/* * Copyright (c) 2012 Pierre-David BĂ©langer * Copyright (c) 2012 cocos2d-x.org * Copyright (c) 2013-2014 Chukong Technologies Inc. * * cocos2d-x: 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 "CCClippingNode.h" #include "kazmath/GL/matrix.h" #include "CCGLProgram.h" #include "CCShaderCache.h" #include "CCDirector.h" #include "CCDrawingPrimitives.h" #include "renderer/CCRenderer.h" #include "renderer/CCGroupCommand.h" #include "renderer/CCCustomCommand.h" NS_CC_BEGIN static GLint g_sStencilBits = -1; // 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 s_layer = -1; static void setProgram(Node *n, GLProgram *p) { n->setShaderProgram(p); auto& children = n->getChildren(); for(const auto &child : children) { setProgram(child, p); } } ClippingNode::ClippingNode() : _stencil(nullptr) , _alphaThreshold(0.0f) , _inverted(false) , _currentStencilEnabled(GL_FALSE) , _currentStencilWriteMask(~0) , _currentStencilFunc(GL_ALWAYS) , _currentStencilRef(0) , _currentStencilValueMask(~0) , _currentStencilFail(GL_KEEP) , _currentStencilPassDepthFail(GL_KEEP) , _currentStencilPassDepthPass(GL_KEEP) , _currentDepthWriteMask(GL_TRUE) , _currentAlphaTestEnabled(GL_FALSE) , _currentAlphaTestFunc(GL_ALWAYS) , _currentAlphaTestRef(1) { } ClippingNode::~ClippingNode() { CC_SAFE_RELEASE(_stencil); } ClippingNode* ClippingNode::create() { ClippingNode *ret = new ClippingNode(); if (ret && ret->init()) { ret->autorelease(); } else { CC_SAFE_DELETE(ret); } return ret; } ClippingNode* ClippingNode::create(Node *pStencil) { ClippingNode *ret = new ClippingNode(); if (ret && ret->init(pStencil)) { ret->autorelease(); } else { CC_SAFE_DELETE(ret); } return ret; } bool ClippingNode::init() { return init(nullptr); } bool ClippingNode::init(Node *stencil) { CC_SAFE_RELEASE(_stencil); _stencil = stencil; 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(); if (_stencil != nullptr) { _stencil->onEnter(); } else { CCLOG("ClippingNode warning: _stencil is nil."); } } void ClippingNode::onEnterTransitionDidFinish() { Node::onEnterTransitionDidFinish(); if (_stencil != nullptr) { _stencil->onEnterTransitionDidFinish(); } } void ClippingNode::onExitTransitionDidStart() { if (_stencil != nullptr) { _stencil->onExitTransitionDidStart(); } Node::onExitTransitionDidStart(); } void ClippingNode::onExit() { if (_stencil != nullptr) { _stencil->onExit(); } Node::onExit(); } void ClippingNode::drawFullScreenQuadClearStencil() { Director* director = Director::getInstance(); CCASSERT(nullptr != director, "Director is null when seting matrix stack"); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); DrawPrimitives::drawSolidRect(Point(-1,-1), Point(1,1), Color4F(1, 1, 1, 1)); director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); } void ClippingNode::visit(Renderer *renderer, const kmMat4 &parentTransform, bool parentTransformUpdated) { if(!_visible) return; bool dirty = parentTransformUpdated || _transformUpdated; if(dirty) _modelViewTransform = transform(parentTransform); _transformUpdated = false; // IMPORTANT: // To ease the migration to v3.0, we still support the kmMat4 stack, // but it is deprecated and your code should not rely on it Director* director = Director::getInstance(); CCASSERT(nullptr != director, "Director is null when seting matrix stack"); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform); //Add group command _groupCommand.init(_globalZOrder); renderer->addCommand(&_groupCommand); renderer->pushGroup(_groupCommand.getRenderQueueID()); _beforeVisitCmd.init(_globalZOrder); _beforeVisitCmd.func = CC_CALLBACK_0(ClippingNode::onBeforeVisit, this); renderer->addCommand(&_beforeVisitCmd); if (_alphaThreshold < 1) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WINDOWS || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) #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_NO_MV); 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 } _stencil->visit(renderer, _modelViewTransform, dirty); _afterDrawStencilCmd.init(_globalZOrder); _afterDrawStencilCmd.func = CC_CALLBACK_0(ClippingNode::onAfterDrawStencil, this); renderer->addCommand(&_afterDrawStencilCmd); int i = 0; if(!_children.empty()) { sortAllChildren(); // draw children zOrder < 0 for( ; i < _children.size(); i++ ) { auto node = _children.at(i); if ( node && node->getLocalZOrder() < 0 ) node->visit(renderer, _modelViewTransform, dirty); else break; } // self draw this->draw(renderer, _modelViewTransform, dirty); for(auto it=_children.cbegin()+i; it != _children.cend(); ++it) (*it)->visit(renderer, _modelViewTransform, dirty); } else { this->draw(renderer, _modelViewTransform, dirty); } _afterVisitCmd.init(_globalZOrder); _afterVisitCmd.func = CC_CALLBACK_0(ClippingNode::onAfterVisit, this); renderer->addCommand(&_afterVisitCmd); renderer->popGroup(); director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); } Node* ClippingNode::getStencil() const { return _stencil; } void ClippingNode::setStencil(Node *stencil) { CC_SAFE_RELEASE(_stencil); _stencil = stencil; CC_SAFE_RETAIN(_stencil); } GLfloat ClippingNode::getAlphaThreshold() const { return _alphaThreshold; } void ClippingNode::setAlphaThreshold(GLfloat alphaThreshold) { _alphaThreshold = alphaThreshold; } bool ClippingNode::isInverted() const { return _inverted; } void ClippingNode::setInverted(bool inverted) { _inverted = inverted; } void ClippingNode::onBeforeVisit() { /////////////////////////////////// // INIT // increment the current layer s_layer++; // mask of the current layer (ie: for layer 3: 00000100) GLint mask_layer = 0x1 << s_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) _mask_layer_le = mask_layer | mask_layer_l; // 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 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); // enable alpha test only if the alpha threshold < 1, // indeed if alpha threshold == 1, every pixel will be drawn anyways 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 #endif } //Draw _stencil } void ClippingNode::onAfterDrawStencil() { // 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 } void ClippingNode::onAfterVisit() { /////////////////////////////////// // 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 s_layer--; } NS_CC_END