mirror of https://github.com/axmolengine/axmol.git
843 lines
26 KiB
C++
843 lines
26 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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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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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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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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#include "RenderTextureTest.h"
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USING_NS_CC;
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using namespace cocos2d::ui;
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RenderTextureTests::RenderTextureTests()
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{
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ADD_TEST_CASE(RenderTextureSave);
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ADD_TEST_CASE(RenderTextureIssue937);
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ADD_TEST_CASE(RenderTextureZbuffer);
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ADD_TEST_CASE(RenderTextureTestDepthStencil);
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ADD_TEST_CASE(RenderTextureTargetNode);
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ADD_TEST_CASE(SpriteRenderTextureBug);
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ADD_TEST_CASE(RenderTexturePartTest);
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ADD_TEST_CASE(Issue16113Test);
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// ADD_TEST_CASE(RenderTextureWithSprite3DIssue16894); this Test makes no sense
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};
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/**
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* Implementation of RenderTextureSave
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*/
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RenderTextureSave::RenderTextureSave()
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{
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auto s = Director::getInstance()->getWinSize();
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// create a render texture, this is what we are going to draw into
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_target = RenderTexture::create(s.width, s.height, backend::PixelFormat::RGBA8888);
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_target->retain();
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_target->setPosition(Vec2(s.width / 2, s.height / 2));
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// note that the render texture is a Node, and contains a sprite of its texture for convenience,
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// so we can just parent it to the scene like any other Node
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this->addChild(_target, -1);
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesMoved = CC_CALLBACK_2(RenderTextureSave::onTouchesMoved, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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// Save Image menu
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MenuItemFont::setFontSize(16);
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auto item1 = MenuItemFont::create("Save Image", CC_CALLBACK_1(RenderTextureSave::saveImage, this));
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auto item2 = MenuItemFont::create("Clear", CC_CALLBACK_1(RenderTextureSave::clearImage, this));
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auto menu = Menu::create(item1, item2, nullptr);
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this->addChild(menu);
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menu->alignItemsVertically();
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menu->setPosition(Vec2(VisibleRect::rightTop().x - 80, VisibleRect::rightTop().y - 30));
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}
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std::string RenderTextureSave::title() const
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{
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return "Touch the screen";
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}
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std::string RenderTextureSave::subtitle() const
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{
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return "Press 'Save Image' to create an snapshot of the render texture";
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}
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void RenderTextureSave::clearImage(cocos2d::Ref *sender)
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{
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_target->clear(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());
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}
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void RenderTextureSave::saveImage(cocos2d::Ref *sender)
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{
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static int counter = 0;
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char png[20];
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sprintf(png, "image-%d.png", counter);
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auto callback = [&](RenderTexture* rt, const std::string& path)
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{
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auto sprite = Sprite::create(path);
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addChild(sprite);
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sprite->setScale(0.3f);
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sprite->setPosition(Vec2(40, 40));
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sprite->setRotation(counter * 3);
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rt->release();
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};
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_target->retain();
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_target->saveToFile(png, Image::Format::PNG, true, callback);
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//Add this function to avoid crash if we switch to a new scene.
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Director::getInstance()->getRenderer()->render();
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CCLOG("Image saved %s", png);
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counter++;
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}
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RenderTextureSave::~RenderTextureSave()
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{
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_target->release();
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Director::getInstance()->getTextureCache()->removeUnusedTextures();
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}
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void RenderTextureSave::onTouchesMoved(const std::vector<Touch*>& touches, Event* event)
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{
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auto touch = touches[0];
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auto start = touch->getLocation();
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auto end = touch->getPreviousLocation();
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// begin drawing to the render texture
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_target->begin();
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// for extra points, we'll draw this smoothly from the last position and vary the sprite's
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// scale/rotation/offset
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float distance = start.getDistance(end);
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if (distance > 1)
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{
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int d = (int)distance;
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_brushs.clear();
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for(int i = 0; i < d; ++i)
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{
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Sprite * sprite = Sprite::create("Images/fire.png");
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sprite->setColor(Color3B::RED);
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sprite->setOpacity(20);
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_brushs.pushBack(sprite);
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}
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for (int i = 0; i < d; i++)
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{
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float difx = end.x - start.x;
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float dify = end.y - start.y;
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float delta = (float)i / distance;
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_brushs.at(i)->setPosition(Vec2(start.x + (difx * delta), start.y + (dify * delta)));
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_brushs.at(i)->setRotation(rand() % 360);
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float r = (float)(rand() % 50 / 50.f) + 0.25f;
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_brushs.at(i)->setScale(r);
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/*_brush->setColor(Color3B(CCRANDOM_0_1() * 127 + 128, 255, 255));*/
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// Use CCRANDOM_0_1() will cause error when loading libtests.so on android, I don't know why.
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_brushs.at(i)->setColor(Color3B(rand() % 127 + 128, 255, 255));
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// Call visit to draw the brush, don't call draw..
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_brushs.at(i)->visit();
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}
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}
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// finish drawing and return context back to the screen
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_target->end();
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}
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/**
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* Implementation of RenderTextureIssue937
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*/
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RenderTextureIssue937::RenderTextureIssue937()
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{
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/*
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* 1 2
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* A: A1 A2
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*
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* B: B1 B2
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*
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* A1: premulti sprite
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* A2: premulti render
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*
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* B1: non-premulti sprite
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* B2: non-premulti render
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*/
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auto background = LayerColor::create(Color4B(200,200,200,255));
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addChild(background);
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auto s = Director::getInstance()->getWinSize();
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auto spr_premulti = Sprite::create("Images/fire.png");
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spr_premulti->setPosition(Vec2(s.width/2-16, s.height/2+16));
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auto spr_nonpremulti = Sprite::create("Images/fire.png");
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spr_nonpremulti->setPosition(Vec2(s.width/2-16, s.height/2-16));
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/* A2 & B2 setup */
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auto rend = RenderTexture::create(32, 64, backend::PixelFormat::RGBA8888);
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if (nullptr == rend)
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{
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return;
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}
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auto spr_size = spr_premulti->getContentSize();
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rend->setKeepMatrix(true);
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Size pixelSize = Director::getInstance()->getWinSizeInPixels();
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rend->setVirtualViewport(Vec2(s.width/2-32, s.height/2-32),Rect(0,0,s.width,s.height),Rect(0,0,pixelSize.width,pixelSize.height));
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// It's possible to modify the RenderTexture blending function by
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// [[rend sprite] setBlendFunc:(BlendFunc) {BlendFactor::ONE, BlendFactor::ONE_MINUS_SRC_ALPHA}];
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rend->begin();
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spr_premulti->visit();
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spr_nonpremulti->visit();
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rend->end();
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rend->setPosition(Vec2(s.width/2+16, s.height/2));
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addChild(spr_nonpremulti);
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addChild(spr_premulti);
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addChild(rend);
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}
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std::string RenderTextureIssue937::title() const
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{
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return "Testing issue #937";
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}
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std::string RenderTextureIssue937::subtitle() const
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{
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return "All images should be equal...";
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}
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/**
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* Implementation of RenderTextureZbuffer
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*/
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RenderTextureZbuffer::RenderTextureZbuffer()
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{
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesBegan = CC_CALLBACK_2(RenderTextureZbuffer::onTouchesBegan, this);
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listener->onTouchesMoved = CC_CALLBACK_2(RenderTextureZbuffer::onTouchesMoved, this);
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listener->onTouchesEnded = CC_CALLBACK_2(RenderTextureZbuffer::onTouchesEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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auto size = Director::getInstance()->getWinSize();
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auto label = Label::createWithTTF("vertexZ = 50", "fonts/Marker Felt.ttf", 64);
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label->setPosition(Vec2(size.width / 2, size.height * 0.25f));
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this->addChild(label);
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auto label2 = Label::createWithTTF("vertexZ = 0", "fonts/Marker Felt.ttf", 64);
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label2->setPosition(Vec2(size.width / 2, size.height * 0.5f));
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this->addChild(label2);
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auto label3 = Label::createWithTTF("vertexZ = -50", "fonts/Marker Felt.ttf", 64);
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label3->setPosition(Vec2(size.width / 2, size.height * 0.75f));
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this->addChild(label3);
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label->setPositionZ(50);
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label2->setPositionZ(0);
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label3->setPositionZ(-50);
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SpriteFrameCache::getInstance()->addSpriteFramesWithFile("Images/bugs/circle.plist");
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mgr = SpriteBatchNode::create("Images/bugs/circle.png", 9);
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this->addChild(mgr);
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sp1 = Sprite::createWithSpriteFrameName("circle.png");
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sp2 = Sprite::createWithSpriteFrameName("circle.png");
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sp3 = Sprite::createWithSpriteFrameName("circle.png");
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sp4 = Sprite::createWithSpriteFrameName("circle.png");
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sp5 = Sprite::createWithSpriteFrameName("circle.png");
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sp6 = Sprite::createWithSpriteFrameName("circle.png");
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sp7 = Sprite::createWithSpriteFrameName("circle.png");
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sp8 = Sprite::createWithSpriteFrameName("circle.png");
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sp9 = Sprite::createWithSpriteFrameName("circle.png");
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mgr->addChild(sp1, 9);
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mgr->addChild(sp2, 8);
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mgr->addChild(sp3, 7);
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mgr->addChild(sp4, 6);
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mgr->addChild(sp5, 5);
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mgr->addChild(sp6, 4);
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mgr->addChild(sp7, 3);
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mgr->addChild(sp8, 2);
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mgr->addChild(sp9, 1);
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sp1->setPositionZ(400);
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sp2->setPositionZ(300);
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sp3->setPositionZ(200);
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sp4->setPositionZ(100);
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sp5->setPositionZ(0);
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sp6->setPositionZ(-100);
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sp7->setPositionZ(-200);
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sp8->setPositionZ(-300);
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sp9->setPositionZ(-400);
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sp9->setScale(2);
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sp9->setColor(Color3B::YELLOW);
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}
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std::string RenderTextureZbuffer::title() const
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{
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return "Testing Z Buffer in Render Texture";
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}
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std::string RenderTextureZbuffer::subtitle() const
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{
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return "Touch screen. It should be green";
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}
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void RenderTextureZbuffer::onTouchesBegan(const std::vector<Touch*>& touches, Event *event)
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{
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for (auto &item: touches)
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{
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auto touch = static_cast<Touch*>(item);
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auto location = touch->getLocation();
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sp1->setPosition(location);
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sp2->setPosition(location);
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sp3->setPosition(location);
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sp4->setPosition(location);
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sp5->setPosition(location);
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sp6->setPosition(location);
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sp7->setPosition(location);
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sp8->setPosition(location);
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sp9->setPosition(location);
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}
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}
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void RenderTextureZbuffer::onTouchesMoved(const std::vector<Touch*>& touches, Event* event)
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{
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for (auto &item: touches)
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{
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auto touch = static_cast<Touch*>(item);
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auto location = touch->getLocation();
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sp1->setPosition(location);
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sp2->setPosition(location);
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sp3->setPosition(location);
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sp4->setPosition(location);
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sp5->setPosition(location);
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sp6->setPosition(location);
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sp7->setPosition(location);
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sp8->setPosition(location);
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sp9->setPosition(location);
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}
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}
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void RenderTextureZbuffer::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
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{
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this->renderScreenShot();
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}
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void RenderTextureZbuffer::renderScreenShot()
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{
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auto texture = RenderTexture::create(512, 512);
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if (nullptr == texture)
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{
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return;
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}
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texture->begin();
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this->visit();
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texture->end();
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auto sprite = Sprite::createWithTexture(texture->getSprite()->getTexture());
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sprite->setPosition(Vec2(256, 256));
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sprite->setOpacity(182);
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sprite->setFlippedY(1);
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this->addChild(sprite, 999999);
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sprite->setColor(Color3B::GREEN);
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sprite->runAction(Sequence::create(FadeTo::create(2, 0),
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Hide::create(),
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nullptr));
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}
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RenderTexturePartTest::RenderTexturePartTest()
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{
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auto sprite1 = Sprite::create("Images/grossini.png");
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auto sprite11 = Sprite::create("Images/grossini.png");
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auto sprite2 = Sprite::create("Images/grossinis_sister1.png");
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auto sprite22 = Sprite::create("Images/grossinis_sister1.png");
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Size size = Director::getInstance()->getWinSize();
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Size sprite1Size = sprite1->getContentSize();
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sprite1->setPosition((size.width-sprite1Size.width)/2 - 20, (size.height - sprite1Size.height)/2 - 20);
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sprite11->setPosition(size.width/2 + 20, (size.height - sprite1Size.height)/2 - 20);
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sprite2->setPosition((size.width-sprite1Size.width)/2 - 20, size.height/2 + 20);
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sprite22->setPosition(size.width/2 + 20, size.height/2 + 20);
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addChild(sprite1);
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addChild(sprite11);
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addChild(sprite2);
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addChild(sprite22);
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_rend = RenderTexture::create(200, 200, backend::PixelFormat::RGBA8888);
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_rend->retain();
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_rend->setKeepMatrix(true);
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Size pixelSize = Director::getInstance()->getWinSizeInPixels();
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_rend->setVirtualViewport(Vec2(size.width/2-150, size.height/2-150),Rect(0,0,size.width,size.height),Rect(0,0,pixelSize.width,pixelSize.height));
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_rend->beginWithClear(1, 0, 0, 1);
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sprite1->visit();
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sprite11->visit();
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sprite2->visit();
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sprite22->visit();
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_rend->end();
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_spriteDraw = Sprite::createWithTexture(_rend->getSprite()->getTexture());
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FiniteTimeAction* baseAction = MoveBy::create(1, Vec2(size.width,0));
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_spriteDraw->setPosition(0,size.height/2);
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_spriteDraw->setScaleY(-1);
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_spriteDraw->runAction(RepeatForever::create(Sequence::create
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(baseAction,baseAction->reverse(), nullptr)));
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addChild(_spriteDraw);
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}
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RenderTexturePartTest::~RenderTexturePartTest()
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{
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CC_SAFE_RELEASE(_rend);
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}
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std::string RenderTexturePartTest::title() const
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{
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return "Render Texture Part Test";
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}
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std::string RenderTexturePartTest::subtitle() const
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{
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return "Only Grabbing a sub region of fullscreen";
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}
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// RenderTextureTestDepthStencil
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RenderTextureTestDepthStencil::RenderTextureTestDepthStencil()
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{
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auto s = Director::getInstance()->getWinSize();
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_spriteDS = Sprite::create("Images/fire.png");
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_spriteDS->retain();
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_spriteDS->setPosition(Vec2(s.width * 0.25f, 0));
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_spriteDS->setScale(10);
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_spriteDraw = Sprite::create("Images/fire.png");
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_spriteDraw->retain();
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_spriteDraw->setPosition(Vec2(s.width * 0.25f, 0));
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_spriteDraw->setScale(10);
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//! move sprite half width and height, and draw only where not marked
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_spriteDraw->setPosition(_spriteDraw->getPosition() + Vec2(_spriteDraw->getContentSize().width * _spriteDraw->getScale() * 0.5, _spriteDraw->getContentSize().height * _spriteDraw->getScale() * 0.5));
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_rend = RenderTexture::create(s.width, s.height, backend::PixelFormat::RGBA4444, PixelFormat::D24S8);
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_rend->setPosition(Vec2(s.width * 0.5f, s.height * 0.5f));
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this->addChild(_rend);
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}
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RenderTextureTestDepthStencil::~RenderTextureTestDepthStencil()
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{
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CC_SAFE_RELEASE(_spriteDraw);
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CC_SAFE_RELEASE(_spriteDS);
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}
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void RenderTextureTestDepthStencil::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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{
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_renderCmds[0].init(_globalZOrder);
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_renderCmds[0].func = CC_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeClear, this);
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renderer->addCommand(&_renderCmds[0]);
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_rend->beginWithClear(0, 0, 0, 0, 0, 0);
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_renderCmds[1].init(_globalZOrder);
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_renderCmds[1].func = CC_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeStencil, this);
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renderer->addCommand(&_renderCmds[1]);
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_spriteDS->visit();
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_renderCmds[2].init(_globalZOrder);
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_renderCmds[2].func = CC_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeDraw, this);
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renderer->addCommand(&_renderCmds[2]);
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_spriteDraw->visit();
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_rend->end();
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_renderCmds[3].init(_globalZOrder);
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_renderCmds[3].func = CC_CALLBACK_0(RenderTextureTestDepthStencil::onAfterDraw, this);
|
|
renderer->addCommand(&_renderCmds[3]);
|
|
}
|
|
|
|
void RenderTextureTestDepthStencil::onBeforeClear()
|
|
{
|
|
Director::getInstance()->getRenderer()->setStencilWriteMask(0xFF);
|
|
}
|
|
|
|
void RenderTextureTestDepthStencil::onBeforeStencil()
|
|
{
|
|
//! mark sprite quad into stencil buffer
|
|
auto renderer = Director::getInstance()->getRenderer();
|
|
renderer->setStencilTest(true);
|
|
renderer->setStencilCompareFunction(backend::CompareFunction::NEVER, 1, 0xFF);
|
|
renderer->setStencilOperation(backend::StencilOperation::REPLACE, backend::StencilOperation::REPLACE, backend::StencilOperation::REPLACE);
|
|
}
|
|
|
|
void RenderTextureTestDepthStencil::onBeforeDraw()
|
|
{
|
|
Director::getInstance()->getRenderer()->setStencilCompareFunction(backend::CompareFunction::NOT_EQUAL, 1, 0xFF);
|
|
}
|
|
|
|
void RenderTextureTestDepthStencil::onAfterDraw()
|
|
{
|
|
Director::getInstance()->getRenderer()->setStencilTest(false);
|
|
}
|
|
|
|
std::string RenderTextureTestDepthStencil::title() const
|
|
{
|
|
return "Testing depthStencil attachment";
|
|
}
|
|
|
|
std::string RenderTextureTestDepthStencil::subtitle() const
|
|
{
|
|
return "Circle should be missing 1/4 of its region";
|
|
}
|
|
|
|
// RenderTextureTest
|
|
RenderTextureTargetNode::RenderTextureTargetNode()
|
|
{
|
|
/*
|
|
* 1 2
|
|
* A: A1 A2
|
|
*
|
|
* B: B1 B2
|
|
*
|
|
* A1: premulti sprite
|
|
* A2: premulti render
|
|
*
|
|
* B1: non-premulti sprite
|
|
* B2: non-premulti render
|
|
*/
|
|
auto background = LayerColor::create(Color4B(40,40,40,255));
|
|
addChild(background);
|
|
|
|
// sprite 1
|
|
sprite1 = Sprite::create("Images/fire.png");
|
|
|
|
// sprite 2
|
|
sprite2 = Sprite::create("Images/fire_rgba8888.pvr");
|
|
|
|
auto s = Director::getInstance()->getWinSize();
|
|
|
|
/* Create the render texture */
|
|
auto renderTexture = RenderTexture::create(s.width, s.height, backend::PixelFormat::RGBA4444);
|
|
this->renderTexture = renderTexture;
|
|
|
|
renderTexture->setPosition(Vec2(s.width/2, s.height/2));
|
|
// renderTexture->setScale(2.0f);
|
|
|
|
/* add the sprites to the render texture */
|
|
renderTexture->addChild(sprite1);
|
|
renderTexture->addChild(sprite2);
|
|
renderTexture->setClearColor(Color4F(0, 0, 0, 0));
|
|
renderTexture->setClearFlags(ClearFlag::COLOR);
|
|
|
|
/* add the render texture to the scene */
|
|
addChild(renderTexture);
|
|
|
|
renderTexture->setAutoDraw(true);
|
|
|
|
scheduleUpdate();
|
|
|
|
// Toggle clear on / off
|
|
auto item = MenuItemFont::create("Clear On/Off", CC_CALLBACK_1(RenderTextureTargetNode::touched, this));
|
|
auto menu = Menu::create(item, nullptr);
|
|
addChild(menu);
|
|
|
|
menu->setPosition(Vec2(s.width/2, s.height/2));
|
|
}
|
|
|
|
void RenderTextureTargetNode::touched(Ref* sender)
|
|
{
|
|
//TODO: minggo
|
|
if (renderTexture->getClearFlags() == ClearFlag::NONE)
|
|
{
|
|
renderTexture->setClearFlags(ClearFlag::COLOR);
|
|
}
|
|
else
|
|
{
|
|
renderTexture->setClearFlags(ClearFlag::NONE);
|
|
renderTexture->setClearColor(Color4F( CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1));
|
|
}
|
|
}
|
|
|
|
void RenderTextureTargetNode::update(float dt)
|
|
{
|
|
static float time = 0;
|
|
float r = 80;
|
|
sprite1->setPosition(Vec2(cosf(time * 2) * r, sinf(time * 2) * r));
|
|
sprite2->setPosition(Vec2(sinf(time * 2) * r, cosf(time * 2) * r));
|
|
|
|
time += dt;
|
|
}
|
|
|
|
std::string RenderTextureTargetNode::title() const
|
|
{
|
|
return "Testing Render Target Node";
|
|
}
|
|
|
|
std::string RenderTextureTargetNode::subtitle() const
|
|
{
|
|
return "Sprites should be equal and move with each frame";
|
|
}
|
|
|
|
// SpriteRenderTextureBug
|
|
|
|
SpriteRenderTextureBug::SimpleSprite::SimpleSprite() : _rt(nullptr) {}
|
|
SpriteRenderTextureBug::SimpleSprite::~SimpleSprite()
|
|
{
|
|
CC_SAFE_RELEASE(_rt);
|
|
}
|
|
|
|
SpriteRenderTextureBug::SimpleSprite* SpriteRenderTextureBug::SimpleSprite::create(const char* filename, const Rect &rect)
|
|
{
|
|
auto sprite = new (std::nothrow) SimpleSprite();
|
|
if (sprite && sprite->initWithFile(filename, rect))
|
|
{
|
|
sprite->autorelease();
|
|
}
|
|
else
|
|
{
|
|
CC_SAFE_DELETE(sprite);
|
|
}
|
|
|
|
return sprite;
|
|
}
|
|
|
|
void SpriteRenderTextureBug::SimpleSprite::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
|
|
{
|
|
if (_rt == nullptr)
|
|
{
|
|
auto s = Director::getInstance()->getWinSize();
|
|
_rt = RenderTexture::create(s.width, s.height, backend::PixelFormat::RGBA8888);
|
|
_rt->retain();
|
|
}
|
|
_rt->beginWithClear(0.0f, 0.0f, 0.0f, 1.0f);
|
|
_rt->end();
|
|
|
|
Sprite::draw(renderer, transform, flags);
|
|
|
|
}
|
|
|
|
SpriteRenderTextureBug::SpriteRenderTextureBug()
|
|
{
|
|
auto listener = EventListenerTouchAllAtOnce::create();
|
|
listener->onTouchesEnded = CC_CALLBACK_2(SpriteRenderTextureBug::onTouchesEnded, this);
|
|
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
|
|
|
|
auto s = Director::getInstance()->getWinSize();
|
|
addNewSpriteWithCoords(Vec2(s.width/2, s.height/2));
|
|
}
|
|
|
|
SpriteRenderTextureBug::SimpleSprite* SpriteRenderTextureBug::addNewSpriteWithCoords(const Vec2& p)
|
|
{
|
|
int idx = CCRANDOM_0_1() * 1400 / 100;
|
|
int x = (idx%5) * 85;
|
|
int y = (idx/5) * 121;
|
|
|
|
auto sprite = SpriteRenderTextureBug::SimpleSprite::create("Images/grossini_dance_atlas.png",
|
|
Rect(x,y,85,121));
|
|
addChild(sprite);
|
|
|
|
sprite->setPosition(p);
|
|
|
|
FiniteTimeAction *action = nullptr;
|
|
float rd = CCRANDOM_0_1();
|
|
|
|
if (rd < 0.20)
|
|
action = ScaleBy::create(3, 2);
|
|
else if (rd < 0.40)
|
|
action = RotateBy::create(3, 360);
|
|
else if (rd < 0.60)
|
|
action = Blink::create(1, 3);
|
|
else if (rd < 0.8 )
|
|
action = TintBy::create(2, 0, -255, -255);
|
|
else
|
|
action = FadeOut::create(2);
|
|
|
|
auto action_back = action->reverse();
|
|
auto seq = Sequence::create(action, action_back, nullptr);
|
|
|
|
sprite->runAction(RepeatForever::create(seq));
|
|
|
|
//return sprite;
|
|
return nullptr;
|
|
}
|
|
|
|
void SpriteRenderTextureBug::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
|
|
{
|
|
for (auto &touch: touches)
|
|
{
|
|
auto location = touch->getLocation();
|
|
addNewSpriteWithCoords(location);
|
|
}
|
|
}
|
|
|
|
std::string SpriteRenderTextureBug::title() const
|
|
{
|
|
return "SpriteRenderTextureBug";
|
|
}
|
|
|
|
std::string SpriteRenderTextureBug::subtitle() const
|
|
{
|
|
return "Touch the screen. Sprite should appear on under the touch";
|
|
}
|
|
|
|
|
|
//
|
|
// Issue16113Test
|
|
//
|
|
Issue16113Test::Issue16113Test()
|
|
{
|
|
auto s = Director::getInstance()->getWinSize();
|
|
|
|
// Save Image menu
|
|
MenuItemFont::setFontSize(16);
|
|
auto item1 = MenuItemFont::create("Save Image", [&](Ref* ref){
|
|
auto winSize = Director::getInstance()->getVisibleSize();
|
|
auto text = Label::createWithTTF("hello world", "fonts/Marker Felt.ttf", 40);
|
|
text->setTextColor(Color4B::RED);
|
|
auto target = RenderTexture::create(winSize.width, winSize.height, backend::PixelFormat::RGBA8888);
|
|
target->beginWithClear(0,0,0,0);
|
|
text->setPosition(winSize.width / 2,winSize.height/2);
|
|
text->Node::visit();
|
|
target->end();
|
|
auto callback = [&](RenderTexture* rt, const std::string& path){
|
|
rt->release();
|
|
};
|
|
target->retain();
|
|
target->saveToFile("issue16113.png", Image::Format::PNG, true, callback);
|
|
});
|
|
auto menu = Menu::create(item1, nullptr);
|
|
this->addChild(menu);
|
|
menu->setPosition(s.width/2, s.height/2);
|
|
}
|
|
|
|
std::string Issue16113Test::title() const
|
|
{
|
|
return "Github Issue 16113";
|
|
}
|
|
|
|
std::string Issue16113Test::subtitle() const
|
|
{
|
|
return "aaa.png file without white border on iOS";
|
|
}
|
|
|
|
//
|
|
// RenderTextureWithSprite3DIssue16894
|
|
//
|
|
RenderTextureWithSprite3DIssue16894::RenderTextureWithSprite3DIssue16894()
|
|
{
|
|
auto visibleSize = Director::getInstance()->getVisibleSize();
|
|
Vec2 origin = Director::getInstance()->getVisibleOrigin();
|
|
|
|
for (int i = 0; i < 3; ++i)
|
|
{
|
|
// Ship - Model is from cocos2d-x test project
|
|
auto ship = Sprite3D::create("Sprite3DTest/boss.c3b");
|
|
ship->setScale(6);
|
|
ship->setRotation3D(Vec3(180,45,0));
|
|
ship->setPosition(Vec2(visibleSize.width/4 + origin.x, visibleSize.height/2 + origin.y));
|
|
ship->setForce2DQueue(true);
|
|
ship->retain();
|
|
|
|
if (i == 0)
|
|
{
|
|
addChild(ship, 1);
|
|
//// Rotate Ship
|
|
auto spin = RotateBy::create(4, Vec3(0,180,0));
|
|
auto repeatspin = RepeatForever::create(spin);
|
|
ship->runAction(repeatspin);
|
|
}
|
|
_ship[i] = ship;
|
|
}
|
|
|
|
// RenderTextures
|
|
_renderTexDefault = RenderTexture::create(visibleSize.width, visibleSize.height, backend::PixelFormat::RGBA8888);
|
|
_renderTexDefault->setKeepMatrix(true);
|
|
addChild(_renderTexDefault);
|
|
_renderTexDefault->setPosition(visibleSize.width/4 * 3, visibleSize.height/2);
|
|
|
|
_renderTexWithBuffer = RenderTexture::create(visibleSize.width, visibleSize.height, backend::PixelFormat::RGBA8888, backend::PixelFormat::D24S8);
|
|
_renderTexWithBuffer->setKeepMatrix(true);
|
|
addChild(_renderTexWithBuffer);
|
|
_renderTexWithBuffer->setPosition(visibleSize.width/4 * 4, visibleSize.height/2);
|
|
|
|
// Update
|
|
scheduleUpdate();
|
|
|
|
auto label1 = Label::createWithTTF("Normal Sprite3D\n", "fonts/arial.ttf", 10);
|
|
label1->setPosition(Vec2(visibleSize.width/4 * 1, 60));
|
|
this->addChild(label1, 1);
|
|
|
|
auto label2 = Label::createWithTTF("RenderTexture\nDefault - No depth buffer", "fonts/arial.ttf", 10);
|
|
label2->setPosition(Vec2(visibleSize.width/4 * 2, 60));
|
|
this->addChild(label2, 1);
|
|
|
|
auto label3 = Label::createWithTTF("RenderTexture\nGL_DEPTH24_STENCIL8", "fonts/arial.ttf", 10);
|
|
label3->setPosition(Vec2(visibleSize.width/4 * 3, 60));
|
|
this->addChild(label3, 1);
|
|
}
|
|
|
|
RenderTextureWithSprite3DIssue16894::~RenderTextureWithSprite3DIssue16894()
|
|
{
|
|
for (int i = 0; i < 3; ++i)
|
|
{
|
|
_ship[i]->release();
|
|
}
|
|
}
|
|
|
|
void RenderTextureWithSprite3DIssue16894::visit(Renderer *renderer, const Mat4& parentTransform, uint32_t parentFlags)
|
|
{
|
|
RenderTextureTest::visit(renderer, parentTransform, parentFlags);
|
|
|
|
_ship[1]->setRotation3D(_ship[0]->getRotation3D());
|
|
_ship[2]->setRotation3D(_ship[0]->getRotation3D());
|
|
|
|
_renderTexDefault->beginWithClear(0, 0, 0, 0, 0, 0);
|
|
_ship[1]->visit(Director::getInstance()->getRenderer(), Mat4::IDENTITY, 0);
|
|
_renderTexDefault->end();
|
|
|
|
_renderTexWithBuffer->beginWithClear(0, 0, 0, 0, 1, 0);
|
|
_ship[2]->visit(Director::getInstance()->getRenderer(), Mat4::IDENTITY, 0);
|
|
_renderTexWithBuffer->end();
|
|
}
|
|
|
|
std::string RenderTextureWithSprite3DIssue16894::title() const
|
|
{
|
|
return "Issue16894: Render Sprite3D to texture";
|
|
}
|
|
|
|
std::string RenderTextureWithSprite3DIssue16894::subtitle() const
|
|
{
|
|
return "3 ships, 1st & 3rd are the same";
|
|
}
|