/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2009 On-Core 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. ****************************************************************************/ #include "CCGrabber.h" #include "ccMacros.h" #include "textures/CCTexture2D.h" #include "platform/platform.h" NS_CC_BEGIN CCGrabber::CCGrabber(void) : _FBO(0) , _oldFBO(0) { memset(_oldClearColor, 0, sizeof(_oldClearColor)); // generate FBO glGenFramebuffers(1, &_FBO); } void CCGrabber::grab(CCTexture2D *pTexture) { glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO); // bind glBindFramebuffer(GL_FRAMEBUFFER, _FBO); // associate texture with FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pTexture->getName(), 0); // check if it worked (probably worth doing :) ) GLuint status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { CCAssert(0, "Frame Grabber: could not attach texture to framebuffer"); } glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO); } void CCGrabber::beforeRender(CCTexture2D *pTexture) { CC_UNUSED_PARAM(pTexture); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO); glBindFramebuffer(GL_FRAMEBUFFER, _FBO); // save clear color glGetFloatv(GL_COLOR_CLEAR_VALUE, _oldClearColor); // BUG XXX: doesn't work with RGB565. glClearColor(0, 0, 0, 0); // BUG #631: To fix #631, uncomment the lines with #631 // Warning: But it CCGrabber won't work with 2 effects at the same time // glClearColor(0.0f,0.0f,0.0f,1.0f); // #631 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // glColorMask(true, true, true, false); // #631 } void CCGrabber::afterRender(cocos2d::CCTexture2D *pTexture) { CC_UNUSED_PARAM(pTexture); glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO); // glColorMask(true, true, true, true); // #631 // Restore clear color glClearColor(_oldClearColor[0], _oldClearColor[1], _oldClearColor[2], _oldClearColor[3]); } CCGrabber::~CCGrabber() { CCLOGINFO("cocos2d: deallocing %p", this); glDeleteFramebuffers(1, &_FBO); } NS_CC_END