/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2009 Jason Booth 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 "CCConfiguration.h" #include "misc_nodes/CCRenderTexture.h" #include "CCDirector.h" #include "platform/platform.h" #include "platform/CCImage.h" #include "shaders/CCGLProgram.h" #include "shaders/ccGLStateCache.h" #include "CCConfiguration.h" #include "support/ccUtils.h" #include "textures/CCTextureCache.h" #include "platform/CCFileUtils.h" #include "CCGL.h" #include "support/CCNotificationCenter.h" #include "CCEventType.h" #include "effects/CCGrid.h" // extern #include "kazmath/GL/matrix.h" NS_CC_BEGIN // implementation CCRenderTexture CCRenderTexture::CCRenderTexture() : m_pSprite(NULL) , m_uFBO(0) , m_uDepthRenderBufffer(0) , m_nOldFBO(0) , m_pTexture(0) , m_pTextureCopy(0) , m_pUITextureImage(NULL) , m_ePixelFormat(kCCTexture2DPixelFormat_RGBA8888) , m_uClearFlags(0) , m_sClearColor(ccc4f(0,0,0,0)) , m_fClearDepth(0.0f) , m_nClearStencil(0) , m_bAutoDraw(false) { #if CC_ENABLE_CACHE_TEXTURE_DATA // Listen this event to save render texture before come to background. // Then it can be restored after coming to foreground on Android. CCNotificationCenter::sharedNotificationCenter()->addObserver(this, callfuncO_selector(CCRenderTexture::listenToBackground), EVENT_COME_TO_BACKGROUND, NULL); CCNotificationCenter::sharedNotificationCenter()->addObserver(this, callfuncO_selector(CCRenderTexture::listenToForeground), EVNET_COME_TO_FOREGROUND, // this is misspelt NULL); #endif } CCRenderTexture::~CCRenderTexture() { CC_SAFE_RELEASE(m_pSprite); CC_SAFE_RELEASE(m_pTextureCopy); glDeleteFramebuffers(1, &m_uFBO); if (m_uDepthRenderBufffer) { glDeleteRenderbuffers(1, &m_uDepthRenderBufffer); } CC_SAFE_DELETE(m_pUITextureImage); #if CC_ENABLE_CACHE_TEXTURE_DATA CCNotificationCenter::sharedNotificationCenter()->removeObserver(this, EVENT_COME_TO_BACKGROUND); CCNotificationCenter::sharedNotificationCenter()->removeObserver(this, EVNET_COME_TO_FOREGROUND); #endif } void CCRenderTexture::listenToBackground(cocos2d::CCObject *obj) { #if CC_ENABLE_CACHE_TEXTURE_DATA CC_SAFE_DELETE(m_pUITextureImage); // to get the rendered texture data m_pUITextureImage = newCCImage(false); if (m_pUITextureImage) { const CCSize& s = m_pTexture->getContentSizeInPixels(); VolatileTexture::addDataTexture(m_pTexture, m_pUITextureImage->getData(), kTexture2DPixelFormat_RGBA8888, s); if ( m_pTextureCopy ) { VolatileTexture::addDataTexture(m_pTextureCopy, m_pUITextureImage->getData(), kTexture2DPixelFormat_RGBA8888, s); } } else { CCLOG("Cache rendertexture failed!"); } glDeleteFramebuffers(1, &m_uFBO); m_uFBO = 0; #endif } void CCRenderTexture::listenToForeground(cocos2d::CCObject *obj) { #if CC_ENABLE_CACHE_TEXTURE_DATA // -- regenerate frame buffer object and attach the texture glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_nOldFBO); glGenFramebuffers(1, &m_uFBO); glBindFramebuffer(GL_FRAMEBUFFER, m_uFBO); m_pTexture->setAliasTexParameters(); if ( m_pTextureCopy ) { m_pTextureCopy->setAliasTexParameters(); } glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_pTexture->getName(), 0); glBindFramebuffer(GL_FRAMEBUFFER, m_nOldFBO); #endif } CCSprite * CCRenderTexture::getSprite() { return m_pSprite; } void CCRenderTexture::setSprite(CCSprite* var) { CC_SAFE_RELEASE(m_pSprite); m_pSprite = var; CC_SAFE_RETAIN(m_pSprite); } unsigned int CCRenderTexture::getClearFlags() const { return m_uClearFlags; } void CCRenderTexture::setClearFlags(unsigned int uClearFlags) { m_uClearFlags = uClearFlags; } const ccColor4F& CCRenderTexture::getClearColor() const { return m_sClearColor; } void CCRenderTexture::setClearColor(const ccColor4F &clearColor) { m_sClearColor = clearColor; } float CCRenderTexture::getClearDepth() const { return m_fClearDepth; } void CCRenderTexture::setClearDepth(float fClearDepth) { m_fClearDepth = fClearDepth; } int CCRenderTexture::getClearStencil() const { return m_nClearStencil; } void CCRenderTexture::setClearStencil(float fClearStencil) { m_nClearStencil = fClearStencil; } bool CCRenderTexture::isAutoDraw() const { return m_bAutoDraw; } void CCRenderTexture::setAutoDraw(bool bAutoDraw) { m_bAutoDraw = bAutoDraw; } CCRenderTexture * CCRenderTexture::create(int w, int h, CCTexture2DPixelFormat eFormat) { CCRenderTexture *pRet = new CCRenderTexture(); if(pRet && pRet->initWithWidthAndHeight(w, h, eFormat)) { pRet->autorelease(); return pRet; } CC_SAFE_DELETE(pRet); return NULL; } CCRenderTexture * CCRenderTexture::create(int w ,int h, CCTexture2DPixelFormat eFormat, GLuint uDepthStencilFormat) { CCRenderTexture *pRet = new CCRenderTexture(); if(pRet && pRet->initWithWidthAndHeight(w, h, eFormat, uDepthStencilFormat)) { pRet->autorelease(); return pRet; } CC_SAFE_DELETE(pRet); return NULL; } CCRenderTexture * CCRenderTexture::create(int w, int h) { CCRenderTexture *pRet = new CCRenderTexture(); if(pRet && pRet->initWithWidthAndHeight(w, h, kCCTexture2DPixelFormat_RGBA8888, 0)) { pRet->autorelease(); return pRet; } CC_SAFE_DELETE(pRet); return NULL; } bool CCRenderTexture::initWithWidthAndHeight(int w, int h, CCTexture2DPixelFormat eFormat) { return initWithWidthAndHeight(w, h, eFormat, 0); } bool CCRenderTexture::initWithWidthAndHeight(int w, int h, CCTexture2DPixelFormat eFormat, GLuint uDepthStencilFormat) { CCAssert(eFormat != kCCTexture2DPixelFormat_A8, "only RGB and RGBA formats are valid for a render texture"); bool bRet = false; void *data = NULL; do { w = (int)(w * CC_CONTENT_SCALE_FACTOR()); h = (int)(h * CC_CONTENT_SCALE_FACTOR()); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_nOldFBO); // textures must be power of two squared unsigned int powW = 0; unsigned int powH = 0; if (CCConfiguration::sharedConfiguration()->supportsNPOT()) { powW = w; powH = h; } else { powW = ccNextPOT(w); powH = ccNextPOT(h); } data = malloc((int)(powW * powH * 4)); CC_BREAK_IF(! data); memset(data, 0, (int)(powW * powH * 4)); m_ePixelFormat = eFormat; m_pTexture = new CCTexture2D(); if (m_pTexture) { m_pTexture->initWithData(data, (CCTexture2DPixelFormat)m_ePixelFormat, powW, powH, CCSizeMake((float)w, (float)h)); } else { break; } GLint oldRBO; glGetIntegerv(GL_RENDERBUFFER_BINDING, &oldRBO); if (CCConfiguration::sharedConfiguration()->checkForGLExtension("GL_QCOM")) { m_pTextureCopy = new CCTexture2D(); if (m_pTextureCopy) { m_pTextureCopy->initWithData(data, (CCTexture2DPixelFormat)m_ePixelFormat, powW, powH, CCSizeMake((float)w, (float)h)); } else { break; } } // generate FBO glGenFramebuffers(1, &m_uFBO); glBindFramebuffer(GL_FRAMEBUFFER, m_uFBO); // associate texture with FBO glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_pTexture->getName(), 0); if (uDepthStencilFormat != 0) { //create and attach depth buffer glGenRenderbuffers(1, &m_uDepthRenderBufffer); glBindRenderbuffer(GL_RENDERBUFFER, m_uDepthRenderBufffer); glRenderbufferStorage(GL_RENDERBUFFER, uDepthStencilFormat, (GLsizei)powW, (GLsizei)powH); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uDepthRenderBufffer); // if depth format is the one with stencil part, bind same render buffer as stencil attachment if (uDepthStencilFormat == GL_DEPTH24_STENCIL8) { glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uDepthRenderBufffer); } } // check if it worked (probably worth doing :) ) CCAssert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Could not attach texture to framebuffer"); m_pTexture->setAliasTexParameters(); // retained setSprite(CCSprite::createWithTexture(m_pTexture)); m_pTexture->release(); m_pSprite->setScaleY(-1); ccBlendFunc tBlendFunc = {GL_ONE, GL_ONE_MINUS_SRC_ALPHA }; m_pSprite->setBlendFunc(tBlendFunc); glBindRenderbuffer(GL_RENDERBUFFER, oldRBO); glBindFramebuffer(GL_FRAMEBUFFER, m_nOldFBO); // Diabled by default. m_bAutoDraw = false; // add sprite for backward compatibility addChild(m_pSprite); bRet = true; } while (0); CC_SAFE_FREE(data); return bRet; } void CCRenderTexture::begin() { // Save the current matrix kmGLPushMatrix(); const CCSize& texSize = m_pTexture->getContentSizeInPixels(); // Calculate the adjustment ratios based on the old and new projections CCDirector *director = CCDirector::sharedDirector(); CCSize 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, &m_nOldFBO); glBindFramebuffer(GL_FRAMEBUFFER, m_uFBO); /* 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 CCRenderTexture::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 (CCConfiguration::sharedConfiguration()->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, m_pTextureCopy->getName(), 0); CHECK_GL_ERROR_DEBUG(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_pTexture->getName(), 0); } } void CCRenderTexture::beginWithClear(float r, float g, float b, float a) { beginWithClear(r, g, b, a, 0, 0, GL_COLOR_BUFFER_BIT); } void CCRenderTexture::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 CCRenderTexture::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 CCRenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags) { this->begin(); // save clear color GLfloat clearColor[4] = {0.0f}; GLfloat depthClearValue = 0.0f; int stencilClearValue = 0; if (flags & GL_COLOR_BUFFER_BIT) { glGetFloatv(GL_COLOR_CLEAR_VALUE,clearColor); glClearColor(r, g, b, a); } if (flags & GL_DEPTH_BUFFER_BIT) { glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depthClearValue); glClearDepth(depthValue); } if (flags & GL_STENCIL_BUFFER_BIT) { glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilClearValue); glClearStencil(stencilValue); } glClear(flags); // restore if (flags & GL_COLOR_BUFFER_BIT) { glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); } if (flags & GL_DEPTH_BUFFER_BIT) { glClearDepth(depthClearValue); } if (flags & GL_STENCIL_BUFFER_BIT) { glClearStencil(stencilClearValue); } } void CCRenderTexture::end() { glBindFramebuffer(GL_FRAMEBUFFER, m_nOldFBO); kmGLPopMatrix(); CCDirector *director = CCDirector::sharedDirector(); CCSize size = director->getWinSizeInPixels(); // restore viewport glViewport(0, 0, GLsizei(size.width * CC_CONTENT_SCALE_FACTOR()), GLsizei(size.height * CC_CONTENT_SCALE_FACTOR())); // special viewport for 3d projection + retina display if ( director->getProjection() == kCCDirectorProjection3D && CC_CONTENT_SCALE_FACTOR() != 1 ) { glViewport((GLsizei)(-size.width/2), (GLsizei)(-size.height/2), (GLsizei)(size.width * CC_CONTENT_SCALE_FACTOR()), (GLsizei)(size.height * CC_CONTENT_SCALE_FACTOR())); } director->setProjection(director->getProjection()); } void CCRenderTexture::clear(float r, float g, float b, float a) { this->beginWithClear(r, g, b, a); this->end(); } void CCRenderTexture::clearDepth(float depthValue) { this->begin(); //! save old depth value GLfloat depthClearValue; glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depthClearValue); glClearDepth(depthValue); glClear(GL_DEPTH_BUFFER_BIT); // restore clear color glClearDepth(depthClearValue); this->end(); } void CCRenderTexture::clearStencil(int stencilValue) { // save old stencil value int stencilClearValue; glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilClearValue); glClearStencil(stencilValue); glClear(GL_STENCIL_BUFFER_BIT); // restore clear color glClearStencil(stencilClearValue); } void CCRenderTexture::visit() { // override visit. // Don't call visit on its children if (!m_bVisible) { return; } kmGLPushMatrix(); if (m_pGrid && m_pGrid->isActive()) { m_pGrid->beforeDraw(); transformAncestors(); } transform(); m_pSprite->visit(); draw(); if (m_pGrid && m_pGrid->isActive()) { m_pGrid->afterDraw(this); } kmGLPopMatrix(); m_uOrderOfArrival = 0; } void CCRenderTexture::draw() { if( m_bAutoDraw) { begin(); if (m_uClearFlags) { GLfloat oldClearColor[4] = {0.0f}; GLfloat oldDepthClearValue = 0.0f; GLint oldStencilClearValue = 0; // backup and set if (m_uClearFlags & GL_COLOR_BUFFER_BIT) { glGetFloatv(GL_COLOR_CLEAR_VALUE, oldClearColor); glClearColor(m_sClearColor.r, m_sClearColor.g, m_sClearColor.b, m_sClearColor.a); } if (m_uClearFlags & GL_DEPTH_BUFFER_BIT) { glGetFloatv(GL_DEPTH_CLEAR_VALUE, &oldDepthClearValue); glClearDepth(m_fClearDepth); } if (m_uClearFlags & GL_STENCIL_BUFFER_BIT) { glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &oldStencilClearValue); glClearStencil(m_nClearStencil); } // clear glClear(m_uClearFlags); // restore if (m_uClearFlags & GL_COLOR_BUFFER_BIT) { glClearColor(oldClearColor[0], oldClearColor[1], oldClearColor[2], oldClearColor[3]); } if (m_uClearFlags & GL_DEPTH_BUFFER_BIT) { glClearDepth(oldDepthClearValue); } if (m_uClearFlags & GL_STENCIL_BUFFER_BIT) { glClearStencil(oldStencilClearValue); } } //! make sure all children are drawn sortAllChildren(); CCObject *pElement; CCARRAY_FOREACH(m_pChildren, pElement) { CCNode *pChild = (CCNode*)pElement; if (pChild != m_pSprite) { pChild->visit(); } } end(); } } bool CCRenderTexture::saveToFile(const char *szFilePath) { bool bRet = false; CCImage *pImage = newCCImage(true); if (pImage) { bRet = pImage->saveToFile(szFilePath, kCCImageFormatJPEG); } CC_SAFE_DELETE(pImage); return bRet; } bool CCRenderTexture::saveToFile(const char *fileName, tCCImageFormat format) { bool bRet = false; CCAssert(format == kCCImageFormatJPEG || format == kCCImageFormatPNG, "the image can only be saved as JPG or PNG format"); CCImage *pImage = newCCImage(true); if (pImage) { std::string fullpath = CCFileUtils::sharedFileUtils()->getWritablePath() + fileName; bRet = pImage->saveToFile(fullpath.c_str(), true); } CC_SAFE_DELETE(pImage); return bRet; } /* get buffer as CCImage */ CCImage* CCRenderTexture::newCCImage(bool flipImage) { CCAssert(m_ePixelFormat == kCCTexture2DPixelFormat_RGBA8888, "only RGBA8888 can be saved as image"); if (NULL == m_pTexture) { return NULL; } const CCSize& s = m_pTexture->getContentSizeInPixels(); // to get the image size to save // if the saving image domain exceeds the buffer texture domain, // it should be cut int nSavedBufferWidth = (int)s.width; int nSavedBufferHeight = (int)s.height; GLubyte *pBuffer = NULL; GLubyte *pTempData = NULL; CCImage *pImage = new CCImage(); do { CC_BREAK_IF(! (pBuffer = new GLubyte[nSavedBufferWidth * nSavedBufferHeight * 4])); if(! (pTempData = new GLubyte[nSavedBufferWidth * nSavedBufferHeight * 4])) { delete[] pBuffer; pBuffer = NULL; break; } this->begin(); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(0,0,nSavedBufferWidth, nSavedBufferHeight,GL_RGBA,GL_UNSIGNED_BYTE, pTempData); this->end(); if ( flipImage ) // -- flip is only required when saving image to file { // to get the actual texture data // #640 the image read from rendertexture is dirty for (int i = 0; i < nSavedBufferHeight; ++i) { memcpy(&pBuffer[i * nSavedBufferWidth * 4], &pTempData[(nSavedBufferHeight - i - 1) * nSavedBufferWidth * 4], nSavedBufferWidth * 4); } pImage->initWithImageData(pBuffer, nSavedBufferWidth * nSavedBufferHeight * 4, CCImage::kFmtRawData, nSavedBufferWidth, nSavedBufferHeight, 8); } else { pImage->initWithImageData(pTempData, nSavedBufferWidth * nSavedBufferHeight * 4, CCImage::kFmtRawData, nSavedBufferWidth, nSavedBufferHeight, 8); } } while (0); CC_SAFE_DELETE_ARRAY(pBuffer); CC_SAFE_DELETE_ARRAY(pTempData); return pImage; } NS_CC_END