axmol/cocos/2d/NewClippingNode.cpp

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//
// Created by NiTe Luo on 11/13/13.
//
#include "NewClippingNode.h"
#include "GroupCommand.h"
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#include "Renderer.h"
#include "CustomCommand.h"
#include "CCShaderCache.h"
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NS_CC_BEGIN
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// store the current stencil layer (position in the stencil buffer),
// this will allow nesting up to n ClippingNode,
// where n is the number of bits of the stencil buffer.
static GLint layer = -1;
static void setProgram(Node *n, GLProgram *p)
{
n->setShaderProgram(p);
if (!n->getChildren()) return;
Object* pObj = NULL;
CCARRAY_FOREACH(n->getChildren(), pObj)
{
setProgram(static_cast<Node*>(pObj), p);
}
}
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NewClippingNode *NewClippingNode::create()
{
NewClippingNode* pRet = new NewClippingNode();
if(pRet && pRet->init())
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
NewClippingNode *NewClippingNode::create(Node *pStencil)
{
NewClippingNode* pRet = new NewClippingNode();
if(pRet && pRet->init(pStencil))
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
NewClippingNode::~NewClippingNode()
{
}
NewClippingNode::NewClippingNode()
:ClippingNode()
{
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currentStencilEnabled = GL_FALSE;
currentStencilWriteMask = ~0;
currentStencilFunc = GL_ALWAYS;
currentStencilRef = 0;
currentStencilValueMask = ~0;
currentStencilFail = GL_KEEP;
currentStencilPassDepthFail = GL_KEEP;
currentStencilPassDepthPass = GL_KEEP;
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currentDepthWriteMask = GL_TRUE;
currentAlphaTestEnabled = GL_FALSE;
currentAlphaTestFunc = GL_ALWAYS;
currentAlphaTestRef = 1;
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}
void NewClippingNode::visit()
{
//Add group command
Renderer* renderer = Renderer::getInstance();
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GroupCommand* groupCommand = new GroupCommand(0,_vertexZ);
renderer->addCommand(groupCommand);
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renderer->pushGroup(groupCommand->getRenderQueueID());
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CustomCommand* beforeVisitCmd = new CustomCommand(0,_vertexZ);
beforeVisitCmd->func = CC_CALLBACK_0(NewClippingNode::beforeVisit, this);
renderer->addCommand(beforeVisitCmd, groupCommand->getRenderQueueID());
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_stencil->visit();
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CustomCommand* afterDrawStencilCmd = new CustomCommand(0,_vertexZ);
afterDrawStencilCmd->func = CC_CALLBACK_0(NewClippingNode::afterDrawStencil, this);
renderer->addCommand(afterDrawStencilCmd, groupCommand->getRenderQueueID());
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Node::visit();
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CustomCommand* afterVisitCmd = new CustomCommand(0,_vertexZ);
afterVisitCmd->func = CC_CALLBACK_0(NewClippingNode::afterVisit, this);
renderer->addCommand(afterVisitCmd, groupCommand->getRenderQueueID());
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renderer->popGroup();
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}
void NewClippingNode::beforeVisit()
{
///////////////////////////////////
// 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)
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mask_layer_le = mask_layer | mask_layer_l;
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// 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);
// 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
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//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);
// draw a fullscreen solid rectangle to clear the stencil buffer
//ccDrawSolidRect(Point::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);
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
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WINDOWS || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
// GLboolean currentAlphaTestEnabled = GL_FALSE;
// GLenum currentAlphaTestFunc = GL_ALWAYS;
// GLclampf currentAlphaTestRef = 1;
#endif
if (_alphaThreshold < 1) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WINDOWS || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
// 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);
#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()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
// set our alphaThreshold
program->use();
program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
// 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);
#endif
}
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//Draw _stencil
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}
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void NewClippingNode::afterDrawStencil()
{
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// restore alpha test state
if (_alphaThreshold < 1)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WINDOWS || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
// 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
}
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// 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
}
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void NewClippingNode::afterVisit()
{
///////////////////////////////////
// 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--;
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}
NS_CC_END