Merge pull request #13379 from ZhangMenghe/v3-rtexture

[ci skip] Modify renderTexture stencilDepth test
This commit is contained in:
pandamicro 2015-08-17 10:20:22 +08:00
commit 1700230213
1 changed files with 5 additions and 26 deletions

View File

@ -424,7 +424,6 @@ var RenderTextureZbuffer = RenderTextureBaseLayer.extend({
var RenderTextureTestDepthStencil = RenderTextureBaseLayer.extend({ var RenderTextureTestDepthStencil = RenderTextureBaseLayer.extend({
_spriteDraw : null, _spriteDraw : null,
_rend : null, _rend : null,
_listener : null,
ctor:function () { ctor:function () {
this._super(); this._super();
@ -447,26 +446,6 @@ var RenderTextureTestDepthStencil = RenderTextureBaseLayer.extend({
menu.x = winSize.width - 90; menu.x = winSize.width - 90;
menu.y = winSize.height - 100; menu.y = winSize.height - 100;
var sprite = this._spriteDraw;
var layer = this;
this._listener = cc.EventListener.create({
event: cc.EventListener.TOUCH_ONE_BY_ONE,
swallowTouches: true,
onTouchBegan: function (touch, event) {
var locationInNode = sprite.convertToNodeSpace(touch.getLocation());
var s = sprite.getContentSize();
var rect = cc.rect(0, 0, winSize.width, winSize.height);
if (cc.rectContainsPoint(rect, locationInNode)) {
layer.releaseMask();
return true;
}
return false;
}
});
this.setUserObject(this._listener);
this.addChild(menu); this.addChild(menu);
this.addChild(this._spriteDraw); this.addChild(this._spriteDraw);
}, },
@ -476,7 +455,7 @@ var RenderTextureTestDepthStencil = RenderTextureBaseLayer.extend({
gl.stencilFunc(gl.NOTEQUAL, 1, 0xFF); gl.stencilFunc(gl.NOTEQUAL, 1, 0xFF);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
gl.disable(gl.STENCIL_TEST); gl.disable(gl.STENCIL_TEST);
cc.eventManager.removeListener(this._listener); this.onRestartCallback();
}, },
maskTest: function (sender) { maskTest: function (sender) {
@ -484,22 +463,22 @@ var RenderTextureTestDepthStencil = RenderTextureBaseLayer.extend({
gl.clear(gl.STENCIL_BUFFER_BIT); gl.clear(gl.STENCIL_BUFFER_BIT);
this._rend.beginWithClear(0, 0, 0, 0, 0, 0); this._rend.beginWithClear(0, 0, 0, 0, 0, 0);
gl.stencilMask(0xFF);
gl.stencilMask(0xFF);
cc.eventManager.removeListeners(cc.EventListener.TOUCH_ONE_BY_ONE);
gl.stencilFunc(gl.NEVER, 1, 0xFF); gl.stencilFunc(gl.NEVER, 1, 0xFF);
gl.stencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE); gl.stencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE);
gl.enable(gl.STENCIL_TEST); gl.enable(gl.STENCIL_TEST);
this._rend.end(); this._rend.end();
this.schedule(this.releaseMask, 0.5);
cc.eventManager.addListener(this._listener, this._spriteDraw);
}, },
title:function () { title:function () {
return "Testing depthStencil attachment"; return "Testing depthStencil attachment";
}, },
subtitle:function () { subtitle:function () {
return "Click to be masked and Touch anywhere to back"; return "Click to be masked and turn black\n Come back after 0.5s";
} }
}); });