mirror of https://github.com/axmolengine/axmol.git
680 lines
20 KiB
C++
680 lines
20 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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#include "CCConfiguration.h"
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#include "CCRenderTexture.h"
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#include "CCDirector.h"
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#include "platform/CCImage.h"
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#include "CCGLProgram.h"
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#include "ccGLStateCache.h"
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#include "CCConfiguration.h"
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#include "ccUtils.h"
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#include "CCTextureCache.h"
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#include "platform/CCFileUtils.h"
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#include "CCGL.h"
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#include "CCEventType.h"
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#include "CCGrid.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCGroupCommand.h"
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#include "renderer/CCCustomCommand.h"
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// extern
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#include "kazmath/GL/matrix.h"
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#include "CCEventListenerCustom.h"
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#include "CCEventDispatcher.h"
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NS_CC_BEGIN
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// implementation RenderTexture
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RenderTexture::RenderTexture()
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: _FBO(0)
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, _depthRenderBufffer(0)
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, _oldFBO(0)
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, _texture(0)
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, _textureCopy(0)
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, _UITextureImage(nullptr)
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, _pixelFormat(Texture2D::PixelFormat::RGBA8888)
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, _clearFlags(0)
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, _clearColor(Color4F(0,0,0,0))
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, _clearDepth(0.0f)
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, _clearStencil(0)
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, _autoDraw(false)
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, _sprite(nullptr)
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{
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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// Listen this event to save render texture before come to background.
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// Then it can be restored after coming to foreground on Android.
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auto toBackgroundListener = EventListenerCustom::create(EVENT_COME_TO_BACKGROUND, CC_CALLBACK_1(RenderTexture::listenToBackground, this));
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_eventDispatcher->addEventListenerWithSceneGraphPriority(toBackgroundListener, this);
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auto toForegroundListener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, CC_CALLBACK_1(RenderTexture::listenToForeground, this));
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_eventDispatcher->addEventListenerWithSceneGraphPriority(toForegroundListener, this);
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#endif
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}
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RenderTexture::~RenderTexture()
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{
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CC_SAFE_RELEASE(_sprite);
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CC_SAFE_RELEASE(_textureCopy);
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glDeleteFramebuffers(1, &_FBO);
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if (_depthRenderBufffer)
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{
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glDeleteRenderbuffers(1, &_depthRenderBufffer);
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}
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CC_SAFE_DELETE(_UITextureImage);
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}
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void RenderTexture::listenToBackground(EventCustom *event)
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{
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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CC_SAFE_DELETE(_UITextureImage);
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// to get the rendered texture data
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_UITextureImage = newImage(false);
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if (_UITextureImage)
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{
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const Size& s = _texture->getContentSizeInPixels();
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VolatileTextureMgr::addDataTexture(_texture, _UITextureImage->getData(), s.width * s.height * 4, Texture2D::PixelFormat::RGBA8888, s);
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if ( _textureCopy )
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{
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VolatileTextureMgr::addDataTexture(_textureCopy, _UITextureImage->getData(), s.width * s.height * 4, Texture2D::PixelFormat::RGBA8888, s);
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}
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}
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else
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{
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CCLOG("Cache rendertexture failed!");
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}
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glDeleteFramebuffers(1, &_FBO);
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_FBO = 0;
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#endif
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}
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void RenderTexture::listenToForeground(EventCustom *event)
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{
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#if CC_ENABLE_CACHE_TEXTURE_DATA
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// -- regenerate frame buffer object and attach the texture
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
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glGenFramebuffers(1, &_FBO);
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glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
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_texture->setAliasTexParameters();
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if ( _textureCopy )
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{
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_textureCopy->setAliasTexParameters();
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}
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
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glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
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#endif
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}
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RenderTexture * RenderTexture::create(int w, int h, Texture2D::PixelFormat eFormat)
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{
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RenderTexture *ret = new RenderTexture();
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if(ret && ret->initWithWidthAndHeight(w, h, eFormat))
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{
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ret->autorelease();
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return ret;
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}
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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RenderTexture * RenderTexture::create(int w ,int h, Texture2D::PixelFormat eFormat, GLuint uDepthStencilFormat)
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{
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RenderTexture *ret = new RenderTexture();
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if(ret && ret->initWithWidthAndHeight(w, h, eFormat, uDepthStencilFormat))
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{
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ret->autorelease();
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return ret;
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}
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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RenderTexture * RenderTexture::create(int w, int h)
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{
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RenderTexture *ret = new RenderTexture();
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if(ret && ret->initWithWidthAndHeight(w, h, Texture2D::PixelFormat::RGBA8888, 0))
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{
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ret->autorelease();
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return ret;
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}
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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bool RenderTexture::initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat eFormat)
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{
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return initWithWidthAndHeight(w, h, eFormat, 0);
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}
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bool RenderTexture::initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)
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{
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CCASSERT(format != Texture2D::PixelFormat::A8, "only RGB and RGBA formats are valid for a render texture");
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bool ret = false;
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void *data = nullptr;
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do
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{
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w = (int)(w * CC_CONTENT_SCALE_FACTOR());
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h = (int)(h * CC_CONTENT_SCALE_FACTOR());
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
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// textures must be power of two squared
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int powW = 0;
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int powH = 0;
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if (Configuration::getInstance()->supportsNPOT())
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{
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powW = w;
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powH = h;
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}
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else
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{
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powW = ccNextPOT(w);
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powH = ccNextPOT(h);
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}
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auto dataLen = powW * powH * 4;
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data = malloc(dataLen);
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CC_BREAK_IF(! data);
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memset(data, 0, dataLen);
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_pixelFormat = format;
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_texture = new Texture2D();
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if (_texture)
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{
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_texture->initWithData(data, dataLen, (Texture2D::PixelFormat)_pixelFormat, powW, powH, Size((float)w, (float)h));
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}
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else
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{
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break;
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}
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GLint oldRBO;
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glGetIntegerv(GL_RENDERBUFFER_BINDING, &oldRBO);
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if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
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{
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_textureCopy = new Texture2D();
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if (_textureCopy)
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{
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_textureCopy->initWithData(data, dataLen, (Texture2D::PixelFormat)_pixelFormat, powW, powH, Size((float)w, (float)h));
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}
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else
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{
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break;
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}
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}
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// generate FBO
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glGenFramebuffers(1, &_FBO);
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glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
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// associate texture with FBO
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
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if (depthStencilFormat != 0)
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{
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//create and attach depth buffer
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glGenRenderbuffers(1, &_depthRenderBufffer);
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glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderBufffer);
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glRenderbufferStorage(GL_RENDERBUFFER, depthStencilFormat, (GLsizei)powW, (GLsizei)powH);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBufffer);
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// if depth format is the one with stencil part, bind same render buffer as stencil attachment
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if (depthStencilFormat == GL_DEPTH24_STENCIL8)
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{
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBufffer);
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}
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}
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// check if it worked (probably worth doing :) )
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CCASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Could not attach texture to framebuffer");
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_texture->setAliasTexParameters();
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// retained
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setSprite(Sprite::createWithTexture(_texture));
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_texture->release();
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_sprite->setScaleY(-1);
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_sprite->setBlendFunc( BlendFunc::ALPHA_PREMULTIPLIED );
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glBindRenderbuffer(GL_RENDERBUFFER, oldRBO);
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glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
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// Diabled by default.
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_autoDraw = false;
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// add sprite for backward compatibility
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addChild(_sprite);
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ret = true;
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} while (0);
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CC_SAFE_FREE(data);
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return ret;
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}
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void RenderTexture::beginWithClear(float r, float g, float b, float a)
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{
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beginWithClear(r, g, b, a, 0, 0, GL_COLOR_BUFFER_BIT);
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}
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void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue)
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{
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beginWithClear(r, g, b, a, depthValue, 0, GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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}
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void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue)
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{
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beginWithClear(r, g, b, a, depthValue, stencilValue, GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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}
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void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags)
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{
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setClearColor(Color4F(r, g, b, a));
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setClearDepth(depthValue);
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setClearStencil(stencilValue);
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setClearFlags(flags);
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this->begin();
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//clear screen
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_beginWithClearCommand.init(0, _vertexZ);
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_beginWithClearCommand.func = CC_CALLBACK_0(RenderTexture::onClear, this);
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Director::getInstance()->getRenderer()->addCommand(&_beginWithClearCommand);
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}
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//TODO find a better way to clear the screen, there is no need to rebind render buffer there.
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void RenderTexture::clear(float r, float g, float b, float a)
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{
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this->beginWithClear(r, g, b, a);
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this->end();
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}
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void RenderTexture::clearDepth(float depthValue)
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{
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setClearDepth(depthValue);
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this->begin();
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_clearDepthCommand.init(0, _vertexZ);
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_clearDepthCommand.func = CC_CALLBACK_0(RenderTexture::onClearDepth, this);
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Director::getInstance()->getRenderer()->addCommand(&_clearDepthCommand);
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this->end();
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}
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void RenderTexture::clearStencil(int stencilValue)
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{
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// save old stencil value
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int stencilClearValue;
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glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilClearValue);
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glClearStencil(stencilValue);
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glClear(GL_STENCIL_BUFFER_BIT);
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// restore clear color
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glClearStencil(stencilClearValue);
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}
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void RenderTexture::visit()
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{
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// override visit.
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// Don't call visit on its children
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if (!_visible)
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{
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return;
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}
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kmGLPushMatrix();
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transform();
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_sprite->visit();
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draw();
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kmGLPopMatrix();
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_orderOfArrival = 0;
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}
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bool RenderTexture::saveToFile(const std::string& filename)
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{
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bool ret = false;
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Image *image = newImage(true);
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if (image)
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{
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ret = image->saveToFile(filename);
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}
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CC_SAFE_DELETE(image);
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return ret;
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}
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bool RenderTexture::saveToFile(const std::string& fileName, Image::Format format)
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{
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bool ret = false;
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CCASSERT(format == Image::Format::JPG || format == Image::Format::PNG,
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"the image can only be saved as JPG or PNG format");
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Image *image = newImage(true);
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if (image)
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{
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std::string fullpath = FileUtils::getInstance()->getWritablePath() + fileName;
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ret = image->saveToFile(fullpath.c_str(), true);
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}
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CC_SAFE_DELETE(image);
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return ret;
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}
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/* get buffer as Image */
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Image* RenderTexture::newImage(bool fliimage)
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{
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CCASSERT(_pixelFormat == Texture2D::PixelFormat::RGBA8888, "only RGBA8888 can be saved as image");
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if (nullptr == _texture)
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{
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return nullptr;
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}
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const Size& s = _texture->getContentSizeInPixels();
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// to get the image size to save
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// if the saving image domain exceeds the buffer texture domain,
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// it should be cut
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int savedBufferWidth = (int)s.width;
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int savedBufferHeight = (int)s.height;
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GLubyte *buffer = nullptr;
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GLubyte *tempData = nullptr;
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Image *image = new Image();
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do
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{
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CC_BREAK_IF(! (buffer = new GLubyte[savedBufferWidth * savedBufferHeight * 4]));
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if(! (tempData = new GLubyte[savedBufferWidth * savedBufferHeight * 4]))
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{
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delete[] buffer;
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buffer = nullptr;
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break;
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}
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this->begin();
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(0,0,savedBufferWidth, savedBufferHeight,GL_RGBA,GL_UNSIGNED_BYTE, tempData);
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this->end();
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if ( fliimage ) // -- flip is only required when saving image to file
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{
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// to get the actual texture data
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// #640 the image read from rendertexture is dirty
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for (int i = 0; i < savedBufferHeight; ++i)
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{
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memcpy(&buffer[i * savedBufferWidth * 4],
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&tempData[(savedBufferHeight - i - 1) * savedBufferWidth * 4],
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savedBufferWidth * 4);
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}
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image->initWithRawData(buffer, savedBufferWidth * savedBufferHeight * 4, savedBufferWidth, savedBufferHeight, 8);
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}
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else
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{
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image->initWithRawData(tempData, savedBufferWidth * savedBufferHeight * 4, savedBufferWidth, savedBufferHeight, 8);
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}
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} while (0);
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CC_SAFE_DELETE_ARRAY(buffer);
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CC_SAFE_DELETE_ARRAY(tempData);
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return image;
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}
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void RenderTexture::onBegin()
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{
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//
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kmGLGetMatrix(KM_GL_PROJECTION, &_oldProjMatrix);
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kmGLMatrixMode(KM_GL_PROJECTION);
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kmGLLoadMatrix(&_projectionMatrix);
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kmGLGetMatrix(KM_GL_MODELVIEW, &_oldTransMatrix);
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kmGLMatrixMode(KM_GL_MODELVIEW);
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kmGLLoadMatrix(&_transformMatrix);
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Director *director = Director::getInstance();
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director->setProjection(director->getProjection());
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const Size& texSize = _texture->getContentSizeInPixels();
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// Calculate the adjustment ratios based on the old and new projections
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Size size = director->getWinSizeInPixels();
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float widthRatio = size.width / texSize.width;
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float heightRatio = size.height / texSize.height;
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// Adjust the orthographic projection and viewport
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glViewport(0, 0, (GLsizei)size.width, (GLsizei)size.height);
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kmMat4 orthoMatrix;
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kmMat4OrthographicProjection(&orthoMatrix, (float)-1.0 / widthRatio, (float)1.0 / widthRatio,
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(float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1,1 );
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kmGLMultMatrix(&orthoMatrix);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
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//TODO move this to configration, so we don't check it every time
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/* Certain Qualcomm Andreno gpu's will retain data in memory after a frame buffer switch which corrupts the render to the texture. The solution is to clear the frame buffer before rendering to the texture. However, calling glClear has the unintended result of clearing the current texture. Create a temporary texture to overcome this. At the end of RenderTexture::begin(), switch the attached texture to the second one, call glClear, and then switch back to the original texture. This solution is unnecessary for other devices as they don't have the same issue with switching frame buffers.
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*/
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if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
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{
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// -- bind a temporary texture so we can clear the render buffer without losing our texture
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _textureCopy->getName(), 0);
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CHECK_GL_ERROR_DEBUG();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
|
|
}
|
|
}
|
|
|
|
void RenderTexture::onEnd()
|
|
{
|
|
Director *director = Director::getInstance();
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
|
|
|
|
// restore viewport
|
|
director->setViewport();
|
|
|
|
//
|
|
kmGLMatrixMode(KM_GL_PROJECTION);
|
|
kmGLLoadMatrix(&_oldProjMatrix);
|
|
|
|
kmGLMatrixMode(KM_GL_MODELVIEW);
|
|
kmGLLoadMatrix(&_oldTransMatrix);
|
|
}
|
|
|
|
void RenderTexture::onClear()
|
|
{
|
|
// save clear color
|
|
GLfloat oldClearColor[4] = {0.0f};
|
|
GLfloat oldDepthClearValue = 0.0f;
|
|
GLint oldStencilClearValue = 0;
|
|
|
|
// backup and set
|
|
if (_clearFlags & GL_COLOR_BUFFER_BIT)
|
|
{
|
|
glGetFloatv(GL_COLOR_CLEAR_VALUE, oldClearColor);
|
|
glClearColor(_clearColor.r, _clearColor.g, _clearColor.b, _clearColor.a);
|
|
}
|
|
|
|
if (_clearFlags & GL_DEPTH_BUFFER_BIT)
|
|
{
|
|
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &oldDepthClearValue);
|
|
glClearDepth(_clearDepth);
|
|
}
|
|
|
|
if (_clearFlags & GL_STENCIL_BUFFER_BIT)
|
|
{
|
|
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &oldStencilClearValue);
|
|
glClearStencil(_clearStencil);
|
|
}
|
|
|
|
// clear
|
|
glClear(_clearFlags);
|
|
|
|
// restore
|
|
if (_clearFlags & GL_COLOR_BUFFER_BIT)
|
|
{
|
|
glClearColor(oldClearColor[0], oldClearColor[1], oldClearColor[2], oldClearColor[3]);
|
|
}
|
|
if (_clearFlags & GL_DEPTH_BUFFER_BIT)
|
|
{
|
|
glClearDepth(oldDepthClearValue);
|
|
}
|
|
if (_clearFlags & GL_STENCIL_BUFFER_BIT)
|
|
{
|
|
glClearStencil(oldStencilClearValue);
|
|
}
|
|
}
|
|
|
|
void RenderTexture::onClearDepth()
|
|
{
|
|
//! save old depth value
|
|
GLfloat depthClearValue;
|
|
glGetFloatv(GL_DEPTH_CLEAR_VALUE, &depthClearValue);
|
|
|
|
glClearDepth(_clearDepth);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
// restore clear color
|
|
glClearDepth(depthClearValue);
|
|
}
|
|
|
|
void RenderTexture::draw()
|
|
{
|
|
if (_autoDraw)
|
|
{
|
|
//Begin will create a render group using new render target
|
|
begin();
|
|
|
|
//clear screen
|
|
_clearCommand.init(0, _vertexZ);
|
|
_clearCommand.func = CC_CALLBACK_0(RenderTexture::onClear, this);
|
|
Director::getInstance()->getRenderer()->addCommand(&_clearCommand);
|
|
|
|
//! make sure all children are drawn
|
|
sortAllChildren();
|
|
|
|
for(const auto &child: _children)
|
|
{
|
|
if (child != _sprite)
|
|
child->visit();
|
|
}
|
|
|
|
//End will pop the current render group
|
|
end();
|
|
}
|
|
}
|
|
|
|
void RenderTexture::begin()
|
|
{
|
|
kmGLMatrixMode(KM_GL_PROJECTION);
|
|
kmGLPushMatrix();
|
|
kmGLGetMatrix(KM_GL_PROJECTION, &_projectionMatrix);
|
|
|
|
kmGLMatrixMode(KM_GL_MODELVIEW);
|
|
kmGLPushMatrix();
|
|
kmGLGetMatrix(KM_GL_MODELVIEW, &_transformMatrix);
|
|
|
|
Director *director = Director::getInstance();
|
|
director->setProjection(director->getProjection());
|
|
|
|
const Size& texSize = _texture->getContentSizeInPixels();
|
|
|
|
// Calculate the adjustment ratios based on the old and new projections
|
|
Size size = director->getWinSizeInPixels();
|
|
float widthRatio = size.width / texSize.width;
|
|
float heightRatio = size.height / texSize.height;
|
|
|
|
kmMat4 orthoMatrix;
|
|
kmMat4OrthographicProjection(&orthoMatrix, (float)-1.0 / widthRatio, (float)1.0 / widthRatio,
|
|
(float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1,1 );
|
|
kmGLMultMatrix(&orthoMatrix);
|
|
|
|
_groupCommand.init(0, _vertexZ);
|
|
|
|
Renderer *renderer = Director::getInstance()->getRenderer();
|
|
renderer->addCommand(&_groupCommand);
|
|
renderer->pushGroup(_groupCommand.getRenderQueueID());
|
|
|
|
_beginCommand.init(0, _vertexZ);
|
|
_beginCommand.func = CC_CALLBACK_0(RenderTexture::onBegin, this);
|
|
|
|
Director::getInstance()->getRenderer()->addCommand(&_beginCommand);
|
|
}
|
|
|
|
void RenderTexture::end()
|
|
{
|
|
_endCommand.init(0, _vertexZ);
|
|
_endCommand.func = CC_CALLBACK_0(RenderTexture::onEnd, this);
|
|
|
|
Renderer *renderer = Director::getInstance()->getRenderer();
|
|
renderer->addCommand(&_endCommand);
|
|
renderer->popGroup();
|
|
|
|
kmGLMatrixMode(KM_GL_PROJECTION);
|
|
kmGLPopMatrix();
|
|
|
|
kmGLMatrixMode(KM_GL_MODELVIEW);
|
|
kmGLPopMatrix();
|
|
}
|
|
|
|
NS_CC_END
|