mirror of https://github.com/axmolengine/axmol.git
813 lines
26 KiB
C++
813 lines
26 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmolengine.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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#include "RenderTextureTest.h"
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USING_NS_AX;
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using namespace ax::ui;
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RenderTextureTests::RenderTextureTests()
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{
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ADD_TEST_CASE(RenderTextureSave);
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ADD_TEST_CASE(RenderTextureIssue937);
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ADD_TEST_CASE(RenderTextureZbuffer);
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ADD_TEST_CASE(RenderTextureTestDepthStencil);
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ADD_TEST_CASE(RenderTextureTargetNode);
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ADD_TEST_CASE(SpriteRenderTextureBug);
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ADD_TEST_CASE(RenderTexturePartTest);
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ADD_TEST_CASE(Issue16113Test);
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};
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/**
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* Implementation of RenderTextureSave
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*/
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RenderTextureSave::RenderTextureSave()
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{
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auto s = Director::getInstance()->getWinSize();
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// create a render texture, this is what we are going to draw into
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_target = RenderTexture::create(s.width, s.height, backend::PixelFormat::RGBA8);
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_target->retain();
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_target->setPosition(Vec2(s.width / 2, s.height / 2));
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// note that the render texture is a Node, and contains a sprite of its texture for convenience,
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// so we can just parent it to the scene like any other Node
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this->addChild(_target, -1);
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesMoved = AX_CALLBACK_2(RenderTextureSave::onTouchesMoved, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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// Save Image menu
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MenuItemFont::setFontSize(16);
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auto item1 =
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MenuItemFont::create("Save Image PMA", AX_CALLBACK_1(RenderTextureSave::saveImageWithPremultipliedAlpha, this));
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auto item2 = MenuItemFont::create("Save Image Non-PMA",
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AX_CALLBACK_1(RenderTextureSave::saveImageWithNonPremultipliedAlpha, this));
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auto item3 = MenuItemFont::create("Add Image", AX_CALLBACK_1(RenderTextureSave::addImage, this));
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auto item4 = MenuItemFont::create("Clear to Random", AX_CALLBACK_1(RenderTextureSave::clearImage, this));
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auto item5 =
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MenuItemFont::create("Clear to Transparent", AX_CALLBACK_1(RenderTextureSave::clearImageTransparent, this));
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auto menu = Menu::create(item1, item2, item3, item4, item5, nullptr);
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this->addChild(menu);
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menu->alignItemsVertically();
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menu->setPosition(Vec2(VisibleRect::rightTop().x - 80, VisibleRect::rightTop().y - 100));
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}
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std::string RenderTextureSave::title() const
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{
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return "Touch the screen";
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}
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std::string RenderTextureSave::subtitle() const
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{
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return "Press 'Save Image' to create an snapshot of the render texture";
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}
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void RenderTextureSave::clearImage(ax::Ref* sender)
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{
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_target->clear(AXRANDOM_0_1(), AXRANDOM_0_1(), AXRANDOM_0_1(), AXRANDOM_0_1());
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}
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void RenderTextureSave::clearImageTransparent(ax::Ref* sender)
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{
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_target->clear(0, 0, 0, 0);
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}
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void RenderTextureSave::saveImageWithPremultipliedAlpha(ax::Ref* sender)
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{
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static int counter = 0;
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char png[20];
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sprintf(png, "image-pma-%d.png", counter);
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auto callback = [this](RenderTexture* rt, std::string_view path) {
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auto sprite = Sprite::create(path);
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addChild(sprite);
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sprite->setScale(0.3f);
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sprite->setPosition(Vec2(40.0f, 40.0f));
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sprite->setRotation(counter * 3);
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_target->release();
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};
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_target->retain();
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_target->saveToFile(png, Image::Format::PNG, true, callback);
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// Add this function to avoid crash if we switch to a new scene.
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Director::getInstance()->getRenderer()->render();
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AXLOG("Image saved %s", png);
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counter++;
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}
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void RenderTextureSave::saveImageWithNonPremultipliedAlpha(ax::Ref* sender)
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{
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static int counter = 0;
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char png[20];
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sprintf(png, "image-no-pma-%d.png", counter);
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auto callback = [this](RenderTexture* rt, std::string_view path) {
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auto sprite = Sprite::create(path);
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addChild(sprite);
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sprite->setScale(0.3f);
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sprite->setPosition(Vec2(40.0f, 40.0f));
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sprite->setRotation(counter * 3);
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rt->release();
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};
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_target->retain();
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_target->saveToFileAsNonPMA(png, Image::Format::PNG, true, callback);
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// Add this function to avoid crash if we switch to a new scene.
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Director::getInstance()->getRenderer()->render();
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AXLOG("Image saved %s", png);
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counter++;
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}
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void RenderTextureSave::addImage(ax::Ref* sender)
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{
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auto s = Director::getInstance()->getWinSize();
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// begin drawing to the render texture
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_target->begin();
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Sprite* sprite = Sprite::create("Images/test-rgba1.png");
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sprite->setPosition(
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sprite->getContentSize().width + AXRANDOM_0_1() * (s.width - sprite->getContentSize().width),
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sprite->getContentSize().height + AXRANDOM_0_1() * (s.height - sprite->getContentSize().height));
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sprite->visit();
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// finish drawing and return context back to the screen
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_target->end();
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}
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RenderTextureSave::~RenderTextureSave()
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{
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_target->release();
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Director::getInstance()->getTextureCache()->removeUnusedTextures();
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}
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void RenderTextureSave::onTouchesMoved(const std::vector<Touch*>& touches, Event* event)
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{
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auto touch = touches[0];
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auto start = touch->getLocation();
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auto end = touch->getPreviousLocation();
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// begin drawing to the render texture
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_target->begin();
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// for extra points, we'll draw this smoothly from the last position and vary the sprite's
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// scale/rotation/offset
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float distance = start.getDistance(end);
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if (distance > 1)
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{
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int d = (int)distance;
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_brushs.clear();
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for (int i = 0; i < d; ++i)
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{
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Sprite* sprite = Sprite::create("Images/fire.png");
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sprite->setColor(Color3B::RED);
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sprite->setOpacity(20);
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_brushs.pushBack(sprite);
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}
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for (int i = 0; i < d; i++)
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{
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float difx = end.x - start.x;
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float dify = end.y - start.y;
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float delta = (float)i / distance;
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_brushs.at(i)->setPosition(Vec2(start.x + (difx * delta), start.y + (dify * delta)));
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_brushs.at(i)->setRotation(rand() % 360);
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float r = (float)(rand() % 50 / 50.f) + 0.25f;
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_brushs.at(i)->setScale(r);
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/*_brush->setColor(Color3B(AXRANDOM_0_1() * 127 + 128, 255, 255));*/
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// Use AXRANDOM_0_1() will cause error when loading libtests.so on android, I don't know why.
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_brushs.at(i)->setColor(Color3B(rand() % 127 + 128, 255, 255));
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// Call visit to draw the brush, don't call draw..
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_brushs.at(i)->visit();
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}
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}
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// finish drawing and return context back to the screen
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_target->end();
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}
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/**
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* Implementation of RenderTextureIssue937
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*/
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RenderTextureIssue937::RenderTextureIssue937()
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{
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/*
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* 1 2
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* A: A1 A2
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*
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* B: B1 B2
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*
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* A1: premulti sprite
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* A2: premulti render
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*
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* B1: non-premulti sprite
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* B2: non-premulti render
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*/
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auto background = LayerColor::create(Color4B(200, 200, 200, 255));
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addChild(background);
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auto s = Director::getInstance()->getWinSize();
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auto spr_premulti = Sprite::create("Images/fire.png");
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spr_premulti->setPosition(Vec2(s.width / 2 - 16, s.height / 2 + 16));
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auto spr_nonpremulti = Sprite::create("Images/fire.png");
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spr_nonpremulti->setPosition(Vec2(s.width / 2 - 16, s.height / 2 - 16));
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/* A2 & B2 setup */
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auto rend = RenderTexture::create(32, 64, backend::PixelFormat::RGBA8);
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if (nullptr == rend)
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{
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return;
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}
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auto spr_size = spr_premulti->getContentSize();
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rend->setKeepMatrix(true);
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Size pixelSize = Director::getInstance()->getWinSizeInPixels();
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rend->setVirtualViewport(Vec2(s.width / 2 - 32, s.height / 2 - 32), Rect(0, 0, s.width, s.height),
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Rect(0, 0, pixelSize.width, pixelSize.height));
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// It's possible to modify the RenderTexture blending function by
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// [[rend sprite] setBlendFunc:(BlendFunc) {BlendFactor::ONE, BlendFactor::ONE_MINUS_SRC_ALPHA}];
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rend->begin();
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spr_premulti->visit();
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spr_nonpremulti->visit();
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rend->end();
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rend->setPosition(Vec2(s.width / 2 + 16, s.height / 2));
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addChild(spr_nonpremulti);
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addChild(spr_premulti);
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addChild(rend);
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}
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std::string RenderTextureIssue937::title() const
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{
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return "Testing issue #937";
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}
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std::string RenderTextureIssue937::subtitle() const
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{
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return "All images should be equal...";
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}
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/**
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* Implementation of RenderTextureZbuffer
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*/
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RenderTextureZbuffer::RenderTextureZbuffer()
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{
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesBegan = AX_CALLBACK_2(RenderTextureZbuffer::onTouchesBegan, this);
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listener->onTouchesMoved = AX_CALLBACK_2(RenderTextureZbuffer::onTouchesMoved, this);
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listener->onTouchesEnded = AX_CALLBACK_2(RenderTextureZbuffer::onTouchesEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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auto size = Director::getInstance()->getWinSize();
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auto label = Label::createWithTTF("vertexZ = 50", "fonts/Marker Felt.ttf", 64);
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label->setPosition(Vec2(size.width / 2, size.height * 0.25f));
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this->addChild(label);
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auto label2 = Label::createWithTTF("vertexZ = 0", "fonts/Marker Felt.ttf", 64);
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label2->setPosition(Vec2(size.width / 2, size.height * 0.5f));
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this->addChild(label2);
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auto label3 = Label::createWithTTF("vertexZ = -50", "fonts/Marker Felt.ttf", 64);
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label3->setPosition(Vec2(size.width / 2, size.height * 0.75f));
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this->addChild(label3);
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label->setPositionZ(50);
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label2->setPositionZ(0);
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label3->setPositionZ(-50);
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SpriteFrameCache::getInstance()->addSpriteFramesWithFile("Images/bugs/circle.plist");
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mgr = SpriteBatchNode::create("Images/bugs/circle.png", 9);
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this->addChild(mgr);
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sp1 = Sprite::createWithSpriteFrameName("circle.png");
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sp2 = Sprite::createWithSpriteFrameName("circle.png");
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sp3 = Sprite::createWithSpriteFrameName("circle.png");
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sp4 = Sprite::createWithSpriteFrameName("circle.png");
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sp5 = Sprite::createWithSpriteFrameName("circle.png");
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sp6 = Sprite::createWithSpriteFrameName("circle.png");
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sp7 = Sprite::createWithSpriteFrameName("circle.png");
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sp8 = Sprite::createWithSpriteFrameName("circle.png");
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sp9 = Sprite::createWithSpriteFrameName("circle.png");
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mgr->addChild(sp1, 9);
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mgr->addChild(sp2, 8);
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mgr->addChild(sp3, 7);
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mgr->addChild(sp4, 6);
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mgr->addChild(sp5, 5);
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mgr->addChild(sp6, 4);
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mgr->addChild(sp7, 3);
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mgr->addChild(sp8, 2);
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mgr->addChild(sp9, 1);
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sp1->setPositionZ(400);
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sp2->setPositionZ(300);
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sp3->setPositionZ(200);
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sp4->setPositionZ(100);
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sp5->setPositionZ(0);
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sp6->setPositionZ(-100);
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sp7->setPositionZ(-200);
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sp8->setPositionZ(-300);
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sp9->setPositionZ(-400);
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sp9->setScale(2);
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sp9->setColor(Color3B::YELLOW);
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}
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std::string RenderTextureZbuffer::title() const
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{
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return "Testing Z Buffer in Render Texture";
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}
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std::string RenderTextureZbuffer::subtitle() const
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{
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return "Touch screen. It should be green";
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}
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void RenderTextureZbuffer::onTouchesBegan(const std::vector<Touch*>& touches, Event* event)
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{
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for (auto& item : touches)
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{
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auto touch = static_cast<Touch*>(item);
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auto location = touch->getLocation();
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sp1->setPosition(location);
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sp2->setPosition(location);
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sp3->setPosition(location);
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sp4->setPosition(location);
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sp5->setPosition(location);
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sp6->setPosition(location);
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sp7->setPosition(location);
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sp8->setPosition(location);
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sp9->setPosition(location);
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}
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}
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void RenderTextureZbuffer::onTouchesMoved(const std::vector<Touch*>& touches, Event* event)
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{
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for (auto& item : touches)
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{
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auto touch = static_cast<Touch*>(item);
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auto location = touch->getLocation();
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sp1->setPosition(location);
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sp2->setPosition(location);
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sp3->setPosition(location);
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sp4->setPosition(location);
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sp5->setPosition(location);
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sp6->setPosition(location);
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sp7->setPosition(location);
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sp8->setPosition(location);
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sp9->setPosition(location);
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}
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}
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void RenderTextureZbuffer::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
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{
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this->renderScreenShot();
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}
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void RenderTextureZbuffer::renderScreenShot()
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{
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auto texture = RenderTexture::create(512, 512);
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if (nullptr == texture)
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{
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return;
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}
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texture->begin();
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this->visit();
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texture->end();
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auto sprite = Sprite::createWithTexture(texture->getSprite()->getTexture());
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sprite->setPosition(Vec2(256, 256));
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sprite->setOpacity(182);
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sprite->setFlippedY(1);
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this->addChild(sprite, 999999);
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sprite->setColor(Color3B::GREEN);
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sprite->runAction(Sequence::create(FadeTo::create(2, 0), Hide::create(), nullptr));
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}
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RenderTexturePartTest::RenderTexturePartTest()
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{
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auto sprite1 = Sprite::create("Images/grossini.png");
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auto sprite11 = Sprite::create("Images/grossini.png");
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auto sprite2 = Sprite::create("Images/grossinis_sister1.png");
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auto sprite22 = Sprite::create("Images/grossinis_sister1.png");
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Size size = Director::getInstance()->getWinSize();
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Size sprite1Size = sprite1->getContentSize();
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sprite1->setPosition((size.width - sprite1Size.width) / 2 - 20, (size.height - sprite1Size.height) / 2 - 20);
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sprite11->setPosition(size.width / 2 + 20, (size.height - sprite1Size.height) / 2 - 20);
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sprite2->setPosition((size.width - sprite1Size.width) / 2 - 20, size.height / 2 + 20);
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sprite22->setPosition(size.width / 2 + 20, size.height / 2 + 20);
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addChild(sprite1);
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addChild(sprite11);
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addChild(sprite2);
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addChild(sprite22);
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_rend = RenderTexture::create(200, 200, backend::PixelFormat::RGBA8);
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_rend->retain();
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_rend->setKeepMatrix(true);
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Size pixelSize = Director::getInstance()->getWinSizeInPixels();
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_rend->setVirtualViewport(Vec2(size.width / 2 - 150, size.height / 2 - 150), Rect(0, 0, size.width, size.height),
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Rect(0, 0, pixelSize.width, pixelSize.height));
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_rend->beginWithClear(1, 0, 0, 1);
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sprite1->visit();
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sprite11->visit();
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sprite2->visit();
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sprite22->visit();
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_rend->end();
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_spriteDraw = Sprite::createWithTexture(_rend->getSprite()->getTexture());
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FiniteTimeAction* baseAction = MoveBy::create(1, Vec2(size.width, 0.0f));
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_spriteDraw->setPosition(0, size.height / 2);
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_spriteDraw->setScaleY(-1);
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_spriteDraw->runAction(RepeatForever::create(Sequence::create(baseAction, baseAction->reverse(), nullptr)));
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addChild(_spriteDraw);
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}
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RenderTexturePartTest::~RenderTexturePartTest()
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{
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AX_SAFE_RELEASE(_rend);
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}
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std::string RenderTexturePartTest::title() const
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{
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return "Render Texture Part Test";
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}
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std::string RenderTexturePartTest::subtitle() const
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{
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return "Only Grabbing a sub region of fullscreen";
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}
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// RenderTextureTestDepthStencil
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RenderTextureTestDepthStencil::RenderTextureTestDepthStencil()
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{
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auto s = _director->getWinSize();
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_renderer = _director->getRenderer();
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/// store old depth stencil desc
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_dsDesc = _renderer->getDepthStencilDesc();
|
|
|
|
_spriteDS = Sprite::create("Images/fire.png");
|
|
_spriteDS->retain();
|
|
_spriteDS->setPosition(Vec2(s.width * 0.25f, 0.0f));
|
|
_spriteDS->setScale(10);
|
|
|
|
_spriteDraw = Sprite::create("Images/fire.png");
|
|
_spriteDraw->retain();
|
|
_spriteDraw->setPosition(Vec2(s.width * 0.25f, 0.0f));
|
|
_spriteDraw->setScale(10);
|
|
//! move sprite half width and height, and draw only where not marked
|
|
_spriteDraw->setPosition(_spriteDraw->getPosition() +
|
|
Vec2(_spriteDraw->getContentSize().width * _spriteDraw->getScale() * 0.5f,
|
|
_spriteDraw->getContentSize().height * _spriteDraw->getScale() * 0.5f));
|
|
|
|
_rtx = RenderTexture::create(s.width, s.height, backend::PixelFormat::RGBA4, PixelFormat::D24S8);
|
|
|
|
_rtx->setPosition(Vec2(s.width * 0.5f, s.height * 0.5f));
|
|
|
|
this->addChild(_rtx);
|
|
}
|
|
|
|
RenderTextureTestDepthStencil::~RenderTextureTestDepthStencil()
|
|
{
|
|
AX_SAFE_RELEASE(_spriteDraw);
|
|
AX_SAFE_RELEASE(_spriteDS);
|
|
|
|
// restore depth stencil desc
|
|
_renderer->setDepthStencilDesc(_dsDesc);
|
|
_renderer->setStencilTest(bitmask::any(_dsDesc.flags, DepthStencilFlags::STENCIL_TEST));
|
|
}
|
|
|
|
void RenderTextureTestDepthStencil::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
|
|
{
|
|
_rtx->beginWithClear(0, 0, 0, 0, 0, 0);
|
|
|
|
// _renderCmds[0].init(_globalZOrder);
|
|
// _renderCmds[0].func = AX_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeClear, this);
|
|
renderer->addCallbackCommand(AX_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeClear, this), _globalZOrder);
|
|
|
|
// _renderCmds[1].init(_globalZOrder);
|
|
// _renderCmds[1].func = AX_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeStencil, this);
|
|
renderer->addCallbackCommand(AX_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeStencil, this), _globalZOrder);
|
|
|
|
_spriteDS->visit();
|
|
|
|
// _renderCmds[2].init(_globalZOrder);
|
|
// _renderCmds[2].func = AX_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeDraw, this);
|
|
renderer->addCallbackCommand(AX_CALLBACK_0(RenderTextureTestDepthStencil::onBeforeDraw, this), _globalZOrder);
|
|
|
|
_spriteDraw->visit();
|
|
|
|
// _renderCmds[3].init(_globalZOrder);
|
|
// _renderCmds[3].func = AX_CALLBACK_0(RenderTextureTestDepthStencil::onAfterDraw, this);
|
|
renderer->addCallbackCommand(AX_CALLBACK_0(RenderTextureTestDepthStencil::onAfterDraw, this), _globalZOrder);
|
|
|
|
/// !!!end will set current render target to default renderTarget
|
|
/// !!!all render target share one depthStencilDesc, TODO: optimize me?
|
|
_rtx->end();
|
|
}
|
|
|
|
void RenderTextureTestDepthStencil::onBeforeClear()
|
|
{
|
|
_renderer->setStencilWriteMask(0xFF);
|
|
}
|
|
|
|
void RenderTextureTestDepthStencil::onBeforeStencil()
|
|
{
|
|
//! mark sprite quad into stencil buffer
|
|
_renderer->setStencilTest(true);
|
|
_renderer->setStencilCompareFunction(backend::CompareFunction::NEVER, 1, 0xFF);
|
|
_renderer->setStencilOperation(backend::StencilOperation::REPLACE, backend::StencilOperation::REPLACE,
|
|
backend::StencilOperation::REPLACE);
|
|
}
|
|
|
|
void RenderTextureTestDepthStencil::onBeforeDraw()
|
|
{
|
|
_renderer->setStencilCompareFunction(backend::CompareFunction::NOT_EQUAL, 1, 0xFF);
|
|
}
|
|
|
|
void RenderTextureTestDepthStencil::onAfterDraw()
|
|
{
|
|
_renderer->setStencilTest(false);
|
|
}
|
|
|
|
std::string RenderTextureTestDepthStencil::title() const
|
|
{
|
|
return "Testing depthStencil attachment";
|
|
}
|
|
|
|
std::string RenderTextureTestDepthStencil::subtitle() const
|
|
{
|
|
return "Circle should be missing 1/4 of its region";
|
|
}
|
|
|
|
// RenderTextureTest
|
|
RenderTextureTargetNode::RenderTextureTargetNode()
|
|
{
|
|
/*
|
|
* 1 2
|
|
* A: A1 A2
|
|
*
|
|
* B: B1 B2
|
|
*
|
|
* A1: premulti sprite
|
|
* A2: premulti render
|
|
*
|
|
* B1: non-premulti sprite
|
|
* B2: non-premulti render
|
|
*/
|
|
auto background = LayerColor::create(Color4B(40, 40, 40, 255));
|
|
addChild(background);
|
|
|
|
// sprite 1
|
|
sprite1 = Sprite::create("Images/fire.png");
|
|
|
|
// sprite 2
|
|
sprite2 = Sprite::create("Images/fire_rgba8888.pvr");
|
|
|
|
auto s = Director::getInstance()->getWinSize();
|
|
|
|
/* Create the render texture */
|
|
auto renderTexture = RenderTexture::create(s.width, s.height, backend::PixelFormat::RGBA4);
|
|
this->renderTexture = renderTexture;
|
|
|
|
renderTexture->setPosition(Vec2(s.width / 2, s.height / 2));
|
|
// renderTexture->setScale(2.0f);
|
|
|
|
/* add the sprites to the render texture */
|
|
renderTexture->addChild(sprite1);
|
|
renderTexture->addChild(sprite2);
|
|
renderTexture->setClearColor(Color4F(0, 0, 0, 0));
|
|
renderTexture->setClearFlags(ClearFlag::COLOR);
|
|
|
|
/* add the render texture to the scene */
|
|
addChild(renderTexture);
|
|
|
|
renderTexture->setAutoDraw(true);
|
|
|
|
scheduleUpdate();
|
|
|
|
// Toggle clear on / off
|
|
auto item = MenuItemFont::create("Clear On/Off", AX_CALLBACK_1(RenderTextureTargetNode::touched, this));
|
|
auto menu = Menu::create(item, nullptr);
|
|
addChild(menu);
|
|
|
|
menu->setPosition(Vec2(s.width / 2, s.height / 2));
|
|
}
|
|
|
|
void RenderTextureTargetNode::touched(Ref* sender)
|
|
{
|
|
// TODO: minggo
|
|
if (renderTexture->getClearFlags() == ClearFlag::NONE)
|
|
{
|
|
renderTexture->setClearFlags(ClearFlag::COLOR);
|
|
}
|
|
else
|
|
{
|
|
renderTexture->setClearFlags(ClearFlag::NONE);
|
|
renderTexture->setClearColor(Color4F(AXRANDOM_0_1(), AXRANDOM_0_1(), AXRANDOM_0_1(), 1));
|
|
}
|
|
}
|
|
|
|
void RenderTextureTargetNode::update(float dt)
|
|
{
|
|
static float time = 0;
|
|
float r = 80;
|
|
sprite1->setPosition(Vec2(cosf(time * 2) * r, sinf(time * 2) * r));
|
|
sprite2->setPosition(Vec2(sinf(time * 2) * r, cosf(time * 2) * r));
|
|
|
|
time += dt;
|
|
}
|
|
|
|
std::string RenderTextureTargetNode::title() const
|
|
{
|
|
return "Testing Render Target Node";
|
|
}
|
|
|
|
std::string RenderTextureTargetNode::subtitle() const
|
|
{
|
|
return "Sprites should be equal and move with each frame";
|
|
}
|
|
|
|
// SpriteRenderTextureBug
|
|
|
|
SpriteRenderTextureBug::SimpleSprite::SimpleSprite() : _rt(nullptr) {}
|
|
SpriteRenderTextureBug::SimpleSprite::~SimpleSprite()
|
|
{
|
|
AX_SAFE_RELEASE(_rt);
|
|
}
|
|
|
|
SpriteRenderTextureBug::SimpleSprite* SpriteRenderTextureBug::SimpleSprite::create(const char* filename,
|
|
const Rect& rect)
|
|
{
|
|
auto sprite = new SimpleSprite();
|
|
if (sprite->initWithFile(filename, rect))
|
|
{
|
|
sprite->autorelease();
|
|
}
|
|
else
|
|
{
|
|
AX_SAFE_DELETE(sprite);
|
|
}
|
|
|
|
return sprite;
|
|
}
|
|
|
|
void SpriteRenderTextureBug::SimpleSprite::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
|
|
{
|
|
if (_rt == nullptr)
|
|
{
|
|
auto s = Director::getInstance()->getWinSize();
|
|
_rt = RenderTexture::create(s.width, s.height, backend::PixelFormat::RGBA8);
|
|
_rt->retain();
|
|
}
|
|
_rt->beginWithClear(0.0f, 0.0f, 0.0f, 1.0f);
|
|
_rt->end();
|
|
|
|
Sprite::draw(renderer, transform, flags);
|
|
}
|
|
|
|
SpriteRenderTextureBug::SpriteRenderTextureBug()
|
|
{
|
|
auto listener = EventListenerTouchAllAtOnce::create();
|
|
listener->onTouchesEnded = AX_CALLBACK_2(SpriteRenderTextureBug::onTouchesEnded, this);
|
|
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
|
|
|
|
auto s = Director::getInstance()->getWinSize();
|
|
addNewSpriteWithCoords(Vec2(s.width / 2, s.height / 2));
|
|
}
|
|
|
|
SpriteRenderTextureBug::SimpleSprite* SpriteRenderTextureBug::addNewSpriteWithCoords(const Vec2& p)
|
|
{
|
|
int idx = AXRANDOM_0_1() * 1400 / 100;
|
|
int x = (idx % 5) * 85;
|
|
int y = (idx / 5) * 121;
|
|
|
|
auto sprite = SpriteRenderTextureBug::SimpleSprite::create("Images/grossini_dance_atlas.png", Rect(x, y, 85, 121));
|
|
addChild(sprite);
|
|
|
|
sprite->setPosition(p);
|
|
|
|
FiniteTimeAction* action = nullptr;
|
|
float rd = AXRANDOM_0_1();
|
|
|
|
if (rd < 0.20)
|
|
action = ScaleBy::create(3, 2);
|
|
else if (rd < 0.40)
|
|
action = RotateBy::create(3, 360);
|
|
else if (rd < 0.60)
|
|
action = Blink::create(1, 3);
|
|
else if (rd < 0.8)
|
|
action = TintBy::create(2, 0, -255, -255);
|
|
else
|
|
action = FadeOut::create(2);
|
|
|
|
auto action_back = action->reverse();
|
|
auto seq = Sequence::create(action, action_back, nullptr);
|
|
|
|
sprite->runAction(RepeatForever::create(seq));
|
|
|
|
// return sprite;
|
|
return nullptr;
|
|
}
|
|
|
|
void SpriteRenderTextureBug::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
|
|
{
|
|
for (auto& touch : touches)
|
|
{
|
|
auto location = touch->getLocation();
|
|
addNewSpriteWithCoords(location);
|
|
}
|
|
}
|
|
|
|
std::string SpriteRenderTextureBug::title() const
|
|
{
|
|
return "SpriteRenderTextureBug";
|
|
}
|
|
|
|
std::string SpriteRenderTextureBug::subtitle() const
|
|
{
|
|
return "Touch the screen. Sprite should appear on under the touch";
|
|
}
|
|
|
|
//
|
|
// Issue16113Test
|
|
//
|
|
Issue16113Test::Issue16113Test()
|
|
{
|
|
auto s = Director::getInstance()->getWinSize();
|
|
|
|
// Save Image menu
|
|
MenuItemFont::setFontSize(16);
|
|
auto item1 = MenuItemFont::create("Save Image", [&](Ref* ref) {
|
|
auto winSize = Director::getInstance()->getVisibleSize();
|
|
auto text = Label::createWithTTF("hello world", "fonts/Marker Felt.ttf", 40);
|
|
text->setTextColor(Color4B::RED);
|
|
auto target = RenderTexture::create(winSize.width, winSize.height, backend::PixelFormat::RGBA8);
|
|
target->beginWithClear(0, 0, 0, 0);
|
|
text->setPosition(winSize.width / 2, winSize.height / 2);
|
|
text->Node::visit();
|
|
target->end();
|
|
auto callback = [this](RenderTexture* rt, std::string_view path) { rt->release(); };
|
|
target->retain();
|
|
target->saveToFile("issue16113.png", Image::Format::PNG, true, callback);
|
|
});
|
|
auto menu = Menu::create(item1, nullptr);
|
|
this->addChild(menu);
|
|
menu->setPosition(s.width / 2, s.height / 2);
|
|
}
|
|
|
|
std::string Issue16113Test::title() const
|
|
{
|
|
return "Github Issue 16113";
|
|
}
|
|
|
|
std::string Issue16113Test::subtitle() const
|
|
{
|
|
return "aaa.png file without white border on iOS";
|
|
}
|