mirror of https://github.com/axmolengine/axmol.git
245 lines
10 KiB
C++
245 lines
10 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) 2013-2014 Chukong Technologies Inc.
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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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#ifndef __CCRENDER_TEXTURE_H__
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#define __CCRENDER_TEXTURE_H__
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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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NS_CC_BEGIN
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class EventCustom;
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/**
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* @addtogroup textures
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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 CC_DLL RenderTexture : public Node
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{
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public:
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/** initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format*/
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static RenderTexture * create(int w ,int h, Texture2D::PixelFormat format, GLuint depthStencilFormat);
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/** creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid */
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static RenderTexture * create(int w, int h, Texture2D::PixelFormat format);
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/** creates a RenderTexture object with width and height in Points, pixel format is RGBA8888 */
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static RenderTexture * create(int w, int h);
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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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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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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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virtual void beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue);
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/** end is key word of lua, use other name to export to lua. */
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inline void endToLua(){ end();};
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/** ends grabbing*/
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virtual void end();
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/** clears the texture with a color */
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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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virtual void clearDepth(float depthValue);
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/** clears the texture with a specified stencil value */
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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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Image* newImage(bool flipImage = true);
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CC_DEPRECATED_ATTRIBUTE Image* newCCImage(bool flipImage = true) { return newImage(flipImage); };
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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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bool saveToFile(const std::string& filename, bool isRGBA = true, std::function<void (RenderTexture*, const std::string&)> callback = nullptr);
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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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*/
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bool saveToFile(const std::string& filename, Image::Format format, bool isRGBA = true, std::function<void (RenderTexture*, const std::string&)> 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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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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void listenToForeground(EventCustom *event);
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/** Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. They can be OR'ed. Valid when "autoDraw" is true. */
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inline unsigned int getClearFlags() const { return _clearFlags; };
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inline void setClearFlags(unsigned int clearFlags) { _clearFlags = clearFlags; };
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/** Clear color value. Valid only when "autoDraw" is true. */
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inline const Color4F& getClearColor() const { return _clearColor; };
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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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inline float getClearDepth() const { return _clearDepth; };
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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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inline int getClearStencil() const { return _clearStencil; };
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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 compatiblity reasons.
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Will be enabled in the future.
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*/
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inline bool isAutoDraw() const { return _autoDraw; };
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inline void setAutoDraw(bool isAutoDraw) { _autoDraw = isAutoDraw; };
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/** Gets the Sprite being used. */
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inline Sprite* getSprite() const { return _sprite; };
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/** Sets the Sprite being used. */
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inline void setSprite(Sprite* sprite) {
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CC_SAFE_RETAIN(sprite);
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CC_SAFE_RELEASE(_sprite);
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_sprite = sprite;
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};
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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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//flag: use stack matrix computed from scene hierarchy or generate new modelView and projection matrix
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void setKeepMatrix(bool keepMatrix);
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/**Used for grab part of screen to a texture.
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//rtBegin: the position of renderTexture on the fullRect
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//fullRect: the total size of screen
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//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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public:
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// XXX should be procted.
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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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RenderTexture();
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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 are valid */
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bool initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat format);
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/** initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format*/
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bool initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat);
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protected:
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virtual void beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags);
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//flags: whether generate new modelView and projection matrix or not
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bool _keepMatrix;
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Rect _rtTextureRect;
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Rect _fullRect;
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Rect _fullviewPort;
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GLuint _FBO;
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GLuint _depthRenderBufffer;
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GLint _oldFBO;
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Texture2D* _texture;
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Texture2D* _textureCopy; // a copy of _texture
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Image* _UITextureImage;
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Texture2D::PixelFormat _pixelFormat;
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// code for "auto" update
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GLbitfield _clearFlags;
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Color4F _clearColor;
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GLclampf _clearDepth;
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GLint _clearStencil;
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bool _autoDraw;
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/** The Sprite being used.
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The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA.
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The blending function can be changed in runtime by calling:
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- renderTexture->getSprite()->setBlendFunc((BlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA});
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*/
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Sprite* _sprite;
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GroupCommand _groupCommand;
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CustomCommand _beginWithClearCommand;
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CustomCommand _clearDepthCommand;
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CustomCommand _clearCommand;
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CustomCommand _beginCommand;
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CustomCommand _endCommand;
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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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CustomCommand _saveToFileCommand;
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std::function<void (RenderTexture*, const std::string&)> _saveFileCallback;
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protected:
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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 onClear();
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void onClearDepth();
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void onSaveToFile(const std::string& fileName, bool isRGBA = true);
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Mat4 _oldTransMatrix, _oldProjMatrix;
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Mat4 _transformMatrix, _projectionMatrix;
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private:
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CC_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_CC_END
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#endif //__CCRENDER_TEXTURE_H__
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