mirror of https://github.com/axmolengine/axmol.git
248 lines
9.4 KiB
C++
248 lines
9.4 KiB
C++
/****************************************************************************
|
|
Copyright (c) 2010-2012 cocos2d-x.org
|
|
Copyright (c) 2013-2016 Chukong Technologies Inc.
|
|
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
|
|
|
http://www.cocos2d-x.org
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
****************************************************************************/
|
|
#include "base/CCStencilStateManager.h"
|
|
#include "base/CCDirector.h"
|
|
#include "renderer/CCRenderer.h"
|
|
#include "renderer/ccShaders.h"
|
|
#include "renderer/backend/ProgramState.h"
|
|
|
|
NS_CC_BEGIN
|
|
|
|
int StencilStateManager::s_layer = -1;
|
|
|
|
StencilStateManager::StencilStateManager()
|
|
{
|
|
auto& pipelineDescriptor = _customCommand.getPipelineDescriptor();
|
|
_programState = new (std::nothrow) backend::ProgramState(positionUColor_vert, positionUColor_frag);
|
|
pipelineDescriptor.programState = _programState;
|
|
|
|
auto& vertexLayout = _customCommand.getPipelineDescriptor().vertexLayout;
|
|
const auto& attributeInfo = _programState->getProgram()->getActiveAttributes();
|
|
auto iter = attributeInfo.find("a_position");
|
|
if(iter != attributeInfo.end())
|
|
{
|
|
vertexLayout.setAtrribute("a_position", iter->second.location, backend::VertexFormat::FLOAT2, 0, false);
|
|
}
|
|
vertexLayout.setLayout(2 * sizeof(float), backend::VertexStepMode::VERTEX);
|
|
|
|
_mvpMatrixLocaiton = pipelineDescriptor.programState->getUniformLocation("u_MVPMatrix");
|
|
_colorUniformLocation = pipelineDescriptor.programState->getUniformLocation("u_color");
|
|
|
|
|
|
Vec2 vertices[4] = {
|
|
Vec2(-1.0f, -1.0f),
|
|
Vec2(1.0f, -1.0f),
|
|
Vec2(1.0f, 1.0f),
|
|
Vec2(-1.0f, 1.0f)
|
|
};
|
|
_customCommand.createVertexBuffer(sizeof(Vec2), 4, CustomCommand::BufferUsage::STATIC);
|
|
_customCommand.updateVertexBuffer(vertices, sizeof(vertices));
|
|
|
|
unsigned short indices[6] = {0, 1, 2, 0, 2, 3};
|
|
_customCommand.createIndexBuffer(CustomCommand::IndexFormat::U_SHORT, 6, CustomCommand::BufferUsage::STATIC);
|
|
_customCommand.updateIndexBuffer(indices, sizeof(indices));
|
|
|
|
Color4F color(1, 1, 1, 1);
|
|
pipelineDescriptor.programState->setUniform(_colorUniformLocation, &color, sizeof(color));
|
|
}
|
|
|
|
StencilStateManager::~StencilStateManager()
|
|
{
|
|
CC_SAFE_RELEASE(_programState);
|
|
}
|
|
|
|
void StencilStateManager::drawFullScreenQuadClearStencil(float globalZOrder)
|
|
{
|
|
_customCommand.init(globalZOrder);
|
|
Director::getInstance()->getRenderer()->addCommand(&_customCommand);
|
|
_programState->setUniform(_mvpMatrixLocaiton, Mat4::IDENTITY.m, sizeof(Mat4::IDENTITY.m));
|
|
}
|
|
|
|
|
|
void StencilStateManager::setAlphaThreshold(GLfloat alphaThreshold)
|
|
{
|
|
_alphaThreshold = alphaThreshold;
|
|
}
|
|
|
|
GLfloat StencilStateManager::getAlphaThreshold()const
|
|
{
|
|
return _alphaThreshold;
|
|
}
|
|
|
|
void StencilStateManager::setInverted(bool inverted)
|
|
{
|
|
_inverted = inverted;
|
|
}
|
|
|
|
bool StencilStateManager::isInverted()const
|
|
{
|
|
return _inverted;
|
|
}
|
|
|
|
void StencilStateManager::onBeforeVisit(float globalZOrder)
|
|
{
|
|
auto renderer = Director::getInstance()->getRenderer();
|
|
|
|
// increment the current layer
|
|
s_layer++;
|
|
|
|
// mask of the current layer (ie: for layer 3: 00000100)
|
|
GLint mask_layer = 0x1 << s_layer;
|
|
// mask of all layers less than the current (ie: for layer 3: 00000011)
|
|
GLint mask_layer_l = mask_layer - 1;
|
|
// mask of all layers less than or equal to the current (ie: for layer 3: 00000111)
|
|
_mask_layer_le = mask_layer | mask_layer_l;
|
|
|
|
_customCommand.setBeforeCallback(CC_CALLBACK_0(StencilStateManager::onBeforeDrawQuadCmd, this, (int)mask_layer));
|
|
_customCommand.setAfterCallback(CC_CALLBACK_0(StencilStateManager::onAfterDrawQuadCmd, this, (int)mask_layer));
|
|
|
|
// draw a fullscreen solid rectangle to clear the stencil buffer
|
|
drawFullScreenQuadClearStencil(globalZOrder);
|
|
|
|
}
|
|
|
|
void StencilStateManager::onBeforeDrawQuadCmd(int mask_layer)
|
|
{
|
|
auto renderer = Director::getInstance()->getRenderer();
|
|
|
|
// manually save the stencil state
|
|
_currentStencilEnabled = renderer->getStencilTest();
|
|
_currentStencilWriteMask = renderer->getStencilWriteMask();
|
|
_currentStencilFunc = renderer->getStencilCompareFunction();
|
|
_currentStencilRef = renderer->getStencilReferenceValue();
|
|
_currentStencilReadMask = renderer->getStencilReadMask();
|
|
_currentStencilFail = renderer->getStencilFailureOperation();
|
|
_currentStencilPassDepthFail = renderer->getStencilPassDepthFailureOperation();
|
|
_currentStencilPassDepthPass = renderer->getStencilDepthPassOperation();
|
|
|
|
// enable stencil use
|
|
renderer->setStencilTest(true);
|
|
|
|
// all bits on the stencil buffer are readonly, except the current layer bit,
|
|
// this means that operation like glClear or glStencilOp will be masked with this value
|
|
renderer->setStencilWriteMask(mask_layer);
|
|
|
|
// manually save the depth test state
|
|
|
|
_currentDepthWriteMask = renderer->getDepthWrite();
|
|
|
|
// disable update to the depth buffer while drawing the stencil,
|
|
// as the stencil is not meant to be rendered in the real scene,
|
|
// it should never prevent something else to be drawn,
|
|
// only disabling depth buffer update should do
|
|
renderer->setDepthWrite(false);
|
|
|
|
///////////////////////////////////
|
|
// CLEAR STENCIL BUFFER
|
|
|
|
// manually clear the stencil buffer by drawing a fullscreen rectangle on it
|
|
// setup the stencil test func like this:
|
|
// for each pixel in the fullscreen rectangle
|
|
// never draw it into the frame buffer
|
|
// if not in inverted mode: set the current layer value to 0 in the stencil buffer
|
|
// if in inverted mode: set the current layer value to 1 in the stencil buffer
|
|
renderer->setStencilCompareFunction(backend::CompareFunction::NEVER, mask_layer, mask_layer);
|
|
renderer->setStencilOperation(!_inverted ? backend::StencilOperation::ZERO : backend::StencilOperation::REPLACE,
|
|
backend::StencilOperation::KEEP,
|
|
backend::StencilOperation::KEEP);
|
|
}
|
|
|
|
void StencilStateManager::onAfterDrawQuadCmd(int mask_layer)
|
|
{
|
|
auto renderer = Director::getInstance()->getRenderer();
|
|
renderer->setStencilCompareFunction(backend::CompareFunction::NEVER, mask_layer, mask_layer);
|
|
|
|
renderer->setStencilOperation(!_inverted ? backend::StencilOperation::REPLACE : backend::StencilOperation::ZERO,
|
|
backend::StencilOperation::KEEP,
|
|
backend::StencilOperation::KEEP);
|
|
}
|
|
|
|
void StencilStateManager::onAfterDrawStencil()
|
|
{
|
|
// // restore alpha test state
|
|
// if (_alphaThreshold < 1)
|
|
// {
|
|
//#if CC_CLIPPING_NODE_OPENGLES
|
|
// // FIXME: we need to find a way to restore the shaders of the stencil node and its children
|
|
//#else
|
|
// // manually restore the alpha test state
|
|
// glAlphaFunc(_currentAlphaTestFunc, _currentAlphaTestRef);
|
|
// if (!_currentAlphaTestEnabled)
|
|
// {
|
|
// glDisable(GL_ALPHA_TEST);
|
|
// }
|
|
//#endif
|
|
// }
|
|
|
|
// restore the depth test state
|
|
// glDepthMask(_currentDepthWriteMask);
|
|
auto renderer = Director::getInstance()->getRenderer();
|
|
renderer->setDepthWrite(_currentDepthWriteMask);
|
|
//if (currentDepthTestEnabled) {
|
|
// glEnable(GL_DEPTH_TEST);
|
|
//}
|
|
|
|
///////////////////////////////////
|
|
// DRAW CONTENT
|
|
|
|
// setup the stencil test function like this:
|
|
// for each pixel of this node and its children
|
|
// if all layers less than or equals to the current are set to 1 in the stencil buffer
|
|
// draw the pixel and keep the current layer in the stencil buffer
|
|
// else
|
|
// do not draw the pixel but keep the current layer in the stencil buffer
|
|
renderer->setStencilCompareFunction(backend::CompareFunction::EQUAL, _mask_layer_le, _mask_layer_le);
|
|
|
|
renderer->setStencilOperation(backend::StencilOperation::KEEP, backend::StencilOperation::KEEP, backend::StencilOperation::KEEP);
|
|
|
|
// draw (according to the stencil test function) this node and its children
|
|
|
|
}
|
|
|
|
void StencilStateManager::onAfterVisit()
|
|
{
|
|
///////////////////////////////////
|
|
// CLEANUP
|
|
|
|
// manually restore the stencil state
|
|
auto renderer = Director::getInstance()->getRenderer();
|
|
renderer->setStencilCompareFunction(_currentStencilFunc, _currentStencilRef, _currentStencilReadMask);
|
|
|
|
renderer->setStencilOperation(_currentStencilFail, _currentStencilPassDepthFail, _currentStencilPassDepthPass);
|
|
|
|
renderer->setStencilWriteMask(_currentStencilWriteMask);
|
|
if (!_currentStencilEnabled)
|
|
{
|
|
renderer->setStencilTest(false);
|
|
}
|
|
|
|
// we are done using this layer, decrement
|
|
s_layer--;
|
|
}
|
|
|
|
|
|
NS_CC_END
|