axmol/cocos2dx/misc_nodes/CCClippingNode.cpp

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/*
* cocos2d for iPhone: http://www.cocos2d-iphone.org
* cocos2d-x: http://www.cocos2d-x.org
*
* Copyright (c) 2012 Pierre-David Bélanger
* Copyright (c) 2012 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.
*
*/
#include "CCClippingNode.h"
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#include "kazmath/GL/matrix.h"
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#include "shaders/CCGLProgram.h"
#include "shaders/CCShaderCache.h"
#include "CCDirector.h"
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#include "draw_nodes/CCDrawingPrimitives.h"
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NS_CC_BEGIN
static GLint g_sStencilBits = -1;
static void setProgram(Node *n, GLProgram *p)
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{
n->setShaderProgram(p);
if (!n->getChildren()) return;
Object* pObj = NULL;
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CCARRAY_FOREACH(n->getChildren(), pObj)
{
setProgram(static_cast<Node*>(pObj), p);
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}
}
ClippingNode::ClippingNode()
: _stencil(NULL)
, _alphaThreshold(0.0f)
, _inverted(false)
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{}
ClippingNode::~ClippingNode()
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{
CC_SAFE_RELEASE(_stencil);
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}
ClippingNode* ClippingNode::create()
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{
ClippingNode *pRet = new ClippingNode();
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if (pRet && pRet->init())
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
ClippingNode* ClippingNode::create(Node *pStencil)
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{
ClippingNode *pRet = new ClippingNode();
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if (pRet && pRet->init(pStencil))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
bool ClippingNode::init()
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{
return init(NULL);
}
bool ClippingNode::init(Node *pStencil)
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{
CC_SAFE_RELEASE(_stencil);
_stencil = pStencil;
CC_SAFE_RETAIN(_stencil);
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_alphaThreshold = 1;
_inverted = false;
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// get (only once) the number of bits of the stencil buffer
static bool once = true;
if (once)
{
glGetIntegerv(GL_STENCIL_BITS, &g_sStencilBits);
if (g_sStencilBits <= 0)
{
CCLOG("Stencil buffer is not enabled.");
}
once = false;
}
return true;
}
void ClippingNode::onEnter()
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{
Node::onEnter();
_stencil->onEnter();
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}
void ClippingNode::onEnterTransitionDidFinish()
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{
Node::onEnterTransitionDidFinish();
_stencil->onEnterTransitionDidFinish();
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}
void ClippingNode::onExitTransitionDidStart()
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{
_stencil->onExitTransitionDidStart();
Node::onExitTransitionDidStart();
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}
void ClippingNode::onExit()
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{
_stencil->onExit();
Node::onExit();
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}
void ClippingNode::drawFullScreenQuadClearStencil()
{
kmGLMatrixMode(KM_GL_MODELVIEW);
kmGLPushMatrix();
kmGLLoadIdentity();
kmGLMatrixMode(KM_GL_PROJECTION);
kmGLPushMatrix();
kmGLLoadIdentity();
DrawPrimitives::drawSolidRect(Point(-1,-1), Point(1,1), Color4F(1, 1, 1, 1));
kmGLMatrixMode(KM_GL_PROJECTION);
kmGLPopMatrix();
kmGLMatrixMode(KM_GL_MODELVIEW);
kmGLPopMatrix();
}
void ClippingNode::visit()
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{
// if stencil buffer disabled
if (g_sStencilBits < 1)
{
// draw everything, as if there where no stencil
Node::visit();
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return;
}
// return fast (draw nothing, or draw everything if in inverted mode) if:
// - nil stencil node
// - or stencil node invisible:
if (!_stencil || !_stencil->isVisible())
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{
if (_inverted)
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{
// draw everything
Node::visit();
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}
return;
}
// store the current stencil layer (position in the stencil buffer),
// this will allow nesting up to n ClippingNode,
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// where n is the number of bits of the stencil buffer.
static GLint layer = -1;
// all the _stencilBits are in use?
if (layer + 1 == g_sStencilBits)
{
// warn once
static bool once = true;
if (once)
{
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char warning[200] = {0};
snprintf(warning, sizeof(warning), "Nesting more than %d stencils is not supported. Everything will be drawn without stencil for this node and its childs.", g_sStencilBits);
CCLOG("%s", warning);
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once = false;
}
// draw everything, as if there where no stencil
Node::visit();
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return;
}
///////////////////////////////////
// INIT
// increment the current layer
layer++;
// mask of the current layer (ie: for layer 3: 00000100)
GLint mask_layer = 0x1 << 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)
GLint mask_layer_le = mask_layer | mask_layer_l;
// manually save the stencil state
GLboolean currentStencilEnabled = GL_FALSE;
GLuint currentStencilWriteMask = ~0;
GLenum currentStencilFunc = GL_ALWAYS;
GLint currentStencilRef = 0;
GLuint currentStencilValueMask = ~0;
GLenum currentStencilFail = GL_KEEP;
GLenum currentStencilPassDepthFail = GL_KEEP;
GLenum currentStencilPassDepthPass = GL_KEEP;
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);
// 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);
// manually save the depth test state
//GLboolean currentDepthTestEnabled = GL_TRUE;
GLboolean currentDepthWriteMask = GL_TRUE;
//currentDepthTestEnabled = glIsEnabled(GL_DEPTH_TEST);
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);
///////////////////////////////////
// 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);
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// draw a fullscreen solid rectangle to clear the stencil buffer
//ccDrawSolidRect(Point::ZERO, ccpFromSize([[Director sharedDirector] winSize]), Color4F(1, 1, 1, 1));
drawFullScreenQuadClearStencil();
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///////////////////////////////////
// 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);
glStencilOp(!_inverted ? GL_REPLACE : GL_ZERO, GL_KEEP, GL_KEEP);
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// enable alpha test only if the alpha threshold < 1,
// indeed if alpha threshold == 1, every pixel will be drawn anyways
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WINDOWS || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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GLboolean currentAlphaTestEnabled = GL_FALSE;
GLenum currentAlphaTestFunc = GL_ALWAYS;
GLclampf currentAlphaTestRef = 1;
#endif
if (_alphaThreshold < 1) {
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WINDOWS || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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// 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);
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#else
// since glAlphaTest do not exists in OES, use a shader that writes
// pixel only if greater than an alpha threshold
GLProgram *program = ShaderCache::getInstance()->programForKey(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
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// set our alphaThreshold
program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
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// we need to recursively apply this shader to all the nodes in the stencil node
// XXX: we should have a way to apply shader to all nodes without having to do this
setProgram(_stencil, program);
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#endif
}
// draw the stencil node as if it was one of our child
// (according to the stencil test func/op and alpha (or alpha shader) test)
kmGLPushMatrix();
transform();
_stencil->visit();
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kmGLPopMatrix();
// restore alpha test state
if (_alphaThreshold < 1)
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{
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WINDOWS || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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// manually restore the alpha test state
glAlphaFunc(currentAlphaTestFunc, currentAlphaTestRef);
if (!currentAlphaTestEnabled)
{
glDisable(GL_ALPHA_TEST);
}
#else
// XXX: we need to find a way to restore the shaders of the stencil node and its childs
#endif
}
// restore the depth test state
glDepthMask(currentDepthWriteMask);
//if (currentDepthTestEnabled) {
// glEnable(GL_DEPTH_TEST);
//}
///////////////////////////////////
// DRAW CONTENT
// setup the stencil test func like this:
// for each pixel of this node and its childs
// 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);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// draw (according to the stencil test func) this node and its childs
Node::visit();
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///////////////////////////////////
// CLEANUP
// manually restore the stencil state
glStencilFunc(currentStencilFunc, currentStencilRef, currentStencilValueMask);
glStencilOp(currentStencilFail, currentStencilPassDepthFail, currentStencilPassDepthPass);
glStencilMask(currentStencilWriteMask);
if (!currentStencilEnabled)
{
glDisable(GL_STENCIL_TEST);
}
// we are done using this layer, decrement
layer--;
}
Node* ClippingNode::getStencil() const
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{
return _stencil;
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}
void ClippingNode::setStencil(Node *pStencil)
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{
CC_SAFE_RELEASE(_stencil);
_stencil = pStencil;
CC_SAFE_RETAIN(_stencil);
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}
GLfloat ClippingNode::getAlphaThreshold() const
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{
return _alphaThreshold;
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}
void ClippingNode::setAlphaThreshold(GLfloat fAlphaThreshold)
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{
_alphaThreshold = fAlphaThreshold;
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}
bool ClippingNode::isInverted() const
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{
return _inverted;
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}
void ClippingNode::setInverted(bool bInverted)
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{
_inverted = bInverted;
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}
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NS_CC_END