mirror of https://github.com/axmolengine/axmol.git
546 lines
17 KiB
C++
546 lines
17 KiB
C++
/*
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* Copyright (c) 2012 Pierre-David Bélanger
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* Copyright (c) 2012 cocos2d-x.org
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* Copyright (c) 2013-2014 Chukong Technologies Inc.
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*
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* cocos2d-x: http://www.cocos2d-x.org
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#include "2d/CCClippingNode.h"
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#include "2d/CCDrawingPrimitives.h"
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#include "renderer/CCGLProgramCache.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCRenderState.h"
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#include "base/CCDirector.h"
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
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#define CC_CLIPPING_NODE_OPENGLES 0
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#else
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#define CC_CLIPPING_NODE_OPENGLES 1
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#endif
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NS_CC_BEGIN
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static GLint g_sStencilBits = -1;
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// store the current stencil layer (position in the stencil buffer),
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// this will allow nesting up to n ClippingNode,
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// where n is the number of bits of the stencil buffer.
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static GLint s_layer = -1;
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#if CC_CLIPPING_NODE_OPENGLES
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static void setProgram(Node *n, GLProgram *p)
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{
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n->setGLProgram(p);
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auto& children = n->getChildren();
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for(const auto &child : children) {
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setProgram(child, p);
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}
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}
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#endif
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ClippingNode::ClippingNode()
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: _stencil(nullptr)
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, _alphaThreshold(0.0f)
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, _inverted(false)
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, _currentStencilEnabled(GL_FALSE)
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, _currentStencilWriteMask(~0)
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, _currentStencilFunc(GL_ALWAYS)
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, _currentStencilRef(0)
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, _currentStencilValueMask(~0)
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, _currentStencilFail(GL_KEEP)
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, _currentStencilPassDepthFail(GL_KEEP)
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, _currentStencilPassDepthPass(GL_KEEP)
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, _currentDepthWriteMask(GL_TRUE)
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, _currentAlphaTestEnabled(GL_FALSE)
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, _currentAlphaTestFunc(GL_ALWAYS)
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, _currentAlphaTestRef(1)
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{
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}
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ClippingNode::~ClippingNode()
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{
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if (_stencil)
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{
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_stencil->stopAllActions();
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_stencil->release();
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}
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}
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ClippingNode* ClippingNode::create()
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{
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ClippingNode *ret = new (std::nothrow) ClippingNode();
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if (ret && ret->init())
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{
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ret->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(ret);
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}
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return ret;
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}
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ClippingNode* ClippingNode::create(Node *pStencil)
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{
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ClippingNode *ret = new (std::nothrow) ClippingNode();
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if (ret && ret->init(pStencil))
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{
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ret->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(ret);
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}
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return ret;
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}
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bool ClippingNode::init()
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{
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return init(nullptr);
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}
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bool ClippingNode::init(Node *stencil)
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{
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CC_SAFE_RELEASE(_stencil);
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_stencil = stencil;
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CC_SAFE_RETAIN(_stencil);
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_alphaThreshold = 1;
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_inverted = false;
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// get (only once) the number of bits of the stencil buffer
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static bool once = true;
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if (once)
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{
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glGetIntegerv(GL_STENCIL_BITS, &g_sStencilBits);
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if (g_sStencilBits <= 0)
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{
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CCLOG("Stencil buffer is not enabled.");
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}
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once = false;
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}
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return true;
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}
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void ClippingNode::onEnter()
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{
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#if CC_ENABLE_SCRIPT_BINDING
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if (_scriptType == kScriptTypeJavascript)
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{
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if (ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter))
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return;
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}
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#endif
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Node::onEnter();
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if (_stencil != nullptr)
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{
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_stencil->onEnter();
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}
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else
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{
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CCLOG("ClippingNode warning: _stencil is nil.");
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}
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}
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void ClippingNode::onEnterTransitionDidFinish()
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{
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Node::onEnterTransitionDidFinish();
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if (_stencil != nullptr)
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{
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_stencil->onEnterTransitionDidFinish();
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}
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}
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void ClippingNode::onExitTransitionDidStart()
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{
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if (_stencil != nullptr)
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{
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_stencil->onExitTransitionDidStart();
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}
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Node::onExitTransitionDidStart();
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}
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void ClippingNode::onExit()
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{
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if (_stencil != nullptr)
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{
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_stencil->onExit();
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}
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Node::onExit();
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}
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void ClippingNode::drawFullScreenQuadClearStencil()
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{
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Director* director = Director::getInstance();
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CCASSERT(nullptr != director, "Director is null when seting matrix stack");
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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director->loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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Vec2 vertices[] = {
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Vec2(-1.0f, -1.0f),
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Vec2(1.0f, -1.0f),
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Vec2(1.0f, 1.0f),
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Vec2(-1.0f, 1.0f)
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};
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auto glProgram = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_U_COLOR);
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int colorLocation = glProgram->getUniformLocation("u_color");
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CHECK_GL_ERROR_DEBUG();
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Color4F color(1, 1, 1, 1);
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glProgram->use();
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glProgram->setUniformsForBuiltins();
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glProgram->setUniformLocationWith4fv(colorLocation, (GLfloat*) &color.r, 1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POSITION );
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1, 4);
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director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
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director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
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void ClippingNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
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{
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if (!_visible || !hasContent())
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return;
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uint32_t flags = processParentFlags(parentTransform, parentFlags);
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// IMPORTANT:
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// To ease the migration to v3.0, we still support the Mat4 stack,
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// but it is deprecated and your code should not rely on it
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Director* director = Director::getInstance();
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CCASSERT(nullptr != director, "Director is null when seting matrix stack");
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director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
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//Add group command
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_groupCommand.init(_globalZOrder);
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renderer->addCommand(&_groupCommand);
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renderer->pushGroup(_groupCommand.getRenderQueueID());
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_beforeVisitCmd.init(_globalZOrder);
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_beforeVisitCmd.func = CC_CALLBACK_0(ClippingNode::onBeforeVisit, this);
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renderer->addCommand(&_beforeVisitCmd);
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if (_alphaThreshold < 1)
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{
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#if CC_CLIPPING_NODE_OPENGLES
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// since glAlphaTest do not exists in OES, use a shader that writes
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// pixel only if greater than an alpha threshold
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GLProgram *program = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
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GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
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// set our alphaThreshold
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program->use();
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program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
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// we need to recursively apply this shader to all the nodes in the stencil node
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// FIXME: we should have a way to apply shader to all nodes without having to do this
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setProgram(_stencil, program);
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#endif
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}
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_stencil->visit(renderer, _modelViewTransform, flags);
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_afterDrawStencilCmd.init(_globalZOrder);
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_afterDrawStencilCmd.func = CC_CALLBACK_0(ClippingNode::onAfterDrawStencil, this);
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renderer->addCommand(&_afterDrawStencilCmd);
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int i = 0;
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bool visibleByCamera = isVisitableByVisitingCamera();
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if(!_children.empty())
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{
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sortAllChildren();
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// draw children zOrder < 0
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for( ; i < _children.size(); i++ )
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{
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auto node = _children.at(i);
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if ( node && node->getLocalZOrder() < 0 )
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node->visit(renderer, _modelViewTransform, flags);
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else
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break;
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}
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// self draw
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if (visibleByCamera)
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this->draw(renderer, _modelViewTransform, flags);
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for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
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(*it)->visit(renderer, _modelViewTransform, flags);
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}
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else if (visibleByCamera)
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{
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this->draw(renderer, _modelViewTransform, flags);
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}
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_afterVisitCmd.init(_globalZOrder);
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_afterVisitCmd.func = CC_CALLBACK_0(ClippingNode::onAfterVisit, this);
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renderer->addCommand(&_afterVisitCmd);
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renderer->popGroup();
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director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
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void ClippingNode::setCameraMask(unsigned short mask, bool applyChildren)
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{
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Node::setCameraMask(mask, applyChildren);
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if (_stencil)
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_stencil->setCameraMask(mask, applyChildren);
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}
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Node* ClippingNode::getStencil() const
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{
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return _stencil;
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}
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void ClippingNode::setStencil(Node *stencil)
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{
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CC_SAFE_RETAIN(stencil);
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CC_SAFE_RELEASE(_stencil);
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_stencil = stencil;
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}
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bool ClippingNode::hasContent() const
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{
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return _children.size() > 0;
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}
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GLfloat ClippingNode::getAlphaThreshold() const
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{
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return _alphaThreshold;
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}
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void ClippingNode::setAlphaThreshold(GLfloat alphaThreshold)
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{
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_alphaThreshold = alphaThreshold;
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}
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bool ClippingNode::isInverted() const
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{
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return _inverted;
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}
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void ClippingNode::setInverted(bool inverted)
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{
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_inverted = inverted;
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}
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void ClippingNode::onBeforeVisit()
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{
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///////////////////////////////////
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// INIT
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// increment the current layer
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s_layer++;
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// mask of the current layer (ie: for layer 3: 00000100)
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GLint mask_layer = 0x1 << s_layer;
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// mask of all layers less than the current (ie: for layer 3: 00000011)
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GLint mask_layer_l = mask_layer - 1;
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// mask of all layers less than or equal to the current (ie: for layer 3: 00000111)
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_mask_layer_le = mask_layer | mask_layer_l;
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// manually save the stencil state
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_currentStencilEnabled = glIsEnabled(GL_STENCIL_TEST);
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glGetIntegerv(GL_STENCIL_WRITEMASK, (GLint *)&_currentStencilWriteMask);
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glGetIntegerv(GL_STENCIL_FUNC, (GLint *)&_currentStencilFunc);
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glGetIntegerv(GL_STENCIL_REF, &_currentStencilRef);
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glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&_currentStencilValueMask);
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glGetIntegerv(GL_STENCIL_FAIL, (GLint *)&_currentStencilFail);
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glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, (GLint *)&_currentStencilPassDepthFail);
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glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, (GLint *)&_currentStencilPassDepthPass);
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// enable stencil use
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glEnable(GL_STENCIL_TEST);
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// RenderState::StateBlock::_defaultState->setStencilTest(true);
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// check for OpenGL error while enabling stencil test
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CHECK_GL_ERROR_DEBUG();
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// all bits on the stencil buffer are readonly, except the current layer bit,
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// this means that operation like glClear or glStencilOp will be masked with this value
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glStencilMask(mask_layer);
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// RenderState::StateBlock::_defaultState->setStencilWrite(mask_layer);
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// manually save the depth test state
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glGetBooleanv(GL_DEPTH_WRITEMASK, &_currentDepthWriteMask);
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// disable depth test while drawing the stencil
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//glDisable(GL_DEPTH_TEST);
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// disable update to the depth buffer while drawing the stencil,
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// as the stencil is not meant to be rendered in the real scene,
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// it should never prevent something else to be drawn,
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// only disabling depth buffer update should do
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glDepthMask(GL_FALSE);
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RenderState::StateBlock::_defaultState->setDepthWrite(false);
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///////////////////////////////////
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// CLEAR STENCIL BUFFER
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// manually clear the stencil buffer by drawing a fullscreen rectangle on it
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// setup the stencil test func like this:
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// for each pixel in the fullscreen rectangle
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// never draw it into the frame buffer
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// if not in inverted mode: set the current layer value to 0 in the stencil buffer
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// if in inverted mode: set the current layer value to 1 in the stencil buffer
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glStencilFunc(GL_NEVER, mask_layer, mask_layer);
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glStencilOp(!_inverted ? GL_ZERO : GL_REPLACE, GL_KEEP, GL_KEEP);
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// draw a fullscreen solid rectangle to clear the stencil buffer
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//ccDrawSolidRect(Vec2::ZERO, ccpFromSize([[Director sharedDirector] winSize]), Color4F(1, 1, 1, 1));
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drawFullScreenQuadClearStencil();
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///////////////////////////////////
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// DRAW CLIPPING STENCIL
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// setup the stencil test func like this:
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// for each pixel in the stencil node
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// never draw it into the frame buffer
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// if not in inverted mode: set the current layer value to 1 in the stencil buffer
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// if in inverted mode: set the current layer value to 0 in the stencil buffer
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glStencilFunc(GL_NEVER, mask_layer, mask_layer);
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// RenderState::StateBlock::_defaultState->setStencilFunction(RenderState::STENCIL_NEVER, mask_layer, mask_layer);
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glStencilOp(!_inverted ? GL_REPLACE : GL_ZERO, GL_KEEP, GL_KEEP);
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// RenderState::StateBlock::_defaultState->setStencilOperation(
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// !_inverted ? RenderState::STENCIL_OP_REPLACE : RenderState::STENCIL_OP_ZERO,
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// RenderState::STENCIL_OP_KEEP,
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// RenderState::STENCIL_OP_KEEP);
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// enable alpha test only if the alpha threshold < 1,
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// indeed if alpha threshold == 1, every pixel will be drawn anyways
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if (_alphaThreshold < 1) {
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#if !CC_CLIPPING_NODE_OPENGLES
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// manually save the alpha test state
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_currentAlphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
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glGetIntegerv(GL_ALPHA_TEST_FUNC, (GLint *)&_currentAlphaTestFunc);
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glGetFloatv(GL_ALPHA_TEST_REF, &_currentAlphaTestRef);
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// enable alpha testing
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glEnable(GL_ALPHA_TEST);
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// check for OpenGL error while enabling alpha test
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CHECK_GL_ERROR_DEBUG();
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// pixel will be drawn only if greater than an alpha threshold
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glAlphaFunc(GL_GREATER, _alphaThreshold);
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#endif
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}
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//Draw _stencil
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}
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void ClippingNode::onAfterDrawStencil()
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{
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// restore alpha test state
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if (_alphaThreshold < 1)
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{
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#if CC_CLIPPING_NODE_OPENGLES
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// FIXME: we need to find a way to restore the shaders of the stencil node and its childs
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#else
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// manually restore the alpha test state
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glAlphaFunc(_currentAlphaTestFunc, _currentAlphaTestRef);
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if (!_currentAlphaTestEnabled)
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{
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glDisable(GL_ALPHA_TEST);
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}
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#endif
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}
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// restore the depth test state
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glDepthMask(_currentDepthWriteMask);
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RenderState::StateBlock::_defaultState->setDepthWrite(_currentDepthWriteMask);
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//if (currentDepthTestEnabled) {
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// glEnable(GL_DEPTH_TEST);
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//}
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///////////////////////////////////
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// DRAW CONTENT
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// setup the stencil test func like this:
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// for each pixel of this node and its childs
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// if all layers less than or equals to the current are set to 1 in the stencil buffer
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// draw the pixel and keep the current layer in the stencil buffer
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// else
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// do not draw the pixel but keep the current layer in the stencil buffer
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glStencilFunc(GL_EQUAL, _mask_layer_le, _mask_layer_le);
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// RenderState::StateBlock::_defaultState->setStencilFunction(RenderState::STENCIL_EQUAL, _mask_layer_le, _mask_layer_le);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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// RenderState::StateBlock::_defaultState->setStencilOperation(RenderState::STENCIL_OP_KEEP, RenderState::STENCIL_OP_KEEP, RenderState::STENCIL_OP_KEEP);
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// draw (according to the stencil test func) this node and its childs
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}
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void ClippingNode::onAfterVisit()
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{
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///////////////////////////////////
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// CLEANUP
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// manually restore the stencil state
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glStencilFunc(_currentStencilFunc, _currentStencilRef, _currentStencilValueMask);
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// RenderState::StateBlock::_defaultState->setStencilFunction((RenderState::StencilFunction)_currentStencilFunc, _currentStencilRef, _currentStencilValueMask);
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glStencilOp(_currentStencilFail, _currentStencilPassDepthFail, _currentStencilPassDepthPass);
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// RenderState::StateBlock::_defaultState->setStencilOperation((RenderState::StencilOperation)_currentStencilFail,
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// (RenderState::StencilOperation)_currentStencilPassDepthFail,
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// (RenderState::StencilOperation)_currentStencilPassDepthPass);
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glStencilMask(_currentStencilWriteMask);
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if (!_currentStencilEnabled)
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{
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glDisable(GL_STENCIL_TEST);
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// RenderState::StateBlock::_defaultState->setStencilTest(false);
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}
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// we are done using this layer, decrement
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s_layer--;
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}
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NS_CC_END
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