mirror of https://github.com/axmolengine/axmol.git
225 lines
7.3 KiB
C++
225 lines
7.3 KiB
C++
//
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// Created by NiTe Luo on 11/13/13.
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//
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#include "NewClippingNode.h"
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#include "GroupCommand.h"
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#include "Renderer.h"
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#include "CustomCommand.h"
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#include "CCShaderCache.h"
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NS_CC_BEGIN
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// store the current stencil layer (position in the stencil buffer),
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// this will allow nesting up to n ClippingNode,
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// where n is the number of bits of the stencil buffer.
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static GLint layer = -1;
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static void setProgram(Node *n, GLProgram *p)
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{
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n->setShaderProgram(p);
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if (!n->getChildren()) return;
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Object* pObj = NULL;
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CCARRAY_FOREACH(n->getChildren(), pObj)
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{
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setProgram(static_cast<Node*>(pObj), p);
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}
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}
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NewClippingNode *NewClippingNode::create()
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{
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NewClippingNode* pRet = new NewClippingNode();
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if(pRet && pRet->init())
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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NewClippingNode *NewClippingNode::create(Node *pStencil)
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{
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NewClippingNode* pRet = new NewClippingNode();
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if(pRet && pRet->init(pStencil))
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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NewClippingNode::~NewClippingNode()
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{
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}
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NewClippingNode::NewClippingNode()
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:ClippingNode()
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{
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currentStencilEnabled = GL_FALSE;
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currentStencilWriteMask = ~0;
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currentStencilFunc = GL_ALWAYS;
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currentStencilRef = 0;
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currentStencilValueMask = ~0;
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currentStencilFail = GL_KEEP;
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currentStencilPassDepthFail = GL_KEEP;
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currentStencilPassDepthPass = GL_KEEP;
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}
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void NewClippingNode::visit()
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{
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//Add group command
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GroupCommand* groupCommand = new GroupCommand(0,0);
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Renderer::getInstance()->addCommand(groupCommand, groupCommand->getRenderQueueID());
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_stencil->visit();
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Node::visit();
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CustomCommand* prepareStencil = new CustomCommand(0,0);
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prepareStencil->func = CC_CALLBACK_0(NewClippingNode::beforeVisit, this);
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}
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void NewClippingNode::beforeVisit()
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{
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// store the current stencil layer (position in the stencil buffer),
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// this will allow nesting up to n ClippingNode,
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// where n is the number of bits of the stencil buffer.
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static GLint layer = -1;
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///////////////////////////////////
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// INIT
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// increment the current layer
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layer++;
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// mask of the current layer (ie: for layer 3: 00000100)
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GLint mask_layer = 0x1 << layer;
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// mask of all layers less than the current (ie: for layer 3: 00000011)
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GLint mask_layer_l = mask_layer - 1;
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// mask of all layers less than or equal to the current (ie: for layer 3: 00000111)
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GLint mask_layer_le = mask_layer | mask_layer_l;
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// manually save the stencil state
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currentStencilEnabled = glIsEnabled(GL_STENCIL_TEST);
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glGetIntegerv(GL_STENCIL_WRITEMASK, (GLint *)¤tStencilWriteMask);
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glGetIntegerv(GL_STENCIL_FUNC, (GLint *)¤tStencilFunc);
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glGetIntegerv(GL_STENCIL_REF, ¤tStencilRef);
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glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)¤tStencilValueMask);
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glGetIntegerv(GL_STENCIL_FAIL, (GLint *)¤tStencilFail);
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glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, (GLint *)¤tStencilPassDepthFail);
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glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, (GLint *)¤tStencilPassDepthPass);
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// enable stencil use
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glEnable(GL_STENCIL_TEST);
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// check for OpenGL error while enabling stencil test
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CHECK_GL_ERROR_DEBUG();
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// all bits on the stencil buffer are readonly, except the current layer bit,
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// this means that operation like glClear or glStencilOp will be masked with this value
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glStencilMask(mask_layer);
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// manually save the depth test state
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//GLboolean currentDepthTestEnabled = GL_TRUE;
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GLboolean currentDepthWriteMask = GL_TRUE;
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//currentDepthTestEnabled = glIsEnabled(GL_DEPTH_TEST);
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glGetBooleanv(GL_DEPTH_WRITEMASK, ¤tDepthWriteMask);
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// disable depth test while drawing the stencil
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//glDisable(GL_DEPTH_TEST);
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// disable update to the depth buffer while drawing the stencil,
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// as the stencil is not meant to be rendered in the real scene,
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// it should never prevent something else to be drawn,
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// only disabling depth buffer update should do
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glDepthMask(GL_FALSE);
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///////////////////////////////////
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// CLEAR STENCIL BUFFER
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// manually clear the stencil buffer by drawing a fullscreen rectangle on it
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// setup the stencil test func like this:
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// for each pixel in the fullscreen rectangle
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// never draw it into the frame buffer
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// if not in inverted mode: set the current layer value to 0 in the stencil buffer
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// if in inverted mode: set the current layer value to 1 in the stencil buffer
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glStencilFunc(GL_NEVER, mask_layer, mask_layer);
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glStencilOp(!_inverted ? GL_ZERO : GL_REPLACE, GL_KEEP, GL_KEEP);
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// draw a fullscreen solid rectangle to clear the stencil buffer
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//ccDrawSolidRect(Point::ZERO, ccpFromSize([[Director sharedDirector] winSize]), Color4F(1, 1, 1, 1));
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drawFullScreenQuadClearStencil();
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///////////////////////////////////
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// DRAW CLIPPING STENCIL
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// setup the stencil test func like this:
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// for each pixel in the stencil node
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// never draw it into the frame buffer
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// if not in inverted mode: set the current layer value to 1 in the stencil buffer
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// if in inverted mode: set the current layer value to 0 in the stencil buffer
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glStencilFunc(GL_NEVER, mask_layer, mask_layer);
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glStencilOp(!_inverted ? GL_REPLACE : GL_ZERO, GL_KEEP, GL_KEEP);
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// since glAlphaTest do not exists in OES, use a shader that writes
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// pixel only if greater than an alpha threshold
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GLProgram *program = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
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GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
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// set our alphaThreshold
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program->use();
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program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
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// we need to recursively apply this shader to all the nodes in the stencil node
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// XXX: we should have a way to apply shader to all nodes without having to do this
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setProgram(_stencil, program);
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//Draw _stencil
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// restore the depth test state
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glDepthMask(currentDepthWriteMask);
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//if (currentDepthTestEnabled) {
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// glEnable(GL_DEPTH_TEST);
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//}
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///////////////////////////////////
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// DRAW CONTENT
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// setup the stencil test func like this:
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// for each pixel of this node and its childs
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// if all layers less than or equals to the current are set to 1 in the stencil buffer
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// draw the pixel and keep the current layer in the stencil buffer
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// else
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// do not draw the pixel but keep the current layer in the stencil buffer
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glStencilFunc(GL_EQUAL, mask_layer_le, mask_layer_le);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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// draw (according to the stencil test func) this node and its childs
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}
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void NewClippingNode::afterVisit()
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{
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///////////////////////////////////
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// CLEANUP
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// manually restore the stencil state
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glStencilFunc(currentStencilFunc, currentStencilRef, currentStencilValueMask);
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glStencilOp(currentStencilFail, currentStencilPassDepthFail, currentStencilPassDepthPass);
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glStencilMask(currentStencilWriteMask);
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if (!currentStencilEnabled)
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{
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glDisable(GL_STENCIL_TEST);
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}
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// we are done using this layer, decrement
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layer--;
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}
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NS_CC_END
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