStencilFormat == GL_DEPTH24_STENCIL8)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBufffer);
}
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}
// check if it worked (probably worth doing :) )
CCASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Could not attach texture to framebuffer");
_texture->setAliasTexParameters();
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// retained
setSprite(Sprite::createWithTexture(_texture));
_texture->release();
_sprite->setFlippedY(true);
_sprite->setBlendFunc( BlendFunc::ALPHA_PREMULTIPLIED );
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glBindRenderbuffer(GL_RENDERBUFFER, oldRBO);
glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
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// Diabled 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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CC_SAFE_FREE(data);
return ret;
}
void RenderTexture::setKeepMatrix(bool keepMatrix)
{
_keepMatrix = keepMatrix;
}
void RenderTexture::setVirtualViewport(const Vector2& rtBegin, const Rect& fullRect, const Rect& fullViewport)
{
_rtTextureRect.origin.x = rtBegin.x;
_rtTextureRect.origin.y = rtBegin.y;
_fullRect = fullRect;
_fullviewPort = fullViewport;
}
void RenderTexture::beginWithClear(float r, float g, float b, float a)
{
beginWithClear(r, g, b, a, 0, 0, GL_COLOR_BUFFER_BIT);
}
void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue)
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{
beginWithClear(r, g, b, a, depthValue, 0, GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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}
void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue)
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{
beginWithClear(r, g, b, a, depthValue, stencilValue, GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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}
void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags)
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{
setClearColor(Color4F(r, g, b, a));
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setClearDepth(depthValue);
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setClearStencil(stencilValue);
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setClearFlags(flags);
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this->begin();
//clear screen
_beginWithClearCommand.init(_globalZOrder);
_beginWithClearCommand.func = CC_CALLBACK_0(RenderTexture::onClear, this);
Director::getInstance()->getRenderer()->addCommand(&_beginWithClearCommand);
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}
//TODO find a better way to clear the screen, there is no need to rebind render buffer there.
void RenderTexture::clear(float r, float g, float b, float a)
{
this->beginWithClear(r, g, b, a);
this->end();
}
void RenderTexture::clearDepth(float depthValue)
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{
setClearDepth(depthValue);
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this->begin();
_clearDepthCommand.init(_globalZOrder);
_clearDepthCommand.func = CC_CALLBACK_0(RenderTexture::onClearDepth, this);
Director::getInstance()->getRenderer()->addCommand(&_clearDepthCommand);
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this->end();
}
void RenderTexture::clearStencil(int stencilValue)
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{
// save old stencil value
int stencilClearValue;
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilClearValue);
glClearStencil(stencilValue);
glClear(GL_STENCIL_BUFFER_BIT);
// restore clear color
glClearStencil(stencilClearValue);
}
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void RenderTexture::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated)
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{
// override visit.
// Don't call visit on its children
if (!_visible)
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{
return;
}
bool dirty = parentTransformUpdated || _transformUpdated;
if(dirty)
_modelViewTransform = transform(parentTransform);
_transformUpdated = false;
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
// IMPORTANT:
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// To ease the migration to v3.0, we still support the Matrix stack,
// but it is deprecated and your code should not rely on it
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
_sprite->visit(renderer, _modelViewTransform, dirty);
draw(renderer, _modelViewTransform, dirty);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_orderOfArrival = 0;
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}
bool RenderTexture::saveToFile(const std::string& filename)
{
return saveToFile(filename,Image::Format::JPG);
}
bool RenderTexture::saveToFile(const std::string& fileName, Image::Format format)
{
CCASSERT(format == Image::Format::JPG || format == Image::Format::PNG,
"the image can only be saved as JPG or PNG format");
std::string fullpath = FileUtils::getInstance()->getWritablePath() + fileName;
_saveToFileCommand.init(_globalZOrder);
_saveToFileCommand.func = CC_CALLBACK_0(RenderTexture::onSaveToFile,this,fullpath);
Director::getInstance()->getRenderer()->addCommand(&_saveToFileCommand);
return true;
}
void RenderTexture::onSaveToFile(const std::string& filename)
{
Image *image = newImage(true);
if (image)
{
image->saveToFile(filename.c_str(), true);
}
CC_SAFE_DELETE(image);
}
/* get buffer as Image */
Image* RenderTexture::newImage(bool fliimage)
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{
CCASSERT(_pixelFormat == Texture2D::PixelFormat::RGBA8888, "only RGBA8888 can be saved as image");
if (nullptr == _texture)
{
return nullptr;
}
const Size& s = _texture->getContentSizeInPixels();
// to get the image size to save
// if the saving image domain exceeds the buffer texture domain,
// it should be cut
int savedBufferWidth = (int)s.width;
int savedBufferHeight = (int)s.height;
GLubyte *buffer = nullptr;
GLubyte *tempData = nullptr;
Image *image = new Image();
do
{
CC_BREAK_IF(! (buffer = new GLubyte[savedBufferWidth * savedBufferHeight * 4]));
if(! (tempData = new GLubyte[savedBufferWidth * savedBufferHeight * 4]))
{
delete[] buffer;
buffer = nullptr;
break;
}
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
//TODO move this to configration, so we don't check it every time
/* Certain Qualcomm Andreno gpu's will retain data in memory after a frame buffer switch which corrupts the render to the texture. The solution is to clear the frame buffer before rendering to the texture. However, calling glClear has the unintended result of clearing the current texture. Create a temporary texture to overcome this. At the end of RenderTexture::begin(), switch the attached texture to the second one, call glClear, and then switch back to the original texture. This solution is unnecessary for other devices as they don't have the same issue with switching frame buffers.
*/
if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
{
// -- bind a temporary texture so we can clear the render buffer without losing our texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _textureCopy->getName(), 0);
CHECK_GL_ERROR_DEBUG();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
}
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0,0,savedBufferWidth, savedBufferHeight,GL_RGBA,GL_UNSIGNED_BYTE, tempData);
glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
if ( fliimage ) // -- flip is only required when saving image to file
{
// to get the actual texture data
// #640 the image read from rendertexture is dirty
for (int i = 0; i < savedBufferHeight; ++i)
{
memcpy(&buffer[i * savedBufferWidth * 4],
&tempData[(savedBufferHeight - i - 1) * savedBufferWidth * 4],
savedBufferWidth * 4);
}
image->initWithRawData(buffer, savedBufferWidth * savedBufferHeight * 4, savedBufferWidth, savedBufferHeight, 8);
}
else
{
image->initWithRawData(tempData, savedBufferWidth * savedBufferHeight * 4, savedBufferWidth, savedBufferHeight, 8);
}
} while (0);
CC_SAFE_DELETE_ARRAY(buffer);
CC_SAFE_DELETE_ARRAY(tempData);
return image;
}
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void RenderTexture::onBegin()
{
//
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Director *director = Director::getInstance();
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_oldProjMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, _projectionMatrix);
_oldTransMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _transformMatrix);
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if(!_keepMatrix)
{
director->setProjection(director->getProjection());
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#if CC_TARGET_PLATFORM == CC_PLATFORM_WP8
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Matrix modifiedProjection = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
modifiedProjection = CCEGLView::sharedOpenGLView()->getReverseOrientationMatrix() * modifiedProjection;
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION,modifiedProjection);
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#endif
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const Size& texSize = _texture->getContentSizeInPixels();
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// Calculate the adjustment ratios based on the old and new projections
Size size = director->getWinSizeInPixels();
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float widthRatio = size.width / texSize.width;
float heightRatio = size.height / texSize.height;
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Matrix orthoMatrix;
Matrix::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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}
//calculate viewport
{
Rect viewport;
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;
//glViewport(_fullviewPort.origin.x, _fullviewPort.origin.y, (GLsizei)_fullviewPort.size.width, (GLsizei)_fullviewPort.size.height);
glViewport(viewport.origin.x, viewport.origin.y, (GLsizei)viewport.size.width, (GLsizei)viewport.size.height);
}
// Adjust the orthographic projection and viewport
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
//TODO move this to configration, so we don't check it every time
/* Certain Qualcomm Andreno gpu's will retain data in memory after a frame buffer switch which corrupts the render to the texture. The solution is to clear the frame buffer before rendering to the texture. However, calling glClear has the unintended result of clearing the current texture. Create a temporary texture to overcome this. At the end of RenderTexture::begin(), switch the attached texture to the second one, call glClear, and then switch back to the original texture. This solution is unnecessary for other devices as they don't have the same issue with switching frame buffers.
*/
if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
{
// -- bind a temporary texture so we can clear the render buffer without losing our texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _textureCopy->getName(), 0);
CHECK_GL_ERROR_DEBUG();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
}
}
void RenderTexture::onEnd()
{
Director *director = Director::getInstance();
glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
// restore viewport
director->setViewport();
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//
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, _oldProjMatrix);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _oldTransMatrix);
}
void RenderTexture::onClear()
{
// save clear color
GLfloat oldClearColor[4] = {0.0f};
GLfloat oldDepthClearValue = 0.0f;
GLint oldStencilClearValue = 0;
// backup and set
if (_clearFlags & GL_COLOR_BUFFER_BIT)
{
glGetFloatv(GL_COLOR_CLEAR_VALUE, oldClearColor);
glClearColor(_clearColor.r, _clearColor.g, _clearColor.b, _clearColor.a);
}
if (_clearFlags & GL_DEPTH_BUFFER_BIT)
{
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &oldDepthClearValue);
glClearDepth(_clearDepth);
}
if (_clearFlags & GL_STENCIL_BUFFER_BIT)
{
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &oldStencilClearValue);
glClearStencil(_clearStencil);
}
// clear
glClear(_clearFlags);
// restore
if (_clearFlags & GL_COLOR_BUFFER_BIT)
{
glClearColor(oldClearColor[0], oldClearColor[1], oldClearColor[2], oldClearColor[3]);
}
if (_clearFlags & GL_DEPTH_BUFFER_BIT)
{
glClearDepth(oldDepthClearValue);
}
if (_clearFlags & GL_STENCIL_BUFFER_BIT)
{
glClearStencil(oldStencilClearValue);
}
}
void RenderTexture::onClearDepth()
{
//! save old depth value
GLfloat depthClearValue;
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depthClearValue);
glClearDepth(_clearDepth);
glClear(GL_DEPTH_BUFFER_BIT);
// restore clear color
glClearDepth(depthClearValue);
}
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void RenderTexture::draw(Renderer *renderer, const Matrix &transform, bool transformUpdated)
{
if (_autoDraw)
{
//Begin will create a render group using new render target
begin();
//clear screen
_clearCommand.init(_globalZOrder);
_clearCommand.func = CC_CALLBACK_0(RenderTexture::onClear, this);
renderer->addCommand(&_clearCommand);
//! make sure all children are drawn
sortAllChildren();
for(const auto &child: _children)
{
if (child != _sprite)
child->visit(renderer, transform, transformUpdated);
}
//End will pop the current render group
end();
}
}
void RenderTexture::begin()
{
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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_projectionMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_transformMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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if(!_keepMatrix)
{
director->setProjection(director->getProjection());
const Size& texSize = _texture->getContentSizeInPixels();
// Calculate the adjustment ratios based on the old and new projections
Size size = director->getWinSizeInPixels();
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float widthRatio = size.width / texSize.width;
float heightRatio = size.height / texSize.height;
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Matrix orthoMatrix;
Matrix::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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}
_groupCommand.init(_globalZOrder);
Renderer *renderer = Director::getInstance()->getRenderer();
renderer->addCommand(&_groupCommand);
renderer->pushGroup(_groupCommand.getRenderQueueID());
_beginCommand.init(_globalZOrder);
_beginCommand.func = CC_CALLBACK_0(RenderTexture::onBegin, this);
Director::getInstance()->getRenderer()->addCommand(&_beginCommand);
}
void RenderTexture::end()
{
_endCommand.init(_globalZOrder);
_endCommand.func = CC_CALLBACK_0(RenderTexture::onEnd, this);
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
Renderer *renderer = director->getRenderer();
renderer->addCommand(&_endCommand);
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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}
NS_CC_END