/**************************************************************************** Copyright (c) 2013 cocos2d-x.org 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 "CCNewRenderTexture.h" #include "CCCustomCommand.h" #include "CCRenderer.h" #include "CCGroupCommand.h" #include "CCConfiguration.h" #include "CCDirector.h" NS_CC_BEGIN NewRenderTexture* NewRenderTexture::create(int w, int h, Texture2D::PixelFormat eFormat, GLuint uDepthStencilFormat) { NewRenderTexture* pRet = new NewRenderTexture(); if(pRet && pRet->initWithWidthAndHeight(w, h, eFormat, uDepthStencilFormat)) { pRet->autorelease(); return pRet; } CC_SAFE_DELETE(pRet); return NULL; } NewRenderTexture* NewRenderTexture::create(int w, int h, Texture2D::PixelFormat eFormat) { NewRenderTexture* pRet = new NewRenderTexture(); if(pRet && pRet->initWithWidthAndHeight(w, h, eFormat)) { pRet->autorelease(); return pRet; } CC_SAFE_DELETE(pRet); return NULL; } NewRenderTexture* NewRenderTexture::create(int w, int h) { NewRenderTexture* pRet = new NewRenderTexture(); if(pRet && pRet->initWithWidthAndHeight(w, h, Texture2D::PixelFormat::RGB888 , 0)) { pRet->autorelease(); return pRet; } CC_SAFE_DELETE(pRet); return NULL; } void NewRenderTexture::draw() { if (_autoDraw) { //Begin will create a render group using new render target begin(); //clear screen CustomCommand* clearCmd = CustomCommand::getCommandPool().generateCommand(); clearCmd->init(0, _vertexZ); clearCmd->func = CC_CALLBACK_0(NewRenderTexture::onClear, this); Director::getInstance()->getRenderer()->addCommand(clearCmd); //! make sure all children are drawn sortAllChildren(); for(const auto &child: _children) { if (child != _sprite) child->visit(); } //End will pop the current render group end(); } } void NewRenderTexture::beginWithClear(float r, float g, float b, float a) { beginWithClear(r, g, b, a, 0, 0, GL_COLOR_BUFFER_BIT); } void NewRenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue) { beginWithClear(r, g, b, a, depthValue, 0, GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); } void NewRenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue) { beginWithClear(r, g, b, a, depthValue, stencilValue, GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); } void NewRenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags) { setClearColor({r, g, b, a}); setClearDepth(depthValue); setClearStencil(stencilValue); setClearFlags(flags); this->begin(); //clear screen CustomCommand* clearCmd = CustomCommand::getCommandPool().generateCommand(); clearCmd->init(0, _vertexZ); clearCmd->func = CC_CALLBACK_0(NewRenderTexture::onClear, this); Director::getInstance()->getRenderer()->addCommand(clearCmd); } void NewRenderTexture::begin() { kmGLMatrixMode(KM_GL_PROJECTION); kmGLPushMatrix(); kmGLGetMatrix(KM_GL_PROJECTION, &_projectionMatrix); kmGLMatrixMode(KM_GL_MODELVIEW); kmGLPushMatrix(); kmGLGetMatrix(KM_GL_MODELVIEW, &_transformMatrix); GroupCommand* groupCommand = GroupCommand::getCommandPool().generateCommand(); groupCommand->init(0, _vertexZ); Renderer *renderer = Director::getInstance()->getRenderer(); renderer->addCommand(groupCommand); renderer->pushGroup(groupCommand->getRenderQueueID()); CustomCommand* beginCmd = CustomCommand::getCommandPool().generateCommand(); beginCmd->init(0, _vertexZ); beginCmd->func = CC_CALLBACK_0(NewRenderTexture::onBegin, this); Director::getInstance()->getRenderer()->addCommand(beginCmd); } void NewRenderTexture::end() { CustomCommand* endCmd = CustomCommand::getCommandPool().generateCommand(); endCmd->init(0, _vertexZ); endCmd->func = CC_CALLBACK_0(NewRenderTexture::onEnd, this); Renderer *renderer = Director::getInstance()->getRenderer(); renderer->addCommand(endCmd); 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) { setClearDepth(depthValue); this->begin(); CustomCommand* cmd = CustomCommand::getCommandPool().generateCommand(); cmd->init(0, _vertexZ); cmd->func = CC_CALLBACK_0(NewRenderTexture::onClearDepth, this); Director::getInstance()->getRenderer()->addCommand(cmd); 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() :RenderTexture() { } NewRenderTexture::~NewRenderTexture() { } NS_CC_END