mirror of https://github.com/axmolengine/axmol.git
462 lines
13 KiB
C++
462 lines
13 KiB
C++
/*
|
|
* cocos2d for iPhone: http://www.cocos2d-iphone.org
|
|
* cocos2d-x: http://www.cocos2d-x.org
|
|
*
|
|
* Copyright (c) 2012 Pierre-David Bélanger
|
|
* Copyright (c) 2012 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 "CCClippingNode.h"
|
|
#include "kazmath/GL/matrix.h"
|
|
#include "CCGLProgram.h"
|
|
#include "CCShaderCache.h"
|
|
#include "CCDirector.h"
|
|
#include "CCDrawingPrimitives.h"
|
|
#include "CCRenderer.h"
|
|
#include "CCGroupCommand.h"
|
|
#include "CCCustomCommand.h"
|
|
|
|
NS_CC_BEGIN
|
|
|
|
static GLint g_sStencilBits = -1;
|
|
// store the current stencil layer (position in the stencil buffer),
|
|
// this will allow nesting up to n ClippingNode,
|
|
// where n is the number of bits of the stencil buffer.
|
|
static GLint s_layer = -1;
|
|
|
|
static void setProgram(Node *n, GLProgram *p)
|
|
{
|
|
n->setShaderProgram(p);
|
|
|
|
auto& children = n->getChildren();
|
|
for(const auto &child : children) {
|
|
setProgram(child, p);
|
|
}
|
|
}
|
|
|
|
ClippingNode::ClippingNode()
|
|
: _stencil(nullptr)
|
|
, _alphaThreshold(0.0f)
|
|
, _inverted(false)
|
|
, _currentStencilEnabled(GL_FALSE)
|
|
, _currentStencilWriteMask(~0)
|
|
, _currentStencilFunc(GL_ALWAYS)
|
|
, _currentStencilRef(0)
|
|
, _currentStencilValueMask(~0)
|
|
, _currentStencilFail(GL_KEEP)
|
|
, _currentStencilPassDepthFail(GL_KEEP)
|
|
, _currentStencilPassDepthPass(GL_KEEP)
|
|
, _currentDepthWriteMask(GL_TRUE)
|
|
, _currentAlphaTestEnabled(GL_FALSE)
|
|
, _currentAlphaTestFunc(GL_ALWAYS)
|
|
, _currentAlphaTestRef(1)
|
|
{
|
|
|
|
}
|
|
|
|
ClippingNode::~ClippingNode()
|
|
{
|
|
CC_SAFE_RELEASE(_stencil);
|
|
}
|
|
|
|
ClippingNode* ClippingNode::create()
|
|
{
|
|
ClippingNode *ret = new ClippingNode();
|
|
if (ret && ret->init())
|
|
{
|
|
ret->autorelease();
|
|
}
|
|
else
|
|
{
|
|
CC_SAFE_DELETE(ret);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
ClippingNode* ClippingNode::create(Node *pStencil)
|
|
{
|
|
ClippingNode *ret = new ClippingNode();
|
|
if (ret && ret->init(pStencil))
|
|
{
|
|
ret->autorelease();
|
|
}
|
|
else
|
|
{
|
|
CC_SAFE_DELETE(ret);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool ClippingNode::init()
|
|
{
|
|
return init(nullptr);
|
|
}
|
|
|
|
bool ClippingNode::init(Node *stencil)
|
|
{
|
|
CC_SAFE_RELEASE(_stencil);
|
|
_stencil = stencil;
|
|
CC_SAFE_RETAIN(_stencil);
|
|
|
|
_alphaThreshold = 1;
|
|
_inverted = false;
|
|
// get (only once) the number of bits of the stencil buffer
|
|
static bool once = true;
|
|
if (once)
|
|
{
|
|
glGetIntegerv(GL_STENCIL_BITS, &g_sStencilBits);
|
|
if (g_sStencilBits <= 0)
|
|
{
|
|
CCLOG("Stencil buffer is not enabled.");
|
|
}
|
|
once = false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void ClippingNode::onEnter()
|
|
{
|
|
Node::onEnter();
|
|
|
|
if (_stencil != nullptr)
|
|
{
|
|
_stencil->onEnter();
|
|
}
|
|
else
|
|
{
|
|
CCLOG("ClippingNode warning: _stencil is nil.");
|
|
}
|
|
}
|
|
|
|
void ClippingNode::onEnterTransitionDidFinish()
|
|
{
|
|
Node::onEnterTransitionDidFinish();
|
|
|
|
if (_stencil != nullptr)
|
|
{
|
|
_stencil->onEnterTransitionDidFinish();
|
|
}
|
|
}
|
|
|
|
void ClippingNode::onExitTransitionDidStart()
|
|
{
|
|
if (_stencil != nullptr)
|
|
{
|
|
_stencil->onExitTransitionDidStart();
|
|
}
|
|
|
|
Node::onExitTransitionDidStart();
|
|
}
|
|
|
|
void ClippingNode::onExit()
|
|
{
|
|
if (_stencil != nullptr)
|
|
{
|
|
_stencil->onExit();
|
|
}
|
|
|
|
Node::onExit();
|
|
}
|
|
|
|
void ClippingNode::drawFullScreenQuadClearStencil()
|
|
{
|
|
kmGLMatrixMode(KM_GL_MODELVIEW);
|
|
kmGLPushMatrix();
|
|
kmGLLoadIdentity();
|
|
|
|
kmGLMatrixMode(KM_GL_PROJECTION);
|
|
kmGLPushMatrix();
|
|
kmGLLoadIdentity();
|
|
|
|
DrawPrimitives::drawSolidRect(Point(-1,-1), Point(1,1), Color4F(1, 1, 1, 1));
|
|
|
|
kmGLMatrixMode(KM_GL_PROJECTION);
|
|
kmGLPopMatrix();
|
|
kmGLMatrixMode(KM_GL_MODELVIEW);
|
|
kmGLPopMatrix();
|
|
}
|
|
|
|
void ClippingNode::visit()
|
|
{
|
|
if(!_visible)
|
|
return;
|
|
|
|
kmGLPushMatrix();
|
|
transform();
|
|
//Add group command
|
|
|
|
Renderer* renderer = Director::getInstance()->getRenderer();
|
|
|
|
GroupCommand* groupCommand = GroupCommand::getCommandPool().generateCommand();
|
|
groupCommand->init(0,_vertexZ);
|
|
renderer->addCommand(groupCommand);
|
|
|
|
renderer->pushGroup(groupCommand->getRenderQueueID());
|
|
|
|
CustomCommand* beforeVisitCmd = CustomCommand::getCommandPool().generateCommand();
|
|
beforeVisitCmd->init(0,_vertexZ);
|
|
beforeVisitCmd->func = CC_CALLBACK_0(ClippingNode::onBeforeVisit, this);
|
|
renderer->addCommand(beforeVisitCmd);
|
|
|
|
_stencil->visit();
|
|
|
|
CustomCommand* afterDrawStencilCmd = CustomCommand::getCommandPool().generateCommand();
|
|
afterDrawStencilCmd->init(0,_vertexZ);
|
|
afterDrawStencilCmd->func = CC_CALLBACK_0(ClippingNode::onAfterDrawStencil, this);
|
|
renderer->addCommand(afterDrawStencilCmd);
|
|
|
|
int i = 0;
|
|
|
|
if(!_children.empty())
|
|
{
|
|
sortAllChildren();
|
|
// draw children zOrder < 0
|
|
for( ; i < _children.size(); i++ )
|
|
{
|
|
auto node = _children.at(i);
|
|
|
|
if ( node && node->getZOrder() < 0 )
|
|
node->visit();
|
|
else
|
|
break;
|
|
}
|
|
// self draw
|
|
this->draw();
|
|
|
|
for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
|
|
(*it)->visit();
|
|
}
|
|
else
|
|
{
|
|
this->draw();
|
|
}
|
|
|
|
CustomCommand* afterVisitCmd = CustomCommand::getCommandPool().generateCommand();
|
|
afterVisitCmd->init(0,_vertexZ);
|
|
afterVisitCmd->func = CC_CALLBACK_0(ClippingNode::onAfterVisit, this);
|
|
renderer->addCommand(afterVisitCmd);
|
|
|
|
renderer->popGroup();
|
|
|
|
kmGLPopMatrix();
|
|
}
|
|
|
|
Node* ClippingNode::getStencil() const
|
|
{
|
|
return _stencil;
|
|
}
|
|
|
|
void ClippingNode::setStencil(Node *stencil)
|
|
{
|
|
CC_SAFE_RELEASE(_stencil);
|
|
_stencil = stencil;
|
|
CC_SAFE_RETAIN(_stencil);
|
|
}
|
|
|
|
GLfloat ClippingNode::getAlphaThreshold() const
|
|
{
|
|
return _alphaThreshold;
|
|
}
|
|
|
|
void ClippingNode::setAlphaThreshold(GLfloat alphaThreshold)
|
|
{
|
|
_alphaThreshold = alphaThreshold;
|
|
}
|
|
|
|
bool ClippingNode::isInverted() const
|
|
{
|
|
return _inverted;
|
|
}
|
|
|
|
void ClippingNode::setInverted(bool inverted)
|
|
{
|
|
_inverted = inverted;
|
|
}
|
|
|
|
void ClippingNode::onBeforeVisit()
|
|
{
|
|
///////////////////////////////////
|
|
// INIT
|
|
|
|
// 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;
|
|
|
|
// manually save the stencil state
|
|
|
|
_currentStencilEnabled = glIsEnabled(GL_STENCIL_TEST);
|
|
glGetIntegerv(GL_STENCIL_WRITEMASK, (GLint *)&_currentStencilWriteMask);
|
|
glGetIntegerv(GL_STENCIL_FUNC, (GLint *)&_currentStencilFunc);
|
|
glGetIntegerv(GL_STENCIL_REF, &_currentStencilRef);
|
|
glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)&_currentStencilValueMask);
|
|
glGetIntegerv(GL_STENCIL_FAIL, (GLint *)&_currentStencilFail);
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, (GLint *)&_currentStencilPassDepthFail);
|
|
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, (GLint *)&_currentStencilPassDepthPass);
|
|
|
|
// enable stencil use
|
|
glEnable(GL_STENCIL_TEST);
|
|
// check for OpenGL error while enabling stencil test
|
|
CHECK_GL_ERROR_DEBUG();
|
|
|
|
// 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
|
|
glStencilMask(mask_layer);
|
|
|
|
// manually save the depth test state
|
|
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, &_currentDepthWriteMask);
|
|
|
|
// disable depth test while drawing the stencil
|
|
//glDisable(GL_DEPTH_TEST);
|
|
// 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
|
|
glDepthMask(GL_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
|
|
glStencilFunc(GL_NEVER, mask_layer, mask_layer);
|
|
glStencilOp(!_inverted ? GL_ZERO : GL_REPLACE, GL_KEEP, GL_KEEP);
|
|
|
|
// draw a fullscreen solid rectangle to clear the stencil buffer
|
|
//ccDrawSolidRect(Point::ZERO, ccpFromSize([[Director sharedDirector] winSize]), Color4F(1, 1, 1, 1));
|
|
drawFullScreenQuadClearStencil();
|
|
|
|
///////////////////////////////////
|
|
// DRAW CLIPPING STENCIL
|
|
|
|
// setup the stencil test func like this:
|
|
// for each pixel in the stencil node
|
|
// never draw it into the frame buffer
|
|
// if not in inverted mode: set the current layer value to 1 in the stencil buffer
|
|
// if in inverted mode: set the current layer value to 0 in the stencil buffer
|
|
glStencilFunc(GL_NEVER, mask_layer, mask_layer);
|
|
glStencilOp(!_inverted ? GL_REPLACE : GL_ZERO, GL_KEEP, GL_KEEP);
|
|
|
|
// enable alpha test only if the alpha threshold < 1,
|
|
// indeed if alpha threshold == 1, every pixel will be drawn anyways
|
|
if (_alphaThreshold < 1) {
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WINDOWS || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
|
|
// manually save the alpha test state
|
|
_currentAlphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
|
|
glGetIntegerv(GL_ALPHA_TEST_FUNC, (GLint *)&_currentAlphaTestFunc);
|
|
glGetFloatv(GL_ALPHA_TEST_REF, &_currentAlphaTestRef);
|
|
// enable alpha testing
|
|
glEnable(GL_ALPHA_TEST);
|
|
// check for OpenGL error while enabling alpha test
|
|
CHECK_GL_ERROR_DEBUG();
|
|
// pixel will be drawn only if greater than an alpha threshold
|
|
glAlphaFunc(GL_GREATER, _alphaThreshold);
|
|
#else
|
|
// since glAlphaTest do not exists in OES, use a shader that writes
|
|
// pixel only if greater than an alpha threshold
|
|
GLProgram *program = ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST);
|
|
GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
|
|
// set our alphaThreshold
|
|
program->use();
|
|
program->setUniformLocationWith1f(alphaValueLocation, _alphaThreshold);
|
|
// we need to recursively apply this shader to all the nodes in the stencil node
|
|
// XXX: we should have a way to apply shader to all nodes without having to do this
|
|
setProgram(_stencil, program);
|
|
|
|
#endif
|
|
}
|
|
|
|
//Draw _stencil
|
|
}
|
|
|
|
void ClippingNode::onAfterDrawStencil()
|
|
{
|
|
// restore alpha test state
|
|
if (_alphaThreshold < 1)
|
|
{
|
|
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC || CC_TARGET_PLATFORM == CC_PLATFORM_WINDOWS || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
|
|
// manually restore the alpha test state
|
|
glAlphaFunc(_currentAlphaTestFunc, _currentAlphaTestRef);
|
|
if (!_currentAlphaTestEnabled)
|
|
{
|
|
glDisable(GL_ALPHA_TEST);
|
|
}
|
|
#else
|
|
// XXX: we need to find a way to restore the shaders of the stencil node and its childs
|
|
#endif
|
|
}
|
|
|
|
// restore the depth test state
|
|
glDepthMask(_currentDepthWriteMask);
|
|
//if (currentDepthTestEnabled) {
|
|
// glEnable(GL_DEPTH_TEST);
|
|
//}
|
|
|
|
///////////////////////////////////
|
|
// DRAW CONTENT
|
|
|
|
// setup the stencil test func like this:
|
|
// for each pixel of this node and its childs
|
|
// 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
|
|
glStencilFunc(GL_EQUAL, _mask_layer_le, _mask_layer_le);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
// draw (according to the stencil test func) this node and its childs
|
|
}
|
|
|
|
|
|
void ClippingNode::onAfterVisit()
|
|
{
|
|
///////////////////////////////////
|
|
// CLEANUP
|
|
|
|
// manually restore the stencil state
|
|
glStencilFunc(_currentStencilFunc, _currentStencilRef, _currentStencilValueMask);
|
|
glStencilOp(_currentStencilFail, _currentStencilPassDepthFail, _currentStencilPassDepthPass);
|
|
glStencilMask(_currentStencilWriteMask);
|
|
if (!_currentStencilEnabled)
|
|
{
|
|
glDisable(GL_STENCIL_TEST);
|
|
}
|
|
|
|
// we are done using this layer, decrement
|
|
s_layer--;
|
|
}
|
|
|
|
NS_CC_END
|