mirror of https://github.com/axmolengine/axmol.git
674 lines
23 KiB
C++
674 lines
23 KiB
C++
/****************************************************************************
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Copyright (c) 2009 Jason Booth
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2022 Bytedance Inc.
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https://axmolengine.github.io/
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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 "2d/CCRenderTexture.h"
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#include "base/ccUtils.h"
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#include "platform/CCFileUtils.h"
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#include "base/CCEventType.h"
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#include "base/CCConfiguration.h"
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#include "base/CCDirector.h"
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#include "base/CCEventListenerCustom.h"
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#include "base/CCEventDispatcher.h"
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#include "renderer/CCRenderer.h"
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#include "2d/CCCamera.h"
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#include "renderer/CCTextureCache.h"
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#include "renderer/backend/Device.h"
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#include "renderer/backend/Texture.h"
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#include "renderer/backend/RenderTarget.h"
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NS_AX_BEGIN
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// implementation RenderTexture
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RenderTexture::RenderTexture()
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{
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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// Listen this event to save render texture before come to background.
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// Then it can be restored after coming to foreground on Android.
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auto toBackgroundListener =
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EventListenerCustom::create(EVENT_COME_TO_BACKGROUND, AX_CALLBACK_1(RenderTexture::listenToBackground, this));
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_eventDispatcher->addEventListenerWithSceneGraphPriority(toBackgroundListener, this);
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auto toForegroundListener =
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EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, AX_CALLBACK_1(RenderTexture::listenToForeground, this));
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_eventDispatcher->addEventListenerWithSceneGraphPriority(toForegroundListener, this);
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#endif
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}
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RenderTexture::~RenderTexture()
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{
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AX_SAFE_RELEASE(_renderTarget);
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AX_SAFE_RELEASE(_sprite);
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AX_SAFE_RELEASE(_depthStencilTexture);
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AX_SAFE_RELEASE(_UITextureImage);
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}
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void RenderTexture::listenToBackground(EventCustom* /*event*/)
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{
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// We have not found a way to dispatch the enter background message before the texture data are destroyed.
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// So we disable this pair of message handler at present.
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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// to get the rendered texture data
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auto func = [&](Image* uiTextureImage) {
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if (uiTextureImage)
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{
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AX_SAFE_RELEASE(_UITextureImage);
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_UITextureImage = uiTextureImage;
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AX_SAFE_RETAIN(_UITextureImage);
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const Vec2& s = _texture2D->getContentSizeInPixels();
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VolatileTextureMgr::addDataTexture(_texture2D, uiTextureImage->getData(), s.width * s.height * 4,
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backend::PixelFormat::RGBA8, s);
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}
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else
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{
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AXLOG("Cache rendertexture failed!");
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}
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AX_SAFE_RELEASE(uiTextureImage);
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};
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auto callback = std::bind(func, std::placeholders::_1);
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newImage(callback, false);
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#endif
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}
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void RenderTexture::listenToForeground(EventCustom* /*event*/)
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{
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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const Vec2& s = _texture2D->getContentSizeInPixels();
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// TODO new-renderer: field _depthAndStencilFormat removal
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// if (_depthAndStencilFormat != 0)
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// {
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// setupDepthAndStencil(s.width, s.height);
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// }
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_texture2D->setAntiAliasTexParameters();
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#endif
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}
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RenderTexture* RenderTexture::create(int w, int h, backend::PixelFormat eFormat, bool sharedRenderTarget)
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{
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RenderTexture* ret = new RenderTexture();
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if (ret->initWithWidthAndHeight(w, h, eFormat, sharedRenderTarget))
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{
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ret->autorelease();
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return ret;
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}
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AX_SAFE_DELETE(ret);
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return nullptr;
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}
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RenderTexture* RenderTexture::create(int w, int h, backend::PixelFormat eFormat, PixelFormat uDepthStencilFormat, bool sharedRenderTarget)
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{
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RenderTexture* ret = new RenderTexture();
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if (ret->initWithWidthAndHeight(w, h, eFormat, uDepthStencilFormat, sharedRenderTarget))
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{
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ret->autorelease();
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return ret;
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}
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AX_SAFE_DELETE(ret);
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return nullptr;
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}
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RenderTexture* RenderTexture::create(int w, int h, bool sharedRenderTarget)
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{
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RenderTexture* ret = new RenderTexture();
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if (ret->initWithWidthAndHeight(w, h, backend::PixelFormat::RGBA8, PixelFormat::NONE, sharedRenderTarget))
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{
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ret->autorelease();
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return ret;
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}
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AX_SAFE_DELETE(ret);
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return nullptr;
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}
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bool RenderTexture::initWithWidthAndHeight(int w, int h, backend::PixelFormat eFormat, bool sharedRenderTarget)
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{
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return initWithWidthAndHeight(w, h, eFormat, PixelFormat::NONE, sharedRenderTarget);
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}
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bool RenderTexture::initWithWidthAndHeight(int w,
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int h,
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backend::PixelFormat format,
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PixelFormat depthStencilFormat,
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bool sharedRenderTarget)
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{
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AXASSERT(format != backend::PixelFormat::A8, "only RGB and RGBA formats are valid for a render texture");
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bool ret = false;
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do
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{
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_fullRect = _rtTextureRect = Rect(0, 0, w, h);
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w = (int)(w * AX_CONTENT_SCALE_FACTOR());
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h = (int)(h * AX_CONTENT_SCALE_FACTOR());
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_fullviewPort = Rect(0, 0, w, h);
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// textures must be power of two squared
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int powW = 0;
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int powH = 0;
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if (Configuration::getInstance()->supportsNPOT())
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{
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powW = w;
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powH = h;
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}
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else
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{
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powW = ccNextPOT(w);
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powH = ccNextPOT(h);
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}
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backend::TextureDescriptor descriptor;
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descriptor.width = powW;
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descriptor.height = powH;
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descriptor.textureUsage = TextureUsage::RENDER_TARGET;
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descriptor.textureFormat = PixelFormat::RGBA8;
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_texture2D = new Texture2D();
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_texture2D->updateTextureDescriptor(descriptor, !!AX_ENABLE_PREMULTIPLIED_ALPHA);
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_renderTargetFlags = RenderTargetFlag::COLOR;
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if (PixelFormat::D24S8 == depthStencilFormat || sharedRenderTarget)
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{
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_renderTargetFlags = RenderTargetFlag::ALL;
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descriptor.textureFormat = PixelFormat::D24S8;
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_depthStencilTexture = new Texture2D();
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_depthStencilTexture->updateTextureDescriptor(descriptor);
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}
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AX_SAFE_RELEASE(_renderTarget);
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if (sharedRenderTarget)
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{
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_renderTarget = _director->getRenderer()->getOffscreenRenderTarget();
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_renderTarget->retain();
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}
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else
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{
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_renderTarget = backend::Device::getInstance()->newRenderTarget(
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_renderTargetFlags, _texture2D ? _texture2D->getBackendTexture() : nullptr,
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_depthStencilTexture ? _depthStencilTexture->getBackendTexture() : nullptr,
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_depthStencilTexture ? _depthStencilTexture->getBackendTexture() : nullptr);
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}
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_renderTarget->setColorAttachment(_texture2D ? _texture2D->getBackendTexture() : nullptr);
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auto depthStencilTexture = _depthStencilTexture ? _depthStencilTexture->getBackendTexture() : nullptr;
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_renderTarget->setDepthAttachment(depthStencilTexture);
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_renderTarget->setStencilAttachment(depthStencilTexture);
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clearColorAttachment();
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_texture2D->setAntiAliasTexParameters();
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// retained
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setSprite(Sprite::createWithTexture(_texture2D));
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#if defined(AX_USE_GL)
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_sprite->setFlippedY(true);
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#endif
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if (_texture2D->hasPremultipliedAlpha())
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{
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_sprite->setBlendFunc(BlendFunc::ALPHA_PREMULTIPLIED);
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_sprite->setOpacityModifyRGB(true);
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}
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else
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{
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_sprite->setBlendFunc(BlendFunc::ALPHA_NON_PREMULTIPLIED);
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_sprite->setOpacityModifyRGB(false);
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}
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_texture2D->release();
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// Disabled by default.
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_autoDraw = false;
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// add sprite for backward compatibility
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addChild(_sprite);
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ret = true;
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} while (0);
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return ret;
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}
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void RenderTexture::setSprite(Sprite* sprite)
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{
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#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
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auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
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if (sEngine)
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{
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if (sprite)
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sEngine->retainScriptObject(this, sprite);
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if (_sprite)
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sEngine->releaseScriptObject(this, _sprite);
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}
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#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
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AX_SAFE_RETAIN(sprite);
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AX_SAFE_RELEASE(_sprite);
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_sprite = sprite;
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}
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void RenderTexture::setVirtualViewport(const Vec2& rtBegin, const Rect& fullRect, const Rect& fullViewport)
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{
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_rtTextureRect.origin.x = rtBegin.x;
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_rtTextureRect.origin.y = rtBegin.y;
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_fullRect = fullRect;
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_fullviewPort = fullViewport;
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}
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bool RenderTexture::isSharedRenderTarget() const
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{
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return _renderTarget == _director->getRenderer()->getOffscreenRenderTarget();
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}
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void RenderTexture::beginWithClear(float r, float g, float b, float a)
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{
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beginWithClear(r, g, b, a, 0, 0, ClearFlag::COLOR);
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}
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void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue)
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{
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beginWithClear(r, g, b, a, depthValue, 0, ClearFlag::COLOR | ClearFlag::DEPTH);
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}
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void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue)
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{
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beginWithClear(r, g, b, a, depthValue, stencilValue, ClearFlag::ALL);
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}
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void RenderTexture::beginWithClear(float r,
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float g,
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float b,
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float a,
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float depthValue,
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int stencilValue,
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ClearFlag flags)
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{
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setClearColor(Color4F(r, g, b, a));
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setClearDepth(depthValue);
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setClearStencil(stencilValue);
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setClearFlags(flags);
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begin();
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_director->getRenderer()->clear(_clearFlags, _clearColor, _clearDepth, _clearStencil, _globalZOrder);
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}
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void RenderTexture::clear(float r, float g, float b, float a)
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{
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this->beginWithClear(r, g, b, a);
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this->end();
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}
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void RenderTexture::clearDepth(float depthValue)
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{
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setClearDepth(depthValue);
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}
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void RenderTexture::clearStencil(int stencilValue)
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{
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setClearStencil(stencilValue);
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}
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void RenderTexture::visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags)
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{
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// override visit.
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// Don't call visit on its children
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if (!_visible)
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{
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return;
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}
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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->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
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_sprite->visit(renderer, _modelViewTransform, flags);
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if (isVisitableByVisitingCamera())
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{
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draw(renderer, _modelViewTransform, flags);
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}
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_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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// FIX ME: Why need to set _orderOfArrival to 0??
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// Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
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// setOrderOfArrival(0);
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}
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bool RenderTexture::saveToFileAsNonPMA(std::string_view filename, bool isRGBA, SaveFileCallbackType callback)
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{
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std::string basename(filename);
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std::transform(basename.begin(), basename.end(), basename.begin(), ::tolower);
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if (basename.find(".png") != std::string::npos)
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{
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return saveToFileAsNonPMA(filename, Image::Format::PNG, isRGBA, callback);
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}
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else if (basename.find(".jpg") != std::string::npos)
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{
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if (isRGBA)
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AXLOG("RGBA is not supported for JPG format.");
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return saveToFileAsNonPMA(filename, Image::Format::JPG, false, callback);
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}
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else
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{
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AXLOG("Only PNG and JPG format are supported now!");
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}
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return saveToFileAsNonPMA(filename, Image::Format::JPG, false, callback);
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}
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bool RenderTexture::saveToFile(std::string_view filename, bool isRGBA, SaveFileCallbackType callback)
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{
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std::string basename(filename);
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std::transform(basename.begin(), basename.end(), basename.begin(), ::tolower);
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if (basename.find(".png") != std::string::npos)
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{
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return saveToFile(filename, Image::Format::PNG, isRGBA, callback);
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}
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else if (basename.find(".jpg") != std::string::npos)
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{
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if (isRGBA)
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AXLOG("RGBA is not supported for JPG format.");
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return saveToFile(filename, Image::Format::JPG, false, callback);
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}
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else
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{
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AXLOG("Only PNG and JPG format are supported now!");
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}
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return saveToFile(filename, Image::Format::JPG, false, callback);
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}
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bool RenderTexture::saveToFileAsNonPMA(std::string_view fileName,
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Image::Format format,
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bool isRGBA,
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SaveFileCallbackType callback)
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{
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AXASSERT(format == Image::Format::JPG || format == Image::Format::PNG,
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"the image can only be saved as JPG or PNG format");
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if (isRGBA && format == Image::Format::JPG)
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AXLOG("RGBA is not supported for JPG format");
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_saveFileCallback = callback;
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std::string fullpath = FileUtils::getInstance()->getWritablePath().append(fileName);
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auto renderer = _director->getRenderer();
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auto saveToFileCommand = renderer->nextCallbackCommand();
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saveToFileCommand->init(_globalZOrder);
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saveToFileCommand->func = AX_CALLBACK_0(RenderTexture::onSaveToFile, this, fullpath, isRGBA, true);
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renderer->addCommand(saveToFileCommand);
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return true;
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}
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bool RenderTexture::saveToFile(std::string_view fileName,
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Image::Format format,
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bool isRGBA,
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SaveFileCallbackType callback)
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{
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AXASSERT(format == Image::Format::JPG || format == Image::Format::PNG,
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"the image can only be saved as JPG or PNG format");
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if (isRGBA && format == Image::Format::JPG)
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AXLOG("RGBA is not supported for JPG format");
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_saveFileCallback = callback;
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std::string fullpath = FileUtils::getInstance()->getWritablePath().append(fileName);
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auto renderer = _director->getRenderer();
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auto saveToFileCommand = renderer->nextCallbackCommand();
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saveToFileCommand->init(_globalZOrder);
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saveToFileCommand->func = AX_CALLBACK_0(RenderTexture::onSaveToFile, this, fullpath, isRGBA, false);
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_director->getRenderer()->addCommand(saveToFileCommand);
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return true;
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}
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void RenderTexture::onSaveToFile(std::string_view filename, bool isRGBA, bool forceNonPMA)
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{
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auto callbackFunc = [&, filename, isRGBA, forceNonPMA](RefPtr<Image> image) {
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if (image)
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{
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if (forceNonPMA && image->hasPremultipliedAlpha())
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{
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image->reversePremultipliedAlpha();
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}
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image->saveToFile(filename, !isRGBA);
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}
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if (_saveFileCallback)
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{
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_saveFileCallback(this, filename);
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}
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};
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newImage(callbackFunc);
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}
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/* get buffer as Image */
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void RenderTexture::newImage(std::function<void(RefPtr<Image>)> imageCallback, bool flipImage)
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{
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AXASSERT(_pixelFormat == backend::PixelFormat::RGBA8, "only RGBA8888 can be saved as image");
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if ((nullptr == _texture2D))
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{
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return;
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}
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const Vec2& s = _texture2D->getContentSizeInPixels();
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// to get the image size to save
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// if the saving image domain exceeds the buffer texture domain,
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// it should be cut
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int savedBufferWidth = (int)s.width;
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int savedBufferHeight = (int)s.height;
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bool hasPremultipliedAlpha = _texture2D->hasPremultipliedAlpha();
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_director->getRenderer()->readPixels(_renderTarget, [=](const backend::PixelBufferDescriptor& pbd) {
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if (pbd)
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{
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auto image = utils::makeInstance<Image>(&Image::initWithRawData, pbd._data.getBytes(), pbd._data.getSize(),
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pbd._width, pbd._height, 8, hasPremultipliedAlpha);
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imageCallback(image);
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}
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else
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imageCallback(nullptr);
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});
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}
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void RenderTexture::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
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{
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if (_autoDraw)
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{
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// Begin will create a render group using new render target
|
|
begin();
|
|
|
|
// clear screen
|
|
_director->getRenderer()->clear(_clearFlags, _clearColor, _clearDepth, _clearStencil, _globalZOrder);
|
|
|
|
//! make sure all children are drawn
|
|
sortAllChildren();
|
|
|
|
for (const auto& child : _children)
|
|
{
|
|
if (child != _sprite)
|
|
child->visit(renderer, transform, flags);
|
|
}
|
|
|
|
// End will pop the current render group
|
|
end();
|
|
}
|
|
}
|
|
|
|
void RenderTexture::onBegin()
|
|
{
|
|
_oldProjMatrix = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
|
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, _projectionMatrix);
|
|
|
|
_oldTransMatrix = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _transformMatrix);
|
|
|
|
if (!_keepMatrix)
|
|
{
|
|
_director->setProjection(_director->getProjection());
|
|
const Vec2& texSize = _texture2D->getContentSizeInPixels();
|
|
|
|
// Calculate the adjustment ratios based on the old and new projections
|
|
Vec2 size = _director->getWinSizeInPixels();
|
|
float widthRatio = size.width / texSize.width;
|
|
float heightRatio = size.height / texSize.height;
|
|
|
|
Mat4 orthoMatrix;
|
|
Mat4::createOrthographicOffCenter((float)-1.0 / widthRatio, (float)1.0 / widthRatio, (float)-1.0 / heightRatio,
|
|
(float)1.0 / heightRatio, -1, 1, &orthoMatrix);
|
|
_director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
|
|
}
|
|
|
|
Rect viewport;
|
|
viewport.size.width = _fullviewPort.size.width;
|
|
viewport.size.height = _fullviewPort.size.height;
|
|
float viewPortRectWidthRatio = float(viewport.size.width) / _fullRect.size.width;
|
|
float viewPortRectHeightRatio = float(viewport.size.height) / _fullRect.size.height;
|
|
viewport.origin.x = (_fullRect.origin.x - _rtTextureRect.origin.x) * viewPortRectWidthRatio;
|
|
viewport.origin.y = (_fullRect.origin.y - _rtTextureRect.origin.y) * viewPortRectHeightRatio;
|
|
|
|
Renderer* renderer = _director->getRenderer();
|
|
|
|
_oldViewport = renderer->getViewport();
|
|
renderer->setViewPort(viewport.origin.x, viewport.origin.y, viewport.size.width, viewport.size.height);
|
|
|
|
_oldRenderTarget = renderer->getRenderTarget();
|
|
renderer->setRenderTarget(_renderTarget);
|
|
}
|
|
|
|
void RenderTexture::onEnd()
|
|
{
|
|
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, _oldProjMatrix);
|
|
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _oldTransMatrix);
|
|
|
|
Renderer* renderer = _director->getRenderer();
|
|
renderer->setViewPort(_oldViewport.x, _oldViewport.y, _oldViewport.w, _oldViewport.h);
|
|
|
|
renderer->setRenderTarget(_oldRenderTarget);
|
|
}
|
|
|
|
void RenderTexture::begin()
|
|
{
|
|
_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
|
_projectionMatrix = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
|
|
|
_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
_transformMatrix = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
|
|
if (!_keepMatrix)
|
|
{
|
|
_director->setProjection(_director->getProjection());
|
|
|
|
const Vec2& texSize = _texture2D->getContentSizeInPixels();
|
|
|
|
// Calculate the adjustment ratios based on the old and new projections
|
|
Vec2 size = _director->getWinSizeInPixels();
|
|
|
|
float widthRatio = size.width / texSize.width;
|
|
float heightRatio = size.height / texSize.height;
|
|
|
|
Mat4 orthoMatrix;
|
|
Mat4::createOrthographicOffCenter((float)-1.0 / widthRatio, (float)1.0 / widthRatio, (float)-1.0 / heightRatio,
|
|
(float)1.0 / heightRatio, -1, 1, &orthoMatrix);
|
|
_director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
|
|
}
|
|
|
|
|
|
Renderer* renderer = _director->getRenderer();
|
|
auto* groupCommand = renderer->getNextGroupCommand();
|
|
groupCommand->init(_globalZOrder);
|
|
renderer->addCommand(groupCommand);
|
|
renderer->pushGroup(groupCommand->getRenderQueueID());
|
|
|
|
auto beginCommand = renderer->nextCallbackCommand();
|
|
beginCommand->init(_globalZOrder);
|
|
beginCommand->func = AX_CALLBACK_0(RenderTexture::onBegin, this);
|
|
renderer->addCommand(beginCommand);
|
|
}
|
|
|
|
void RenderTexture::end()
|
|
{
|
|
Renderer* renderer = _director->getRenderer();
|
|
|
|
auto endCommand = renderer->nextCallbackCommand();
|
|
endCommand->init(_globalZOrder);
|
|
endCommand->func = AX_CALLBACK_0(RenderTexture::onEnd, this);
|
|
|
|
renderer->addCommand(endCommand);
|
|
renderer->popGroup();
|
|
|
|
_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
|
_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
}
|
|
|
|
void RenderTexture::setClearFlags(ClearFlag clearFlags)
|
|
{
|
|
_clearFlags = clearFlags;
|
|
if (_clearFlags != ClearFlag::NONE && !_depthStencilTexture)
|
|
{
|
|
_clearFlags = ClearFlag::COLOR;
|
|
}
|
|
}
|
|
|
|
void RenderTexture::clearColorAttachment()
|
|
{
|
|
auto renderer = _director->getRenderer();
|
|
auto beforeClearAttachmentCommand = renderer->nextCallbackCommand();
|
|
beforeClearAttachmentCommand->init(0);
|
|
beforeClearAttachmentCommand->func = [=, this]() -> void {
|
|
_oldRenderTarget = renderer->getRenderTarget();
|
|
renderer->setRenderTarget(_renderTarget);
|
|
};
|
|
renderer->addCommand(beforeClearAttachmentCommand);
|
|
|
|
Color4F color(0.f, 0.f, 0.f, 0.f);
|
|
renderer->clear(ClearFlag::COLOR, color, 1, 0, _globalZOrder);
|
|
|
|
// auto renderer = _director->getRenderer();
|
|
auto afterClearAttachmentCommand = renderer->nextCallbackCommand();
|
|
afterClearAttachmentCommand->init(0);
|
|
afterClearAttachmentCommand->func = [=, this]() -> void { renderer->setRenderTarget(_oldRenderTarget); };
|
|
renderer->addCommand(afterClearAttachmentCommand);
|
|
}
|
|
|
|
NS_AX_END
|