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/****************************************************************************
Copyright ( c ) 2009 Jason Booth
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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 .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# ifndef __CCRENDER_TEXTURE_H__
# define __CCRENDER_TEXTURE_H__
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# 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"
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NS_CC_BEGIN
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class EventCustom ;
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/**
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* @ addtogroup _2d
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* @ {
*/
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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
*/
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class CC_DLL RenderTexture : public Node
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{
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 .
*/
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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 ) .
*/
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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 .
*/
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static RenderTexture * create ( int w , int h ) ;
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/** Starts grabbing. */
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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 .
*/
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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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*/
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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 .
*/
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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
*/
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inline void endToLua ( ) { end ( ) ; } ;
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/** Ends grabbing. */
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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 .
*/
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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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*/
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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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*/
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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 .
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* @ js NA
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*/
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Image * newImage ( bool flipImage = true ) ;
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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 .
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*/
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bool saveToFile ( const std : : string & filename , bool isRGBA = true , std : : function < void ( RenderTexture * , const std : : string & ) > callback = nullptr ) ;
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/** saves the texture into a file. The format could be JPG or PNG. The file will be saved in the Documents folder.
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Returns true if the operation is successful .
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* Notes : since v3 . x , saveToFile will generate a custum 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 .
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*/
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bool saveToFile ( const std : : string & filename , Image : : Format format , bool isRGBA = true , std : : function < void ( RenderTexture * , const std : : string & ) > callback = nullptr ) ;
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/** Listen "come to background" message, and save render texture.
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* It only has effect on Android .
*
* @ param event Event Custom .
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*/
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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 .
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*/
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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 .
*/
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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 .
*/
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inline void setClearFlags ( unsigned int clearFlags ) { _clearFlags = clearFlags ; } ;
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/** Clear color value. Valid only when "autoDraw" is true.
*
* @ return Color value .
*/
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inline const Color4F & getClearColor ( ) const { return _clearColor ; } ;
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/** Set color value.
*
* @ param clearColor Color value .
*/
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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 .
*/
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inline float getClearDepth ( ) const { return _clearDepth ; } ;
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/** Set Value for clearDepth.
*
* @ param clearDepth Value for clearDepth .
*/
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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 .
*/
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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 compatiblity reasons.
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* Will be enabled in the future .
*
* @ return Return the autoDraw value .
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*/
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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 .
*/
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inline void setAutoDraw ( bool isAutoDraw ) { _autoDraw = isAutoDraw ; } ;
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/** Gets the Sprite being used.
*
* @ return A Sprite .
*/
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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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*/
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inline void setSprite ( Sprite * sprite ) {
CC_SAFE_RETAIN ( sprite ) ;
CC_SAFE_RELEASE ( _sprite ) ;
_sprite = sprite ;
} ;
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// Overrides
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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 Wether or not use stack matrix computed from scene hierarchy or generate new modelView and projection matrix .
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* @ 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 .
*/
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void setVirtualViewport ( const Vec2 & rtBegin , const Rect & fullRect , const Rect & fullViewport ) ;
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public :
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/** FIXME: should be procted.
* but due to a bug in PowerVR + Android ,
* the constructor is public again .
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* @ js ctor
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*/
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RenderTexture ( ) ;
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/**
* @ js NA
* @ lua NA
*/
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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 successed , 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 successed , it will return true .
*/
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bool initWithWidthAndHeight ( int w , int h , Texture2D : : PixelFormat format , GLuint depthStencilFormat ) ;
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protected :
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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 ;
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GLuint _FBO ;
GLuint _depthRenderBufffer ;
GLint _oldFBO ;
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Texture2D * _texture ;
Texture2D * _textureCopy ; // a copy of _texture
Image * _UITextureImage ;
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Texture2D : : PixelFormat _pixelFormat ;
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// code for "auto" update
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GLbitfield _clearFlags ;
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Color4F _clearColor ;
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GLclampf _clearDepth ;
GLint _clearStencil ;
bool _autoDraw ;
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/** 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 } ) ;
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*/
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Sprite * _sprite ;
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GroupCommand _groupCommand ;
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CustomCommand _beginWithClearCommand ;
CustomCommand _clearDepthCommand ;
CustomCommand _clearCommand ;
CustomCommand _beginCommand ;
CustomCommand _endCommand ;
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/*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 .
*/
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CustomCommand _saveToFileCommand ;
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std : : function < void ( RenderTexture * , const std : : string & ) > _saveFileCallback ;
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protected :
//renderer caches and callbacks
void onBegin ( ) ;
void onEnd ( ) ;
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void onClear ( ) ;
void onClearDepth ( ) ;
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void onSaveToFile ( const std : : string & fileName , bool isRGBA = true ) ;
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Mat4 _oldTransMatrix , _oldProjMatrix ;
Mat4 _transformMatrix , _projectionMatrix ;
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private :
CC_DISALLOW_COPY_AND_ASSIGN ( RenderTexture ) ;
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} ;
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// end of textures group
/// @}
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NS_CC_END
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# endif //__CCRENDER_TEXTURE_H__