mirror of https://github.com/axmolengine/axmol.git
440 lines
16 KiB
C++
440 lines
16 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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https://axis-project.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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#pragma once
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#include "2d/CCNode.h"
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#include "2d/CCSprite.h"
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#include "platform/CCImage.h"
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#include "renderer/CCGroupCommand.h"
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#include "renderer/CCCustomCommand.h"
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#include "renderer/CCCallbackCommand.h"
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#include "renderer/backend/Types.h"
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NS_AX_BEGIN
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namespace backend
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{
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class TextureBackend;
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class RenderTarget;
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} // namespace backend
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class EventCustom;
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/**
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* @addtogroup _2d
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* @{
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*/
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/**
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* @brief RenderTexture is a generic rendering target. To render things into it,
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* simply construct a render target, call begin on it, call visit on any cocos
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* scenes or objects to render them, and call end. For convenience, render texture
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* adds a sprite as it's display child with the results, so you can simply add
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* the render texture to your scene and treat it like any other CocosNode.
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* There are also functions for saving the render texture to disk in PNG or JPG format.
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* @since v0.8.1
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*/
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class AX_DLL RenderTexture : public Node
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{
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public:
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using SaveFileCallbackType = std::function<void(RenderTexture*, std::string_view)>;
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/** Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats
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* are valid ) and depthStencil format.
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*
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* @param w The RenderTexture object width.
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* @param h The RenderTexture object height.
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* @param format In Points and a pixel format( only RGB and RGBA formats are valid ).
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* @param depthStencilFormat The depthStencil format.
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* @param sharedRenderTarget Select whether to use a new or shared render target.
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*/
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static RenderTexture* create(int w, int h, backend::PixelFormat format, backend::PixelFormat depthStencilFormat, bool sharedRenderTarget = true);
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/** Creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are
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* valid.
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*
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* @param w The RenderTexture object width.
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* @param h The RenderTexture object height.
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* @param format In Points and a pixel format( only RGB and RGBA formats are valid ).
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* @param sharedRenderTarget Select whether to use a new or shared render target.
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*/
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static RenderTexture* create(int w, int h, backend::PixelFormat format, bool sharedRenderTarget = true);
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/** Creates a RenderTexture object with width and height in Points, pixel format is RGBA8888.
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*
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* @param w The RenderTexture object width.
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* @param h The RenderTexture object height.
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* @param sharedRenderTarget Select wether to use a new or shared render target.
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*/
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static RenderTexture* create(int w, int h, bool sharedRenderTarget = true);
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// Overrides
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virtual void visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags) override;
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virtual void draw(Renderer* renderer, const Mat4& transform, uint32_t flags) override;
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/** Starts grabbing. */
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virtual void begin();
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/** Starts rendering to the texture while clearing the texture first.
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* This is more efficient then calling -clear first and then -begin.
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*
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* @param r Red.
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* @param g Green.
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* @param b Blue.
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* @param a Alpha.
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*/
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virtual void beginWithClear(float r, float g, float b, float a);
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/** Starts rendering to the texture while clearing the texture first.
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* This is more efficient then calling -clear first and then -begin.
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*
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* @param r Red.
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* @param g Green.
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* @param b Blue.
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* @param a Alpha.
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* @param depthValue The depth Value.
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*/
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virtual void beginWithClear(float r, float g, float b, float a, float depthValue);
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/** Starts rendering to the texture while clearing the texture first.
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* This is more efficient then calling -clear first and then -begin.
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*
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* @param r Red.
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* @param g Green.
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* @param b Blue.
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* @param a Alpha.
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* @param depthValue A specified depth value.
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* @param stencilValue A specified stencil value.
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*/
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virtual void beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue);
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/** Ends grabbing.
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* @lua endToLua
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*/
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virtual void end();
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/** Clears the texture with a color.
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*
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* @param r Red.
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* @param g Green.
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* @param b Blue.
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* @param a Alpha.
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*/
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void clear(float r, float g, float b, float a);
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/** Clears the texture with a specified depth value.
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*
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* @param depthValue A specified depth value.
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*/
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virtual void clearDepth(float depthValue);
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/** Clears the texture with a specified stencil value.
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*
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* @param stencilValue A specified stencil value.
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*/
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virtual void clearStencil(int stencilValue);
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/* Creates a new Image from with the texture's data.
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* Caller is responsible for releasing it by calling delete.
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*
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* @param flipImage Whether or not to flip image.
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* @return An image.
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* @js NA
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*/
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void newImage(std::function<void(RefPtr<Image>)> imageCallback, bool flipImage = true);
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/** Saves the texture into a file using JPEG format. The file will be saved in the Documents folder.
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* Returns true if the operation is successful.
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*
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* @param filename The file name.
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* @param isRGBA The file is RGBA or not.
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* @param callback When the file is save finished,it will callback this function.
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* @return Returns true if the operation is successful.
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*/
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bool saveToFileAsNonPMA(std::string_view filename, bool isRGBA = true, SaveFileCallbackType = nullptr);
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/** Saves the texture into a file using JPEG format. The file will be saved in the Documents folder.
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* Returns true if the operation is successful.
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*
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* @param filename The file name.
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* @param isRGBA The file is RGBA or not.
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* @param callback When the file is save finished,it will callback this function.
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* @return Returns true if the operation is successful.
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*/
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bool saveToFile(std::string_view filename, bool isRGBA = true, SaveFileCallbackType = nullptr);
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/** saves the texture into a file in non-PMA. The format could be JPG or PNG. The file will be saved in the
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Documents folder. Returns true if the operation is successful.
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* Notes: since v3.x, saveToFile will generate a custom command, which will be called in the following
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render->render().
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* So if this function is called in a event handler, the actual save file will be called in the next frame. If we
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switch to a different scene, the game will crash.
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* To solve this, add Director::getInstance()->getRenderer()->render(); after this function.
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*
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* @param filename The file name.
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* @param format The image format.
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* @param isRGBA The file is RGBA or not.
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* @param callback When the file is save finished,it will callback this function.
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* @return Returns true if the operation is successful.
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*/
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bool 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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/** saves the texture into a file. The format could be JPG or PNG. The file will be saved in the Documents folder.
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Returns true if the operation is successful.
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* Notes: since v3.x, saveToFile will generate a custom command, which will be called in the following
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render->render().
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* So if this function is called in a event handler, the actual save file will be called in the next frame. If we
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switch to a different scene, the game will crash.
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* To solve this, add Director::getInstance()->getRenderer()->render(); after this function.
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*
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* @param filename The file name.
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* @param format The image format.
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* @param isRGBA The file is RGBA or not.
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* @param callback When the file is save finished,it will callback this function.
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* @return Returns true if the operation is successful.
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*/
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bool saveToFile(std::string_view filename,
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Image::Format format,
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bool isRGBA = true,
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SaveFileCallbackType callback = nullptr);
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/** Listen "come to background" message, and save render texture.
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* It only has effect on Android.
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*
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* @param event Event Custom.
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*/
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void listenToBackground(EventCustom* event);
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/** Listen "come to foreground" message and restore the frame buffer object.
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* It only has effect on Android.
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*
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* @param event Event Custom.
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*/
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void listenToForeground(EventCustom* event);
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/** Valid when "autoDraw" is true.
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*
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* @return Clear flags.
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*/
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inline ClearFlag getClearFlags() const { return _clearFlags; }
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/** Set flags.
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*
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* @param clearFlags set clear flags.
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*/
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void setClearFlags(ClearFlag clearFlags);
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/** Clear color value. Valid only when "autoDraw" is true.
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*
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* @return Color value.
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*/
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inline const Color4F& getClearColor() const { return _clearColor; }
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/** Set color value.
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*
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* @param clearColor Color value.
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*/
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inline void setClearColor(const Color4F& clearColor) { _clearColor = clearColor; }
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/** Value for clearDepth. Valid only when "autoDraw" is true.
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*
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* @return Value for clearDepth.
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*/
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inline float getClearDepth() const { return _clearDepth; }
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/** Set Value for clearDepth.
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*
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* @param clearDepth Value for clearDepth.
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*/
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inline void setClearDepth(float clearDepth) { _clearDepth = clearDepth; }
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/** Value for clear Stencil. Valid only when "autoDraw" is true.
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*
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* @return Value for clear Stencil.
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*/
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inline int getClearStencil() const { return _clearStencil; }
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/** Set Value for clear Stencil.
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*
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* @param clearStencil Value for clear Stencil.
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*/
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inline void setClearStencil(int clearStencil) { _clearStencil = clearStencil; }
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/** When enabled, it will render its children into the texture automatically. Disabled by default for compatibility
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* reasons. Will be enabled in the future.
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*
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* @return Return the autoDraw value.
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*/
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inline bool isAutoDraw() const { return _autoDraw; }
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/** Set a valve to control whether or not render its children into the texture automatically.
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*
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* @param isAutoDraw Whether or not render its children into the texture automatically.
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*/
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inline void setAutoDraw(bool isAutoDraw) { _autoDraw = isAutoDraw; }
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/** Gets the Sprite being used.
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*
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* @return A Sprite.
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*/
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inline Sprite* getSprite() const { return _sprite; }
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inline backend::RenderTarget* getRenderTarget() const { return _renderTarget; }
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/** Sets the Sprite being used.
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*
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* @param sprite A Sprite.
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*/
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void setSprite(Sprite* sprite);
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/** Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.
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*
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* @param keepMatrix Whether or not use stack matrix computed from scene hierarchy or generate new modelView and
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* projection matrix.
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* @js NA
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*/
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inline void setKeepMatrix(bool keepMatrix) { _keepMatrix = keepMatrix; }
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/**Used for grab part of screen to a texture.
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* @param rtBegin The position of renderTexture on the fullRect.
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* @param fullRect The total size of screen.
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* @param fullViewport The total viewportSize.
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*/
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void setVirtualViewport(const Vec2& rtBegin, const Rect& fullRect, const Rect& fullViewport);
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/** Check if the render target is shared
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*
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* @return Returns true if this using a shared render target.
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*/
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bool isSharedRenderTarget() const;
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public:
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/** FIXME: should be protected.
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* but due to a bug in PowerVR + Android,
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* the constructor is public again.
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* @js ctor
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*/
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RenderTexture();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~RenderTexture();
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/** Initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats
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* are valid.
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*
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* @param w The RenderTexture object width.
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* @param h The RenderTexture object height.
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* @param format In Points and a pixel format( only RGB and RGBA formats are valid ).
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* @param sharedRenderTarget Select whether to use a new or shared render target.
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* @return If succeed, it will return true.
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*/
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bool initWithWidthAndHeight(int w, int h, backend::PixelFormat format, bool sharedRenderTarget = true);
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/** Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats
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* are valid ) and depthStencil format.
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*
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* @param w The RenderTexture object width.
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* @param h The RenderTexture object height.
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* @param format In Points and a pixel format( only RGB and RGBA formats are valid ).
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* @param depthStencilFormat The depthStencil format.
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* @param sharedRenderTarget Select whether to use a new or shared render target.
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* @return If succeed, it will return true.
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*/
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bool initWithWidthAndHeight(int w,
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int h,
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backend::PixelFormat format,
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backend::PixelFormat depthStencilFormat,
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bool sharedRenderTarget = true);
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protected:
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virtual void
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beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, ClearFlag flags);
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// renderer caches and callbacks
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void onBegin();
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void onEnd();
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void clearColorAttachment();
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void onSaveToFile(std::string_view fileName, bool isRGBA = true, bool forceNonPMA = false);
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bool _keepMatrix = false;
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Rect _rtTextureRect;
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Rect _fullRect;
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Rect _fullviewPort;
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Viewport _oldViewport;
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Texture2D* _texture2D = nullptr;
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Texture2D* _depthStencilTexture = nullptr;
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backend::RenderTarget* _renderTarget = nullptr;
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backend::RenderTarget* _oldRenderTarget = nullptr;
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RenderTargetFlag _renderTargetFlags{};
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Image* _UITextureImage = nullptr;
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backend::PixelFormat _pixelFormat = backend::PixelFormat::RGBA8;
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Color4F _clearColor;
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float _clearDepth = 1.f;
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int _clearStencil = 0;
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bool _autoDraw = false;
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ClearFlag _clearFlags = ClearFlag::NONE;
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/** The Sprite being used.
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The sprite, by default, will use the following blending function: BlendFactor::ONE,
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BlendFactor::ONE_MINUS_SRC_ALPHA. The blending function can be changed in runtime by calling:
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- renderTexture->getSprite()->setBlendFunc((BlendFunc){BlendFactor::ONE, BlendFactor::ONE_MINUS_SRC_ALPHA});
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*/
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Sprite* _sprite = nullptr;
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GroupCommand _groupCommand;
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//CallbackCommand _beginCommand;
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//CallbackCommand _endCommand;
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//CallbackCommand _beforeClearAttachmentCommand;
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//CallbackCommand _afterClearAttachmentCommand;
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/*this command is used to encapsulate saveToFile,
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call saveToFile twice will overwrite this command and callback
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and the command and callback will be executed twice.
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*/
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//CallbackCommand _saveToFileCommand;
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std::function<void(RenderTexture*, std::string_view)> _saveFileCallback = nullptr;
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Mat4 _oldTransMatrix, _oldProjMatrix;
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Mat4 _transformMatrix, _projectionMatrix;
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private:
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AX_DISALLOW_COPY_AND_ASSIGN(RenderTexture);
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};
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// end of textures group
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/// @}
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NS_AX_END
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