axmol/tests/cpp-tests/Classes/ClippingNodeTest/ClippingNodeTest.cpp

1141 lines
32 KiB
C++

//
// ClippingNodeTest
//
//
// by Pierre-David Bélanger
//
#include "ClippingNodeTest.h"
#include "../testResource.h"
#include "renderer/CCRenderer.h"
enum {
kTagTitleLabel = 1,
kTagSubtitleLabel = 2,
kTagStencilNode = 100,
kTagClipperNode = 101,
kTagContentNode = 102,
};
static std::function<Layer*()> createFunctions[] = {
CL(ScrollViewDemo),
CL(HoleDemo),
CL(ShapeTest),
CL(ShapeInvertedTest),
CL(SpriteTest),
CL(SpriteNoAlphaTest),
CL(SpriteInvertedTest),
CL(NestedTest),
CL(RawStencilBufferTest),
CL(RawStencilBufferTest2),
CL(RawStencilBufferTest3),
CL(RawStencilBufferTest4),
CL(RawStencilBufferTest5),
CL(RawStencilBufferTest6),
CL(ClippingToRenderTextureTest),
CL(ClippingRectangleNodeTest),
};
static int sceneIdx=-1;
#define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0]))
static Layer* nextAction()
{
sceneIdx++;
sceneIdx = sceneIdx % MAX_LAYER;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* backAction()
{
sceneIdx--;
int total = MAX_LAYER;
if( sceneIdx < 0 )
sceneIdx += total;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* restartAction()
{
auto layer = (createFunctions[sceneIdx])();
return layer;
}
//// Demo examples start here
//@implementation BaseClippingNodeTest
bool BaseClippingNodeTest::init()
{
if (BaseTest::init()) {
auto background = Sprite::create(s_back3);
background->setAnchorPoint( Vec2::ZERO );
background->setPosition( Vec2::ZERO );
this->addChild(background, -1);
this->setup();
return true;
}
return false;
}
BaseClippingNodeTest::~BaseClippingNodeTest()
{
Director::getInstance()->getTextureCache()->removeUnusedTextures();
}
std::string BaseClippingNodeTest::title() const
{
return "Clipping Demo";
}
std::string BaseClippingNodeTest::subtitle() const
{
return "";
}
void BaseClippingNodeTest::restartCallback(Ref* sender)
{
Scene *s = new (std::nothrow) ClippingNodeTestScene();
s->addChild(restartAction());
Director::getInstance()->replaceScene(s);
s->release();
}
void BaseClippingNodeTest::nextCallback(Ref* sender)
{
Scene *s = new (std::nothrow) ClippingNodeTestScene();
s->addChild(nextAction());
Director::getInstance()->replaceScene(s);
s->release();
}
void BaseClippingNodeTest::backCallback(Ref* sender)
{
Scene *s = new (std::nothrow) ClippingNodeTestScene();
s->addChild(backAction());
Director::getInstance()->replaceScene(s);
s->release();
}
void BaseClippingNodeTest::setup()
{
}
// BasicTest
std::string BasicTest::title() const
{
return "Basic Test";
}
std::string BasicTest::subtitle() const
{
return "";
}
void BasicTest::setup()
{
auto s = Director::getInstance()->getWinSize();
auto stencil = this->stencil();
stencil->setTag( kTagStencilNode );
stencil->setPosition(50, 50);
auto clipper = this->clipper();
clipper->setTag( kTagClipperNode );
clipper->setAnchorPoint(Vec2(0.5, 0.5));
clipper->setPosition(s.width / 2 - 50, s.height / 2 - 50);
clipper->setStencil(stencil);
this->addChild(clipper);
auto content = this->content();
content->setPosition(50, 50);
clipper->addChild(content);
}
Action* BasicTest::actionRotate()
{
return RepeatForever::create(RotateBy::create(1.0f, 90.0f));
}
Action* BasicTest::actionScale()
{
auto scale = ScaleBy::create(1.33f, 1.5f);
return RepeatForever::create(Sequence::create(scale, scale->reverse(), nullptr));
}
DrawNode* BasicTest::shape()
{
auto shape = DrawNode::create();
static Vec2 triangle[3];
triangle[0] = Vec2(-100, -100);
triangle[1] = Vec2(100, -100);
triangle[2] = Vec2(0, 100);
static Color4F green(0, 1, 0, 1);
shape->drawPolygon(triangle, 3, green, 0, green);
return shape;
}
Sprite* BasicTest::grossini()
{
auto grossini = Sprite::create(s_pathGrossini);
grossini->setScale( 1.5 );
return grossini;
}
Node* BasicTest::stencil()
{
return nullptr;
}
ClippingNode* BasicTest::clipper()
{
return ClippingNode::create();
}
Node* BasicTest::content()
{
return nullptr;
}
// ShapeTest
std::string ShapeTest::title() const
{
return "Shape Basic Test";
}
std::string ShapeTest::subtitle() const
{
return "A DrawNode as stencil and Sprite as content";
}
Node* ShapeTest::stencil()
{
auto node = this->shape();
node->runAction(this->actionRotate());
return node;
}
Node* ShapeTest::content()
{
auto node = this->grossini();
node->runAction(this->actionScale());
return node;
}
// ShapeInvertedTest
std::string ShapeInvertedTest::title() const
{
return "Shape Inverted Basic Test";
}
std::string ShapeInvertedTest::subtitle() const
{
return "A DrawNode as stencil and Sprite as content, inverted";
}
ClippingNode* ShapeInvertedTest::clipper()
{
auto clipper = ShapeTest::clipper();
clipper->setInverted(true);
return clipper;
}
// SpriteTest
std::string SpriteTest::title() const
{
return "Sprite Basic Test";
}
std::string SpriteTest::subtitle() const
{
return "A Sprite as stencil and DrawNode as content";
}
Node* SpriteTest::stencil()
{
auto node = this->grossini();
node->runAction(this->actionRotate());
return node;
}
ClippingNode* SpriteTest::clipper()
{
auto clipper = BasicTest::clipper();
clipper->setAlphaThreshold(0.05f);
return clipper;
}
Node* SpriteTest::content()
{
auto node = this->shape();
node->runAction(this->actionScale());
return node;
}
// SpriteNoAlphaTest
std::string SpriteNoAlphaTest::title() const
{
return "Sprite No Alpha Basic Test";
}
std::string SpriteNoAlphaTest::subtitle() const
{
return "A Sprite as stencil and DrawNode as content, no alpha";
}
ClippingNode* SpriteNoAlphaTest::clipper()
{
auto clipper = SpriteTest::clipper();
clipper->setAlphaThreshold(1);
return clipper;
}
// SpriteInvertedTest
std::string SpriteInvertedTest::title() const
{
return "Sprite Inverted Basic Test";
}
std::string SpriteInvertedTest::subtitle() const
{
return "A Sprite as stencil and DrawNode as content, inverted";
}
ClippingNode* SpriteInvertedTest::clipper()
{
auto clipper = SpriteTest::clipper();
clipper->setAlphaThreshold(0.05f);
clipper->setInverted(true);
return clipper;
}
// NestedTest
std::string NestedTest::title() const
{
return "Nested Test";
}
std::string NestedTest::subtitle() const
{
return "Nest 9 Clipping Nodes, max is usually 8";
}
void NestedTest::setup()
{
static int depth = 9;
Node* parent = this;
for (int i = 0; i < depth; i++) {
int size = 225 - i * (225 / (depth * 2));
auto clipper = ClippingNode::create();
clipper->setContentSize(Size(size, size));
clipper->setAnchorPoint(Vec2(0.5, 0.5));
clipper->setPosition(parent->getContentSize().width / 2, parent->getContentSize().height / 2);
clipper->setAlphaThreshold(0.05f);
clipper->runAction(RepeatForever::create(RotateBy::create(i % 3 ? 1.33 : 1.66, i % 2 ? 90 : -90)));
parent->addChild(clipper);
auto stencil = Sprite::create(s_pathGrossini);
stencil->setScale( 2.5 - (i * (2.5 / depth)) );
stencil->setAnchorPoint( Vec2(0.5, 0.5) );
stencil->setPosition(clipper->getContentSize().width / 2, clipper->getContentSize().height / 2);
stencil->setVisible(false);
stencil->runAction(Sequence::createWithTwoActions(DelayTime::create(i), Show::create()));
clipper->setStencil(stencil);
clipper->addChild(stencil);
parent = clipper;
}
}
// HoleDemo
HoleDemo::~HoleDemo()
{
CC_SAFE_RELEASE(_outerClipper);
CC_SAFE_RELEASE(_holes);
CC_SAFE_RELEASE(_holesStencil);
}
std::string HoleDemo::title() const
{
return "Hole Demo";
}
std::string HoleDemo::subtitle() const
{
return "Touch/click to poke holes";
}
void HoleDemo::setup()
{
auto target = Sprite::create(s_pathBlock);
target->setAnchorPoint(Vec2::ZERO);
target->setScale(3);
_outerClipper = ClippingNode::create();
_outerClipper->retain();
AffineTransform tranform = AffineTransform::IDENTITY;
tranform = AffineTransformScale(tranform, target->getScale(), target->getScale());
_outerClipper->setContentSize( SizeApplyAffineTransform(target->getContentSize(), tranform));
_outerClipper->setAnchorPoint( Vec2(0.5, 0.5) );
_outerClipper->setPosition(Vec2(this->getContentSize()) * 0.5f);
_outerClipper->runAction(RepeatForever::create(RotateBy::create(1, 45)));
_outerClipper->setStencil( target );
auto holesClipper = ClippingNode::create();
holesClipper->setInverted(true);
holesClipper->setAlphaThreshold( 0.05f );
holesClipper->addChild(target);
_holes = Node::create();
_holes->retain();
holesClipper->addChild(_holes);
_holesStencil = Node::create();
_holesStencil->retain();
holesClipper->setStencil( _holesStencil);
_outerClipper->addChild(holesClipper);
this->addChild(_outerClipper);
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(HoleDemo::onTouchesBegan, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
}
void HoleDemo::pokeHoleAtPoint(Vec2 point)
{
float scale = CCRANDOM_0_1() * 0.2 + 0.9;
float rotation = CCRANDOM_0_1() * 360;
auto hole = Sprite::create("Images/hole_effect.png");
hole->setPosition( point );
hole->setRotation( rotation );
hole->setScale( scale );
_holes->addChild(hole);
auto holeStencil = Sprite::create("Images/hole_stencil.png");
holeStencil->setPosition( point );
holeStencil->setRotation( rotation );
holeStencil->setScale( scale );
_holesStencil->addChild(holeStencil);
_outerClipper->runAction(Sequence::createWithTwoActions(ScaleBy::create(0.05f, 0.95f),
ScaleTo::create(0.125f, 1)));
}
void HoleDemo::onTouchesBegan(const std::vector<Touch*>& touches, Event* event)
{
Touch *touch = (Touch *)touches[0];
Vec2 point = _outerClipper->convertToNodeSpace(Director::getInstance()->convertToGL(touch->getLocationInView()));
auto rect = Rect(0, 0, _outerClipper->getContentSize().width, _outerClipper->getContentSize().height);
if (!rect.containsPoint(point)) return;
this->pokeHoleAtPoint(point);
}
// ScrollViewDemo
std::string ScrollViewDemo::title() const
{
return "Scroll View Demo";
}
std::string ScrollViewDemo::subtitle() const
{
return "Move/drag to scroll the content";
}
void ScrollViewDemo::setup()
{
auto clipper = ClippingNode::create();
clipper->setTag( kTagClipperNode );
clipper->setContentSize( Size(200, 200) );
clipper->setAnchorPoint( Vec2(0.5, 0.5) );
clipper->setPosition(this->getContentSize().width / 2, this->getContentSize().height / 2);
clipper->runAction(RepeatForever::create(RotateBy::create(1, 45)));
this->addChild(clipper);
auto stencil = DrawNode::create();
Vec2 rectangle[4];
rectangle[0] = Vec2(0, 0);
rectangle[1] = Vec2(clipper->getContentSize().width, 0);
rectangle[2] = Vec2(clipper->getContentSize().width, clipper->getContentSize().height);
rectangle[3] = Vec2(0, clipper->getContentSize().height);
Color4F white(1, 1, 1, 1);
stencil->drawPolygon(rectangle, 4, white, 1, white);
clipper->setStencil(stencil);
auto content = Sprite::create(s_back2);
content->setTag( kTagContentNode );
content->setAnchorPoint( Vec2(0.5, 0.5) );
content->setPosition(clipper->getContentSize().width / 2, clipper->getContentSize().height / 2);
clipper->addChild(content);
_scrolling = false;
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(ScrollViewDemo::onTouchesBegan, this);
listener->onTouchesMoved = CC_CALLBACK_2(ScrollViewDemo::onTouchesMoved, this);
listener->onTouchesEnded = CC_CALLBACK_2(ScrollViewDemo::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
}
void ScrollViewDemo::onTouchesBegan(const std::vector<Touch*>& touches, Event *event)
{
Touch *touch = touches[0];
auto clipper = this->getChildByTag(kTagClipperNode);
Vec2 point = clipper->convertToNodeSpace(Director::getInstance()->convertToGL(touch->getLocationInView()));
auto rect = Rect(0, 0, clipper->getContentSize().width, clipper->getContentSize().height);
_scrolling = rect.containsPoint(point);
_lastPoint = point;
}
void ScrollViewDemo::onTouchesMoved(const std::vector<Touch*>& touches, Event *event)
{
if (!_scrolling) return;
Touch *touch = touches[0];
auto clipper = this->getChildByTag(kTagClipperNode);
auto point = clipper->convertToNodeSpace(Director::getInstance()->convertToGL(touch->getLocationInView()));
Vec2 diff = point - _lastPoint;
auto content = clipper->getChildByTag(kTagContentNode);
content->setPosition(content->getPosition() + diff);
_lastPoint = point;
}
void ScrollViewDemo::onTouchesEnded(const std::vector<Touch*>& touches, Event *event)
{
if (!_scrolling) return;
_scrolling = false;
}
// RawStencilBufferTests
//#if COCOS2D_DEBUG > 1
static GLint _stencilBits = -1;
static const GLfloat _alphaThreshold = 0.05f;
static const int _planeCount = 8;
static const Color4F _planeColor[] = {
Color4F(0, 0, 0, 0.65f),
Color4F(0.7f, 0, 0, 0.6f),
Color4F(0, 0.7f, 0, 0.55f),
Color4F(0, 0, 0.7f, 0.5f),
Color4F(0.7f, 0.7f, 0, 0.45f),
Color4F(0, 0.7f, 0.7f, 0.4f),
Color4F(0.7f, 0, 0.7f, 0.35f),
Color4F(0.7f, 0.7f, 0.7f, 0.3f),
};
RawStencilBufferTest::~RawStencilBufferTest()
{
}
std::string RawStencilBufferTest::title() const
{
return "Raw Stencil Tests";
}
std::string RawStencilBufferTest::subtitle() const
{
return "1:Default";
}
void RawStencilBufferTest::setup()
{
glGetIntegerv(GL_STENCIL_BITS, &_stencilBits);
if (_stencilBits < 3) {
CCLOGWARN("Stencil must be enabled for the current GLView.");
}
for(int i = 0; i < _planeCount; ++i)
{
Sprite* sprite = Sprite::create(s_pathGrossini);
sprite->setAnchorPoint( Vec2(0.5, 0) );
sprite->setScale( 2.5f );
_sprites.pushBack(sprite);
Sprite* sprite2 = Sprite::create(s_pathGrossini);
sprite2->setAnchorPoint( Vec2(0.5, 0) );
sprite2->setScale( 2.5f );
_spritesStencil.pushBack(sprite2);
}
Director::getInstance()->setAlphaBlending(true);
}
void RawStencilBufferTest::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
auto winPoint = Vec2(Director::getInstance()->getWinSize());
auto planeSize = winPoint * (1.0 / _planeCount);
size_t neededCmdSize = _planeCount * 2 + 2;
if(_renderCmds.size() != neededCmdSize)
{
_renderCmds.resize(neededCmdSize);
}
auto iter = _renderCmds.begin();
iter->init(_globalZOrder);
iter->func = CC_CALLBACK_0(RawStencilBufferTest::onEnableStencil, this);
renderer->addCommand(&(*iter));
++iter;
for (int i = 0; i < _planeCount; i++) {
auto stencilPoint = planeSize * (_planeCount - i);
stencilPoint.x = winPoint.x;
auto spritePoint = planeSize * i;
spritePoint.x += planeSize.x / 2;
spritePoint.y = 0;
_sprites.at(i)->setPosition( spritePoint );
_spritesStencil.at(i)->setPosition( spritePoint );
iter->init(_globalZOrder);
iter->func = CC_CALLBACK_0(RawStencilBufferTest::onBeforeDrawClip, this, i, stencilPoint);
renderer->addCommand(&(*iter));
++iter;
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_modelViewTransform = this->transform(transform);
_spritesStencil.at(i)->visit(renderer, _modelViewTransform, flags);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
iter->init(_globalZOrder);
iter->func = CC_CALLBACK_0(RawStencilBufferTest::onBeforeDrawSprite, this, i, winPoint);
renderer->addCommand(&(*iter));
++iter;
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_modelViewTransform = this->transform(transform);
_sprites.at(i)->visit(renderer, _modelViewTransform, flags);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
iter->init(_globalZOrder);
iter->func = CC_CALLBACK_0(RawStencilBufferTest::onDisableStencil, this);
renderer->addCommand(&(*iter));
}
void RawStencilBufferTest::onEnableStencil()
{
glEnable(GL_STENCIL_TEST);
CHECK_GL_ERROR_DEBUG();
}
void RawStencilBufferTest::onDisableStencil()
{
glDisable(GL_STENCIL_TEST);
CHECK_GL_ERROR_DEBUG();
}
void RawStencilBufferTest::onBeforeDrawClip(int planeIndex, const Vec2& pt)
{
this->setupStencilForClippingOnPlane(planeIndex);
CHECK_GL_ERROR_DEBUG();
Vec2 vertices[] = {
Vec2::ZERO,
Vec2(pt.x, 0),
pt,
Vec2(0, pt.y)
};
auto glProgram= GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
int colorLocation = glProgram->getUniformLocation("u_color");
CHECK_GL_ERROR_DEBUG();
Color4F color(1, 1, 1, 1);
glProgram->use();
glProgram->setUniformsForBuiltins();
glProgram->setUniformLocationWith4fv(colorLocation, (GLfloat*) &color.r, 1);
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);
}
void RawStencilBufferTest::onBeforeDrawSprite(int planeIndex, const Vec2& pt)
{
this->setupStencilForDrawingOnPlane(planeIndex);
CHECK_GL_ERROR_DEBUG();
Vec2 vertices[] = {
Vec2::ZERO,
Vec2(pt.x, 0),
pt,
Vec2(0, pt.y)
};
auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
int colorLocation = glProgram->getUniformLocation("u_color");
CHECK_GL_ERROR_DEBUG();
Color4F color = _planeColor[planeIndex];
glProgram->use();
glProgram->setUniformsForBuiltins();
glProgram->setUniformLocationWith4fv(colorLocation, (GLfloat*) &color.r, 1);
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);
}
void RawStencilBufferTest::setupStencilForClippingOnPlane(GLint plane)
{
GLint planeMask = 0x1 << plane;
glStencilMask(planeMask);
glClearStencil(0x0);
glClear(GL_STENCIL_BUFFER_BIT);
glFlush();
glStencilFunc(GL_NEVER, planeMask, planeMask);
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
}
void RawStencilBufferTest::setupStencilForDrawingOnPlane(GLint plane)
{
GLint planeMask = 0x1 << plane;
glStencilFunc(GL_EQUAL, planeMask, planeMask);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
//@implementation RawStencilBufferTest2
std::string RawStencilBufferTest2::subtitle() const
{
return "2:DepthMask:FALSE";
}
void RawStencilBufferTest2::setupStencilForClippingOnPlane(GLint plane)
{
RawStencilBufferTest::setupStencilForClippingOnPlane(plane);
glDepthMask(GL_FALSE);
}
void RawStencilBufferTest2::setupStencilForDrawingOnPlane(GLint plane)
{
glDepthMask(GL_TRUE);
RawStencilBufferTest::setupStencilForDrawingOnPlane(plane);
}
//@implementation RawStencilBufferTest3
std::string RawStencilBufferTest3::subtitle() const
{
return "3:DepthTest:DISABLE,DepthMask:FALSE";
}
void RawStencilBufferTest3::setupStencilForClippingOnPlane(GLint plane)
{
RawStencilBufferTest::setupStencilForClippingOnPlane(plane);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
void RawStencilBufferTest3::setupStencilForDrawingOnPlane(GLint plane)
{
glDepthMask(GL_TRUE);
//glEnable(GL_DEPTH_TEST);
RawStencilBufferTest::setupStencilForDrawingOnPlane(plane);
}
void RawStencilBufferTestAlphaTest::setup()
{
RawStencilBufferTest::setup();
auto programState = GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
for(int i = 0; i < _planeCount; ++i)
{
_spritesStencil.at(i)->setGLProgramState(programState);
}
}
//@implementation RawStencilBufferTest4
std::string RawStencilBufferTest4::subtitle() const
{
return "4:DepthMask:FALSE,AlphaTest:ENABLE";
}
void RawStencilBufferTest4::setupStencilForClippingOnPlane(GLint plane)
{
RawStencilBufferTest::setupStencilForClippingOnPlane(plane);
glDepthMask(GL_FALSE);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, _alphaThreshold);
#else
auto program = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
program->use();
program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
#endif
}
void RawStencilBufferTest4::setupStencilForDrawingOnPlane(GLint plane)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
glDisable(GL_ALPHA_TEST);
#endif
glDepthMask(GL_TRUE);
RawStencilBufferTest::setupStencilForDrawingOnPlane(plane);
}
//@implementation RawStencilBufferTest5
std::string RawStencilBufferTest5::subtitle() const
{
return "5:DepthTest:DISABLE,DepthMask:FALSE,AlphaTest:ENABLE";
}
void RawStencilBufferTest5::setupStencilForClippingOnPlane(GLint plane)
{
RawStencilBufferTest::setupStencilForClippingOnPlane(plane);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, _alphaThreshold);
#else
auto program = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
program->use();
program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
#endif
}
void RawStencilBufferTest5::setupStencilForDrawingOnPlane(GLint plane)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
glDisable(GL_ALPHA_TEST);
#endif
glDepthMask(GL_TRUE);
//glEnable(GL_DEPTH_TEST);
RawStencilBufferTest::setupStencilForDrawingOnPlane(plane);
}
//@implementation RawStencilBufferTest6
std::string RawStencilBufferTest6::subtitle() const
{
return "6:ManualClear,AlphaTest:ENABLE";
}
void RawStencilBufferTest6::setup()
{
RawStencilBufferTestAlphaTest::setup();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
auto winPoint = Vec2(Director::getInstance()->getWinSize());
//by default, glReadPixels will pack data with 4 bytes allignment
unsigned char bits[4] = {0,0,0,0};
glStencilMask(~0);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glFlush();
glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &bits);
auto clearToZeroLabel = Label::createWithTTF(String::createWithFormat("00=%02x", bits[0])->getCString(), "fonts/arial.ttf", 20);
clearToZeroLabel->setPosition((winPoint.x / 3) * 1, winPoint.y - 10);
this->addChild(clearToZeroLabel);
glStencilMask(0x0F);
glClearStencil(0xAA);
glClear(GL_STENCIL_BUFFER_BIT);
glFlush();
glReadPixels(0, 0, 1, 1, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, &bits);
auto clearToMaskLabel = Label::createWithTTF(String::createWithFormat("0a=%02x", bits[0])->getCString(), "fonts/arial.ttf", 20);
clearToMaskLabel->setPosition((winPoint.x / 3) * 2, winPoint.y - 10);
this->addChild(clearToMaskLabel);
#endif
glStencilMask(~0);
}
void RawStencilBufferTest6::setupStencilForClippingOnPlane(GLint plane)
{
GLint planeMask = 0x1 << plane;
glStencilMask(planeMask);
glStencilFunc(GL_NEVER, 0, planeMask);
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
Vec2 pt = Director::getInstance()->getWinSize();
Vec2 vertices[] = {
Vec2::ZERO,
Vec2(pt.x, 0),
pt,
Vec2(0, pt.y)
};
auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
int colorLocation = glProgram->getUniformLocation("u_color");
CHECK_GL_ERROR_DEBUG();
Color4F color(1, 1, 1, 1);
glProgram->use();
glProgram->setUniformsForBuiltins();
glProgram->setUniformLocationWith4fv(colorLocation, (GLfloat*) &color.r, 1);
GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);
glStencilFunc(GL_NEVER, planeMask, planeMask);
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, _alphaThreshold);
#else
auto program = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
program->use();
program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
#endif
glFlush();
}
void RawStencilBufferTest6::setupStencilForDrawingOnPlane(GLint plane)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
glDisable(GL_ALPHA_TEST);
#endif
glDepthMask(GL_TRUE);
//glEnable(GL_DEPTH_TEST);
RawStencilBufferTest::setupStencilForDrawingOnPlane(plane);
glFlush();
}
//#endif // COCOS2D_DEBUG > 1
//ClippingToRenderTextureTest
std::string ClippingToRenderTextureTest::title() const
{
return "Clipping to RenderTexture";
}
std::string ClippingToRenderTextureTest::subtitle() const
{
return "Both should look the same";
}
void ClippingToRenderTextureTest::setup()
{
auto button = MenuItemFont::create("Reproduce bug", [&](Ref *sender) {
std::vector<Node*> nodes;
enumerateChildren("remove me [0-9]", [&](Node *node) {
nodes.push_back(node);
return false;
});
for (auto node : nodes)
{
this->removeChild(node);
}
this->reproduceBug();
});
auto s = Director::getInstance()->getWinSize();
// create menu, it's an autorelease object
auto menu = Menu::create(button, nullptr);
menu->setPosition(Point(s.width/2, s.height/2));
this->addChild(menu, 1);
expectedBehaviour();
}
void ClippingToRenderTextureTest::expectedBehaviour()
{
auto director = Director::getInstance();
Size visibleSize = director->getVisibleSize();
Point origin = director->getVisibleOrigin();
// add "HelloWorld" splash screen"
auto sprite = Sprite::create("Images/grossini.png");
// position the sprite on the center of the screen
sprite->setPosition(Point(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer
this->addChild(sprite, 0);
sprite->setName("remove me 0");
// container node that will contain the clippingNode
auto container = Node::create();
this->addChild(container);
container->setName("remove me 1");
auto stencil = DrawNode::create();
Point triangle[3];
triangle[0] = Point(-50, -50);
triangle[1] = Point(50, -50);
triangle[2] = Point(0, 50);
Color4F green(0, 1, 0, 1);
stencil->drawPolygon(triangle, 3, green, 0, green);
auto clipper = ClippingNode::create();
clipper->setAnchorPoint(Point(0.5, 0.5));
clipper->setPosition( Point(visibleSize.width/2, visibleSize.height/2) );
clipper->setStencil(stencil);
clipper->setInverted(true);
container->addChild(clipper, 1);
auto img = DrawNode::create();
triangle[0] = Point(-200, -200);
triangle[1] = Point(200, -200);
triangle[2] = Point(0, 200);
Color4F red(1, 0, 0, 1);
img->drawPolygon(triangle, 3, red, 0, red);
clipper->addChild(img);
}
void ClippingToRenderTextureTest::reproduceBug()
{
auto director = Director::getInstance();
Size visibleSize = director->getVisibleSize();
Point origin = director->getVisibleOrigin();
// add "HelloWorld" splash screen"
auto sprite = Sprite::create("Images/grossini.png");
// position the sprite on the center of the screen
sprite->setPosition(Point(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer
this->addChild(sprite, 0);
// container node that will contain the clippingNode
auto container = Node::create();
container->retain();
auto stencil = DrawNode::create();
Point triangle[3];
triangle[0] = Point(-50, -50);
triangle[1] = Point(50, -50);
triangle[2] = Point(0, 50);
Color4F green(0, 1, 0, 1);
stencil->drawPolygon(triangle, 3, green, 0, green);
auto clipper = ClippingNode::create();
clipper->setAnchorPoint(Point(0.5, 0.5));
clipper->setPosition( Point(visibleSize.width/2, visibleSize.height/2) );
clipper->setStencil(stencil);
clipper->setInverted(true);
container->addChild(clipper, 1);
auto img = DrawNode::create();
triangle[0] = Point(-200, -200);
triangle[1] = Point(200, -200);
triangle[2] = Point(0, 200);
Color4F red(1, 0, 0, 1);
img->drawPolygon(triangle, 3, red, 0, red);
clipper->addChild(img);
// container rendered on Texture the size of the screen and because Clipping node use stencil buffer so we need to
// create RenderTexture with depthStencil format parameter
RenderTexture* rt = RenderTexture::create(visibleSize.width, visibleSize.height, Texture2D::PixelFormat::RGBA8888, GL_DEPTH24_STENCIL8);
rt->setPosition(visibleSize.width/2, visibleSize.height/2);
this->addChild(rt);
rt->begin();
container->visit();
rt->end();
}
// ClippingRectangleNodeDemo
std::string ClippingRectangleNodeTest::title() const
{
return "ClippingRectangleNode Test";
}
std::string ClippingRectangleNodeTest::subtitle() const
{
return "more effectively";
}
void ClippingRectangleNodeTest::setup()
{
auto clipper = ClippingRectangleNode::create();
clipper->setClippingRegion(Rect(this->getContentSize().width / 2 - 100, this->getContentSize().height / 2 - 100, 200, 200));
clipper->setTag( kTagClipperNode );
this->addChild(clipper);
auto content = Sprite::create(s_back2);
content->setTag( kTagContentNode );
content->setAnchorPoint( Vec2(0.5, 0.5) );
content->setPosition(this->getContentSize().width / 2, this->getContentSize().height / 2);
clipper->addChild(content);
}
// main entry point
void ClippingNodeTestScene::runThisTest()
{
auto layer = nextAction();
addChild(layer);
Director::getInstance()->replaceScene(this);
}