move rendering callback to RenderTexture

This commit is contained in:
Huabing.Xu 2013-12-23 15:59:47 +08:00
parent b7c0d7a9e8
commit fad585fbef
4 changed files with 129 additions and 130 deletions

View File

@ -625,4 +625,124 @@ Image* RenderTexture::newImage(bool fliimage)
return image; return image;
} }
void RenderTexture::onBegin()
{
//
kmGLGetMatrix(KM_GL_PROJECTION, &_oldProjMatrix);
kmGLMatrixMode(KM_GL_PROJECTION);
kmGLLoadMatrix(&_projectionMatrix);
kmGLGetMatrix(KM_GL_MODELVIEW, &_oldTransMatrix);
kmGLMatrixMode(KM_GL_MODELVIEW);
kmGLLoadMatrix(&_transformMatrix);
Director *director = Director::getInstance();
director->setProjection(director->getProjection());
const Size& texSize = _texture->getContentSizeInPixels();
// Calculate the adjustment ratios based on the old and new projections
Size size = director->getWinSizeInPixels();
float widthRatio = size.width / texSize.width;
float heightRatio = size.height / texSize.height;
// Adjust the orthographic projection and viewport
glViewport(0, 0, (GLsizei)texSize.width, (GLsizei)texSize.height);
kmMat4 orthoMatrix;
kmMat4OrthographicProjection(&orthoMatrix, (float)-1.0 / widthRatio, (float)1.0 / widthRatio,
(float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1,1 );
kmGLMultMatrix(&orthoMatrix);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
//TODO move this to configration, so we don't check it every time
/* Certain Qualcomm Andreno gpu's will retain data in memory after a frame buffer switch which corrupts the render to the texture. The solution is to clear the frame buffer before rendering to the texture. However, calling glClear has the unintended result of clearing the current texture. Create a temporary texture to overcome this. At the end of RenderTexture::begin(), switch the attached texture to the second one, call glClear, and then switch back to the original texture. This solution is unnecessary for other devices as they don't have the same issue with switching frame buffers.
*/
if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
{
// -- bind a temporary texture so we can clear the render buffer without losing our texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _textureCopy->getName(), 0);
CHECK_GL_ERROR_DEBUG();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
}
}
void RenderTexture::onEnd()
{
Director *director = Director::getInstance();
glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
// restore viewport
director->setViewport();
//
kmGLMatrixMode(KM_GL_PROJECTION);
kmGLLoadMatrix(&_oldProjMatrix);
kmGLMatrixMode(KM_GL_MODELVIEW);
kmGLLoadMatrix(&_oldTransMatrix);
}
void RenderTexture::onClear()
{
// save clear color
GLfloat oldClearColor[4] = {0.0f};
GLfloat oldDepthClearValue = 0.0f;
GLint oldStencilClearValue = 0;
// backup and set
if (_clearFlags & GL_COLOR_BUFFER_BIT)
{
glGetFloatv(GL_COLOR_CLEAR_VALUE, oldClearColor);
glClearColor(_clearColor.r, _clearColor.g, _clearColor.b, _clearColor.a);
}
if (_clearFlags & GL_DEPTH_BUFFER_BIT)
{
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &oldDepthClearValue);
glClearDepth(_clearDepth);
}
if (_clearFlags & GL_STENCIL_BUFFER_BIT)
{
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &oldStencilClearValue);
glClearStencil(_clearStencil);
}
// clear
glClear(_clearFlags);
// restore
if (_clearFlags & GL_COLOR_BUFFER_BIT)
{
glClearColor(oldClearColor[0], oldClearColor[1], oldClearColor[2], oldClearColor[3]);
}
if (_clearFlags & GL_DEPTH_BUFFER_BIT)
{
glClearDepth(oldDepthClearValue);
}
if (_clearFlags & GL_STENCIL_BUFFER_BIT)
{
glClearStencil(oldStencilClearValue);
}
}
void RenderTexture::onClearDepth()
{
//! save old depth value
GLfloat depthClearValue;
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depthClearValue);
glClearDepth(_clearDepth);
glClear(GL_DEPTH_BUFFER_BIT);
// restore clear color
glClearDepth(depthClearValue);
}
NS_CC_END NS_CC_END

View File

@ -187,7 +187,16 @@ protected:
- [[renderTexture sprite] setBlendFunc:(BlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}]; - [[renderTexture sprite] setBlendFunc:(BlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
*/ */
Sprite* _sprite; Sprite* _sprite;
protected:
//renderer caches and callbacks
void onBegin();
void onEnd();
void onClear();
void onClearDepth();
kmMat4 _oldTransMatrix, _oldProjMatrix;
kmMat4 _transformMatrix, _projectionMatrix;
private: private:
CC_DISALLOW_COPY_AND_ASSIGN(RenderTexture); CC_DISALLOW_COPY_AND_ASSIGN(RenderTexture);

View File

@ -152,113 +152,6 @@ void NewRenderTexture::end()
renderer->popGroup(); renderer->popGroup();
} }
void NewRenderTexture::onBegin()
{
//
kmGLGetMatrix(KM_GL_PROJECTION, &_oldProjMatrix);
kmGLMatrixMode(KM_GL_PROJECTION);
kmGLLoadMatrix(&_projectionMatrix);
kmGLGetMatrix(KM_GL_MODELVIEW, &_oldTransMatrix);
kmGLMatrixMode(KM_GL_MODELVIEW);
kmGLLoadMatrix(&_transformMatrix);
Director *director = Director::getInstance();
director->setProjection(director->getProjection());
const Size& texSize = _texture->getContentSizeInPixels();
// Calculate the adjustment ratios based on the old and new projections
Size size = director->getWinSizeInPixels();
float widthRatio = size.width / texSize.width;
float heightRatio = size.height / texSize.height;
// Adjust the orthographic projection and viewport
glViewport(0, 0, (GLsizei)texSize.width, (GLsizei)texSize.height);
kmMat4 orthoMatrix;
kmMat4OrthographicProjection(&orthoMatrix, (float)-1.0 / widthRatio, (float)1.0 / widthRatio,
(float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1,1 );
kmGLMultMatrix(&orthoMatrix);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
//TODO move this to configration, so we don't check it every time
/* Certain Qualcomm Andreno gpu's will retain data in memory after a frame buffer switch which corrupts the render to the texture. The solution is to clear the frame buffer before rendering to the texture. However, calling glClear has the unintended result of clearing the current texture. Create a temporary texture to overcome this. At the end of RenderTexture::begin(), switch the attached texture to the second one, call glClear, and then switch back to the original texture. This solution is unnecessary for other devices as they don't have the same issue with switching frame buffers.
*/
if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
{
// -- bind a temporary texture so we can clear the render buffer without losing our texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _textureCopy->getName(), 0);
CHECK_GL_ERROR_DEBUG();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
}
}
void NewRenderTexture::onEnd()
{
Director *director = Director::getInstance();
glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
// restore viewport
director->setViewport();
//
kmGLMatrixMode(KM_GL_PROJECTION);
kmGLLoadMatrix(&_oldProjMatrix);
kmGLMatrixMode(KM_GL_MODELVIEW);
kmGLLoadMatrix(&_oldTransMatrix);
}
void NewRenderTexture::onClear()
{
// save clear color
GLfloat oldClearColor[4] = {0.0f};
GLfloat oldDepthClearValue = 0.0f;
GLint oldStencilClearValue = 0;
// backup and set
if (_clearFlags & GL_COLOR_BUFFER_BIT)
{
glGetFloatv(GL_COLOR_CLEAR_VALUE, oldClearColor);
glClearColor(_clearColor.r, _clearColor.g, _clearColor.b, _clearColor.a);
}
if (_clearFlags & GL_DEPTH_BUFFER_BIT)
{
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &oldDepthClearValue);
glClearDepth(_clearDepth);
}
if (_clearFlags & GL_STENCIL_BUFFER_BIT)
{
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &oldStencilClearValue);
glClearStencil(_clearStencil);
}
// clear
glClear(_clearFlags);
// restore
if (_clearFlags & GL_COLOR_BUFFER_BIT)
{
glClearColor(oldClearColor[0], oldClearColor[1], oldClearColor[2], oldClearColor[3]);
}
if (_clearFlags & GL_DEPTH_BUFFER_BIT)
{
glClearDepth(oldDepthClearValue);
}
if (_clearFlags & GL_STENCIL_BUFFER_BIT)
{
glClearStencil(oldStencilClearValue);
}
}
void NewRenderTexture::clearDepth(float depthValue) void NewRenderTexture::clearDepth(float depthValue)
{ {
setClearDepth(depthValue); setClearDepth(depthValue);
@ -274,19 +167,6 @@ void NewRenderTexture::clearDepth(float depthValue)
this->end(); this->end();
} }
void NewRenderTexture::onClearDepth()
{
//! save old depth value
GLfloat depthClearValue;
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depthClearValue);
glClearDepth(_clearDepth);
glClear(GL_DEPTH_BUFFER_BIT);
// restore clear color
glClearDepth(depthClearValue);
}
NewRenderTexture::NewRenderTexture() NewRenderTexture::NewRenderTexture()
:RenderTexture() :RenderTexture()
{ {

View File

@ -46,16 +46,6 @@ protected:
protected: protected:
NewRenderTexture(); NewRenderTexture();
virtual ~NewRenderTexture(); virtual ~NewRenderTexture();
void onBegin();
void onEnd();
//Clear render buffer
void onClear();
void onClearDepth();
kmMat4 _oldTransMatrix, _oldProjMatrix;
kmMat4 _transformMatrix, _projectionMatrix;
}; };
NS_CC_END NS_CC_END