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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 "CCNode.h"
# include "CCSprite.h"
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# include "kazmath/mat4.h"
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# include "platform/CCImage.h"
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# include "renderer/CCGroupCommand.h"
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# include "renderer/CCCustomCommand.h"
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NS_CC_BEGIN
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class EventCustom ;
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/**
* @ addtogroup textures
* @ {
*/
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/**
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@ brief RenderTexture is a generic rendering target . To render things into it ,
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simply construct a render target , call begin on it , call visit on any cocos
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scenes or objects to render them , and call end . For convenience , render texture
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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*/
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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 */
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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 */
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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 */
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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 */
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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 */
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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. */
inline void endToLua ( ) { end ( ) ; } ;
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/** ends grabbing*/
virtual void end ( ) ;
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/** clears the texture with a color */
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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virtual void clearDepth ( float depthValue ) ;
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/** clears the texture with 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.
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Caller is responsible for releasing it by calling delete .
*/
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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.
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Returns true if the operation is successful .
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*/
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bool saveToFile ( const std : : string & filename ) ;
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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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*/
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bool saveToFile ( const std : : string & filename , Image : : Format format ) ;
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/** Listen "come to background" message, and save render texture.
It only has effect on Android .
*/
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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 .
*/
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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. */
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inline unsigned int getClearFlags ( ) const { return _clearFlags ; } ;
inline void setClearFlags ( unsigned int clearFlags ) { _clearFlags = clearFlags ; } ;
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/** Clear color value. Valid only when "autoDraw" is true. */
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inline const Color4F & getClearColor ( ) const { return _clearColor ; } ;
inline void setClearColor ( const Color4F & clearColor ) { _clearColor = clearColor ; } ;
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/** Value for clearDepth. Valid only when "autoDraw" is true. */
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inline float getClearDepth ( ) const { return _clearDepth ; } ;
inline void setClearDepth ( float clearDepth ) { _clearDepth = clearDepth ; } ;
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/** Value for clear Stencil. Valid only when "autoDraw" is true */
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inline int getClearStencil ( ) const { return _clearStencil ; } ;
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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.
Will be enabled in the future .
*/
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inline bool isAutoDraw ( ) const { return _autoDraw ; } ;
inline void setAutoDraw ( bool isAutoDraw ) { _autoDraw = isAutoDraw ; } ;
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/** Gets the Sprite being used. */
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inline Sprite * getSprite ( ) const { return _sprite ; } ;
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/** Sets the Sprite being used. */
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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 kmMat4 & parentTransform , bool parentTransformUpdated ) override ;
virtual void draw ( Renderer * renderer , const kmMat4 & transform , bool transformUpdated ) override ;
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void setKeepMatrix ( bool keepMatrix ) ;
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void setVirtualViewPort ( const Point & rtBegin , const Rect & fullRect , const Rect & fullViewport ) ;
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public :
// XXX should be procted.
// but due to a bug in PowerVR + Android,
// the constructor is public again
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RenderTexture ( ) ;
virtual ~ RenderTexture ( ) ;
/** initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid */
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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*/
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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 :
- [ [ renderTexture sprite ] setBlendFunc : ( BlendFunc ) { GL_ONE , GL_ONE_MINUS_SRC_ALPHA } ] ;
*/
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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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protected :
//renderer caches and callbacks
void onBegin ( ) ;
void onEnd ( ) ;
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void onClear ( ) ;
void onClearDepth ( ) ;
kmMat4 _oldTransMatrix , _oldProjMatrix ;
kmMat4 _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__