/* * cocos2d for iPhone: http://www.cocos2d-iphone.org * cocos2d-x: http://www.cocos2d-x.org * * Copyright (c) 2012 Pierre-David BĂ©langer * Copyright (c) 2012 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 "CCClippingNode.h" #include "kazmath/GL/matrix.h" #include "shaders/CCGLProgram.h" #include "shaders/CCShaderCache.h" #include "CCDirector.h" #include "support/CCPointExtension.h" #include "draw_nodes/CCDrawingPrimitives.h" NS_CC_BEGIN static GLint g_sStencilBits = -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(pObj), p); } } ClippingNode::ClippingNode() : _stencil(NULL) , _alphaThreshold(0.0f) , _inverted(false) {} ClippingNode::~ClippingNode() { CC_SAFE_RELEASE(_stencil); } ClippingNode* ClippingNode::create() { ClippingNode *pRet = new ClippingNode(); if (pRet && pRet->init()) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } ClippingNode* ClippingNode::create(Node *pStencil) { ClippingNode *pRet = new ClippingNode(); if (pRet && pRet->init(pStencil)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } bool ClippingNode::init() { return init(NULL); } bool ClippingNode::init(Node *pStencil) { CC_SAFE_RELEASE(_stencil); _stencil = pStencil; CC_SAFE_RETAIN(_stencil); _alphaThreshold = 1; _inverted = false; // get (only once) the number of bits of the stencil buffer static bool once = true; if (once) { glGetIntegerv(GL_STENCIL_BITS, &g_sStencilBits); if (g_sStencilBits <= 0) { CCLOG("Stencil buffer is not enabled."); } once = false; } return true; } void ClippingNode::onEnter() { Node::onEnter(); _stencil->onEnter(); } void ClippingNode::onEnterTransitionDidFinish() { Node::onEnterTransitionDidFinish(); _stencil->onEnterTransitionDidFinish(); } void ClippingNode::onExitTransitionDidStart() { _stencil->onExitTransitionDidStart(); Node::onExitTransitionDidStart(); } void ClippingNode::onExit() { _stencil->onExit(); Node::onExit(); } void ClippingNode::drawFullScreenQuadClearStencil() { kmGLMatrixMode(KM_GL_MODELVIEW); kmGLPushMatrix(); kmGLLoadIdentity(); kmGLMatrixMode(KM_GL_PROJECTION); kmGLPushMatrix(); kmGLLoadIdentity(); ccDrawSolidRect(Point(-1,-1), Point(1,1), Color4F(1, 1, 1, 1)); kmGLMatrixMode(KM_GL_PROJECTION); kmGLPopMatrix(); kmGLMatrixMode(KM_GL_MODELVIEW); kmGLPopMatrix(); } void ClippingNode::visit() { // if stencil buffer disabled if (g_sStencilBits < 1) { // draw everything, as if there where no stencil Node::visit(); return; } // return fast (draw nothing, or draw everything if in inverted mode) if: // - nil stencil node // - or stencil node invisible: if (!_stencil || !_stencil->isVisible()) { if (_inverted) { // draw everything Node::visit(); } return; } // 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; // all the _stencilBits are in use? if (layer + 1 == g_sStencilBits) { // warn once static bool once = true; if (once) { char warning[200] = {0}; snprintf(warning, sizeof(warning), "Nesting more than %d stencils is not supported. Everything will be drawn without stencil for this node and its childs.", g_sStencilBits); CCLOG("%s", warning); once = false; } // draw everything, as if there where no stencil Node::visit(); return; } /////////////////////////////////// // 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) GLint mask_layer_le = mask_layer | mask_layer_l; // manually save the stencil state GLboolean currentStencilEnabled = GL_FALSE; GLuint currentStencilWriteMask = ~0; GLenum currentStencilFunc = GL_ALWAYS; GLint currentStencilRef = 0; GLuint currentStencilValueMask = ~0; GLenum currentStencilFail = GL_KEEP; GLenum currentStencilPassDepthFail = GL_KEEP; GLenum currentStencilPassDepthPass = GL_KEEP; currentStencilEnabled = glIsEnabled(GL_STENCIL_TEST); glGetIntegerv(GL_STENCIL_WRITEMASK, (GLint *)¤tStencilWriteMask); glGetIntegerv(GL_STENCIL_FUNC, (GLint *)¤tStencilFunc); glGetIntegerv(GL_STENCIL_REF, ¤tStencilRef); glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)¤tStencilValueMask); glGetIntegerv(GL_STENCIL_FAIL, (GLint *)¤tStencilFail); glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, (GLint *)¤tStencilPassDepthFail); glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, (GLint *)¤tStencilPassDepthPass); // 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 //GLboolean currentDepthTestEnabled = GL_TRUE; GLboolean currentDepthWriteMask = GL_TRUE; //currentDepthTestEnabled = glIsEnabled(GL_DEPTH_TEST); glGetBooleanv(GL_DEPTH_WRITEMASK, ¤tDepthWriteMask); // 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); // 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 *)¤tAlphaTestFunc); glGetFloatv(GL_ALPHA_TEST_REF, ¤tAlphaTestRef); // 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::sharedShaderCache()->programForKey(kShader_PositionTextureColorAlphaTest); GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), kUniformAlphaTestValue); // set our alphaThreshold 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 } // draw the stencil node as if it was one of our child // (according to the stencil test func/op and alpha (or alpha shader) test) kmGLPushMatrix(); transform(); _stencil->visit(); kmGLPopMatrix(); // 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 } // 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 Node::visit(); /////////////////////////////////// // 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--; } Node* ClippingNode::getStencil() const { return _stencil; } void ClippingNode::setStencil(Node *pStencil) { CC_SAFE_RELEASE(_stencil); _stencil = pStencil; CC_SAFE_RETAIN(_stencil); } GLfloat ClippingNode::getAlphaThreshold() const { return _alphaThreshold; } void ClippingNode::setAlphaThreshold(GLfloat fAlphaThreshold) { _alphaThreshold = fAlphaThreshold; } bool ClippingNode::isInverted() const { return _inverted; } void ClippingNode::setInverted(bool bInverted) { _inverted = bInverted; } NS_CC_END