mirror of https://github.com/axmolengine/axmol.git
450 lines
13 KiB
C++
450 lines
13 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2009 Jason Booth
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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 "CCConfiguration.h"
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#include "CCRenderTexture.h"
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#include "CCDirector.h"
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#include "platform/platform.h"
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#include "CCImage.h"
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#include "CCGLProgram.h"
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#include "ccGLStateCache.h"
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#include "CCConfiguration.h"
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#include "support/ccUtils.h"
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#include "CCTextureCache.h"
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#include "CCFileUtils.h"
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#include "CCGL.h"
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// extern
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#include "kazmath/GL/matrix.h"
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NS_CC_BEGIN
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// implementation CCRenderTexture
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CCRenderTexture::CCRenderTexture()
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: m_pSprite(NULL)
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, m_uFBO(0)
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, m_uDepthRenderBufffer(0)
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, m_nOldFBO(0)
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, m_pTexture(0)
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, m_pUITextureImage(NULL)
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, m_ePixelFormat(kCCTexture2DPixelFormat_RGBA8888)
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{
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}
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CCRenderTexture::~CCRenderTexture()
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{
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//TODO: 2.0 remove this line. removeAllChildrenWithCleanup(true);
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glDeleteFramebuffers(1, &m_uFBO);
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if (m_uDepthRenderBufffer)
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{
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glDeleteRenderbuffers(1, &m_uDepthRenderBufffer);
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}
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CC_SAFE_DELETE(m_pUITextureImage);
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}
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CCSprite * CCRenderTexture::getSprite()
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{
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return m_pSprite;
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}
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void CCRenderTexture::setSprite(CCSprite* var)
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{
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m_pSprite = var;
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}
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CCRenderTexture * CCRenderTexture::renderTextureWithWidthAndHeight(int w, int h, CCTexture2DPixelFormat eFormat)
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{
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CCRenderTexture *pRet = new CCRenderTexture();
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if(pRet && pRet->initWithWidthAndHeight(w, h, eFormat))
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet);
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return NULL;
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}
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CCRenderTexture * CCRenderTexture::renderTextureWithWidthAndHeight(int w ,int h, CCTexture2DPixelFormat eFormat, GLuint uDepthStencilFormat)
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{
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CCRenderTexture *pRet = new CCRenderTexture();
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if(pRet && pRet->initWithWidthAndHeight(w, h, eFormat, uDepthStencilFormat))
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet);
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return NULL;
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}
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CCRenderTexture * CCRenderTexture::renderTextureWithWidthAndHeight(int w, int h)
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{
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CCRenderTexture *pRet = new CCRenderTexture();
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if(pRet && pRet->initWithWidthAndHeight(w, h, kCCTexture2DPixelFormat_RGBA8888, 0))
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{
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pRet->autorelease();
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return pRet;
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}
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CC_SAFE_DELETE(pRet);
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return NULL;
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}
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bool CCRenderTexture::initWithWidthAndHeight(int w, int h, CCTexture2DPixelFormat eFormat)
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{
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return initWithWidthAndHeight(w, h, eFormat, 0);
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}
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bool CCRenderTexture::initWithWidthAndHeight(int w, int h, CCTexture2DPixelFormat eFormat, GLuint uDepthStencilFormat)
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{
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CCAssert(m_ePixelFormat != kCCTexture2DPixelFormat_A8, "only RGB and RGBA formats are valid for a render texture");
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bool bRet = false;
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do
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{
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w *= (int)CC_CONTENT_SCALE_FACTOR();
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h *= (int)CC_CONTENT_SCALE_FACTOR();
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_nOldFBO);
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// textures must be power of two squared
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unsigned int powW = 0;
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unsigned int powH = 0;
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if( CCConfiguration::sharedConfiguration()->isSupportsNPOT() ) {
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powW = w;
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powH = h;
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} else {
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powW = ccNextPOT(w);
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powH = ccNextPOT(h);
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}
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void *data = malloc((int)(powW * powH * 4));
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CC_BREAK_IF(! data);
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memset(data, 0, (int)(powW * powH * 4));
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m_ePixelFormat = eFormat;
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m_pTexture = new CCTexture2D();
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CC_BREAK_IF(! m_pTexture);
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m_pTexture->initWithData(data, (CCTexture2DPixelFormat)m_ePixelFormat, powW, powH, CCSizeMake((float)w, (float)h));
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free( data );
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GLint oldRBO;
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glGetIntegerv(GL_RENDERBUFFER_BINDING, &oldRBO);
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// generate FBO
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glGenFramebuffers(1, &m_uFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, m_uFBO);
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// associate texture with FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_pTexture->getName(), 0);
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if (m_uDepthRenderBufffer != 0)
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{
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//create and attach depth buffer
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glGenRenderbuffers(1, &m_uDepthRenderBufffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_uDepthRenderBufffer);
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glRenderbufferStorage(GL_RENDERBUFFER, uDepthStencilFormat, powW, powH);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uDepthRenderBufffer);
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// if depth format is the one with stencil part, bind same render buffer as stencil attachment
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if (uDepthStencilFormat == CC_GL_DEPTH24_STENCIL8)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uDepthRenderBufffer);
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}
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// check if it worked (probably worth doing :) )
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CCAssert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Could not attach texture to framebuffer");
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m_pTexture->setAliasTexParameters();
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m_pSprite = CCSprite::spriteWithTexture(m_pTexture);
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m_pTexture->release();
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m_pSprite->setScaleY(-1);
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this->addChild(m_pSprite);
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ccBlendFunc tBlendFunc = {GL_ONE, GL_ONE_MINUS_SRC_ALPHA };
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m_pSprite->setBlendFunc(tBlendFunc);
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glBindRenderbuffer(GL_RENDERBUFFER, oldRBO);
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glBindFramebuffer(GL_FRAMEBUFFER, m_nOldFBO);
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bRet = true;
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} while (0);
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return bRet;
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}
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void CCRenderTexture::begin()
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{
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// Save the current matrix
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kmGLPushMatrix();
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const CCSize& texSize = m_pTexture->getContentSizeInPixels();
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// Calculate the adjustment ratios based on the old and new projections
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CCDirector *director = CCDirector::sharedDirector();
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CCSize size = director->getWinSizeInPixels();
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float widthRatio = size.width / texSize.width;
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float heightRatio = size.height / texSize.height;
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// Adjust the orthographic projection and viewport
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glViewport(0, 0, (GLsizei)texSize.width, (GLsizei)texSize.height);
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kmMat4 orthoMatrix;
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kmMat4OrthographicProjection(&orthoMatrix, (float)-1.0 / widthRatio, (float)1.0 / widthRatio,
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(float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1,1 );
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kmGLMultMatrix(&orthoMatrix);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_nOldFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, m_uFBO);
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}
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void CCRenderTexture::beginWithClear(float r, float g, float b, float a)
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{
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this->begin();
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// save clear color
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GLfloat clearColor[4];
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glGetFloatv(GL_COLOR_CLEAR_VALUE,clearColor);
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glClearColor(r, g, b, a);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// restore clear color
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glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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}
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void CCRenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue)
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{
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this->begin();
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// save clear color
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GLfloat clearColor[4];
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GLfloat depthClearValue;
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glGetFloatv(GL_COLOR_CLEAR_VALUE,clearColor);
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glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depthClearValue);
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glClearColor(r, g, b, a);
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glClearDepth(depthValue);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// restore clear color
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glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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glClearDepth(depthClearValue);
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}
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void CCRenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue)
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{
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this->begin();
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// save clear color
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GLfloat clearColor[4];
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GLfloat depthClearValue;
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int stencilClearValue;
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glGetFloatv(GL_COLOR_CLEAR_VALUE,clearColor);
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glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depthClearValue);
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glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilClearValue);
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glClearColor(r, g, b, a);
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glClearDepth(depthValue);
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glClearStencil(stencilValue);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// restore clear color
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glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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glClearDepth(depthClearValue);
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glClearStencil(stencilClearValue);
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}
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void CCRenderTexture::end(bool bIsTOCacheTexture)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_nOldFBO);
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kmGLPopMatrix();
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CCDirector *director = CCDirector::sharedDirector();
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CCSize size = director->getWinSizeInPixels();
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// restore viewport
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glViewport(0, 0, GLsizei(size.width * CC_CONTENT_SCALE_FACTOR()), GLsizei(size.height * CC_CONTENT_SCALE_FACTOR()));
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// special viewport for 3d projection + retina display
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if ( director->getProjection() == kCCDirectorProjection3D && CC_CONTENT_SCALE_FACTOR() != 1 )
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{
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glViewport((GLsizei)(-size.width/2), (GLsizei)(-size.height/2), (GLsizei)(size.width * CC_CONTENT_SCALE_FACTOR()), (GLsizei)(size.height * CC_CONTENT_SCALE_FACTOR()));
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}
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director->setProjection(director->getProjection());
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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if (bIsTOCacheTexture)
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{
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CC_SAFE_DELETE(m_pUITextureImage);
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// to get the rendered texture data
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const CCSize& s = m_pTexture->getContentSizeInPixels();
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m_pUITextureImage = newCCImage();
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if (m_pUITextureImage)
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{
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VolatileTexture::addDataTexture(m_pTexture, m_pUITextureImage->getData(), kTexture2DPixelFormat_RGBA8888, s);
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}
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else
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{
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CCLOG("Cache rendertexture failed!");
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}
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}
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#endif
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}
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void CCRenderTexture::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 CCRenderTexture::clearDepth(float depthValue)
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{
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this->begin();
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//! save old depth value
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GLfloat depthClearValue;
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glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depthClearValue);
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glClearDepth(depthValue);
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glClear(GL_DEPTH_BUFFER_BIT);
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// restore clear color
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glClearDepth(depthClearValue);
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this->end();
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}
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void CCRenderTexture::clearStencil(int stencilValue)
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{
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// save old stencil value
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int stencilClearValue;
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glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilClearValue);
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glClearStencil(stencilValue);
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glClear(GL_STENCIL_BUFFER_BIT);
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// restore clear color
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glClearStencil(stencilClearValue);
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}
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bool CCRenderTexture::saveToFile(const char *szFilePath)
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{
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bool bRet = false;
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CCImage *pImage = newCCImage();
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if (pImage)
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{
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bRet = pImage->saveToFile(szFilePath, kCCImageFormatJPEG);
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}
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CC_SAFE_DELETE(pImage);
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return bRet;
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}
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bool CCRenderTexture::saveToFile(const char *fileName, tCCImageFormat format)
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{
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bool bRet = false;
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CCAssert(format == kCCImageFormatJPEG || format == kCCImageFormatPNG,
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"the image can only be saved as JPG or PNG format");
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CCImage *pImage = newCCImage();
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if (pImage)
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{
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std::string fullpath = CCFileUtils::sharedFileUtils()->getWriteablePath() + fileName;
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bRet = pImage->saveToFile(fullpath.c_str(), true);
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}
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CC_SAFE_DELETE(pImage);
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return bRet;
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}
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/* get buffer as CCImage */
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CCImage* CCRenderTexture::newCCImage()
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{
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CCAssert(m_ePixelFormat == kCCTexture2DPixelFormat_RGBA8888, "only RGBA8888 can be saved as image");
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if (NULL == m_pTexture)
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{
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return NULL;
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}
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const CCSize& s = m_pTexture->getContentSizeInPixels();
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// to get the image size to save
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// if the saving image domain exeeds the buffer texture domain,
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// it should be cut
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int nSavedBufferWidth = (int)s.width;
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int nSavedBufferHeight = (int)s.height;
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GLubyte *pBuffer = NULL;
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GLubyte *pTempData = NULL;
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CCImage *pImage = new CCImage();
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do
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{
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CC_BREAK_IF(! (pBuffer = new GLubyte[nSavedBufferWidth * nSavedBufferHeight * 4]));
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if(! (pTempData = new GLubyte[nSavedBufferWidth * nSavedBufferHeight * 4]))
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{
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delete[] pBuffer;
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pBuffer = NULL;
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break;
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}
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this->begin();
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(0,0,nSavedBufferWidth, nSavedBufferHeight,GL_RGBA,GL_UNSIGNED_BYTE, pTempData);
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this->end(false);
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// to get the actual texture data
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// #640 the image read from rendertexture is upseted
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for (int i = 0; i < nSavedBufferHeight; ++i)
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{
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memcpy(&pBuffer[i * nSavedBufferWidth * 4],
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&pTempData[(nSavedBufferHeight - i - 1) * nSavedBufferWidth * 4],
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nSavedBufferWidth * 4);
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}
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pImage->initWithImageData(pBuffer, nSavedBufferWidth * nSavedBufferHeight * 4, CCImage::kFmtRawData, nSavedBufferWidth, nSavedBufferHeight, 8);
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} while (0);
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CC_SAFE_DELETE_ARRAY(pBuffer);
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CC_SAFE_DELETE_ARRAY(pTempData);
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return pImage;
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}
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NS_CC_END
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