// // Created by NiTe Luo on 11/13/13. // #include "NewClippingNode.h" #include "GroupCommand.h" #include "Renderer.h" #include "CustomCommand.h" #include "CCShaderCache.h" NS_CC_BEGIN // 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; 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); } } NewClippingNode *NewClippingNode::create() { NewClippingNode* pRet = new NewClippingNode(); if(pRet && pRet->init()) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } NewClippingNode *NewClippingNode::create(Node *pStencil) { NewClippingNode* pRet = new NewClippingNode(); if(pRet && pRet->init(pStencil)) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } NewClippingNode::~NewClippingNode() { } NewClippingNode::NewClippingNode() :ClippingNode() { currentStencilEnabled = GL_FALSE; currentStencilWriteMask = ~0; currentStencilFunc = GL_ALWAYS; currentStencilRef = 0; currentStencilValueMask = ~0; currentStencilFail = GL_KEEP; currentStencilPassDepthFail = GL_KEEP; currentStencilPassDepthPass = GL_KEEP; } void NewClippingNode::visit() { //Add group command GroupCommand* groupCommand = new GroupCommand(0,0); Renderer::getInstance()->addCommand(groupCommand, groupCommand->getRenderQueueID()); _stencil->visit(); Node::visit(); CustomCommand* prepareStencil = new CustomCommand(0,0); prepareStencil->func = CC_CALLBACK_0(NewClippingNode::beforeVisit, this); } void NewClippingNode::beforeVisit() { // 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; /////////////////////////////////// // 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 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); // 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); 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); //Draw _stencil // 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 NewClippingNode::afterVisit() { /////////////////////////////////// // 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--; } NS_CC_END