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- /****************************************************************************
- Copyright (c) 2009 Jason Booth
- Copyright (c) 2010-2012 cocos2d-x.org
- Copyright (c) 2013-2016 Chukong Technologies Inc.
- Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
- http://www.cocos2d-x.org
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #ifndef __CCRENDER_TEXTURE_H__
- #define __CCRENDER_TEXTURE_H__
- #include "2d/CCNode.h"
- #include "2d/CCSprite.h"
- #include "platform/CCImage.h"
- #include "renderer/CCGroupCommand.h"
- #include "renderer/CCCustomCommand.h"
- NS_CC_BEGIN
- class EventCustom;
- /**
- * @addtogroup _2d
- * @{
- */
- /**
- * @brief RenderTexture is a generic rendering target. To render things into it,
- * simply construct a render target, call begin on it, call visit on any cocos
- * scenes or objects to render them, and call end. For convenience, render texture
- * adds a sprite as it's display child with the results, so you can simply add
- * the render texture to your scene and treat it like any other CocosNode.
- * There are also functions for saving the render texture to disk in PNG or JPG format.
- * @since v0.8.1
- */
- class CC_DLL RenderTexture : public Node
- {
- public:
- /** Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format.
- *
- * @param w The RenderTexture object width.
- * @param h The RenderTexture object height.
- * @param format In Points and a pixel format( only RGB and RGBA formats are valid ).
- * @param depthStencilFormat The depthStencil format.
- */
- static RenderTexture * create(int w ,int h, Texture2D::PixelFormat format, GLuint depthStencilFormat);
- /** Creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid.
- *
- * @param w The RenderTexture object width.
- * @param h The RenderTexture object height.
- * @param format In Points and a pixel format( only RGB and RGBA formats are valid ).
- */
- static RenderTexture * create(int w, int h, Texture2D::PixelFormat format);
- /** Creates a RenderTexture object with width and height in Points, pixel format is RGBA8888.
- *
- * @param w The RenderTexture object width.
- * @param h The RenderTexture object height.
- */
- static RenderTexture * create(int w, int h);
- /** Starts grabbing. */
- virtual void begin();
- /** Starts rendering to the texture while clearing the texture first.
- * This is more efficient then calling -clear first and then -begin.
- *
- * @param r Red.
- * @param g Green.
- * @param b Blue.
- * @param a Alpha.
- */
- virtual void beginWithClear(float r, float g, float b, float a);
- /** Starts rendering to the texture while clearing the texture first.
- * This is more efficient then calling -clear first and then -begin.
- *
- * @param r Red.
- * @param g Green.
- * @param b Blue.
- * @param a Alpha.
- * @param depthValue The depth Value.
- */
- virtual void beginWithClear(float r, float g, float b, float a, float depthValue);
- /** Starts rendering to the texture while clearing the texture first.
- * This is more efficient then calling -clear first and then -begin.
- *
- * @param r Red.
- * @param g Green.
- * @param b Blue.
- * @param a Alpha.
- * @param depthValue A specified depth value.
- * @param stencilValue A specified stencil value.
- */
- virtual void beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue);
- /** Ends grabbing.
- * @lua endToLua
- */
- virtual void end();
- /** Clears the texture with a color.
- *
- * @param r Red.
- * @param g Green.
- * @param b Blue.
- * @param a Alpha.
- */
- void clear(float r, float g, float b, float a);
- /** Clears the texture with a specified depth value.
- *
- * @param depthValue A specified depth value.
- */
- virtual void clearDepth(float depthValue);
- /** Clears the texture with a specified stencil value.
- *
- * @param stencilValue A specified stencil value.
- */
- virtual void clearStencil(int stencilValue);
-
- /* Creates a new Image from with the texture's data.
- * Caller is responsible for releasing it by calling delete.
- *
- * @param flipImage Whether or not to flip image.
- * @return An image.
- * @js NA
- */
- Image* newImage(bool flipImage = true);
-
- CC_DEPRECATED_ATTRIBUTE Image* newCCImage(bool flipImage = true) { return newImage(flipImage); };
- /** Saves the texture into a file using JPEG format. The file will be saved in the Documents folder.
- * Returns true if the operation is successful.
- *
- * @param filename The file name.
- * @param isRGBA The file is RGBA or not.
- * @param callback When the file is save finished,it will callback this function.
- * @return Returns true if the operation is successful.
- */
- bool saveToFile(const std::string& filename, bool isRGBA = true, std::function<void (RenderTexture*, const std::string&)> callback = nullptr);
- /** saves the texture into a file. The format could be JPG or PNG. The file will be saved in the Documents folder.
- Returns true if the operation is successful.
- * Notes: since v3.x, saveToFile will generate a custom command, which will be called in the following render->render().
- * So if this function is called in a event handler, the actual save file will be called in the next frame. If we switch to a different scene, the game will crash.
- * To solve this, add Director::getInstance()->getRenderer()->render(); after this function.
- *
- * @param filename The file name.
- * @param format The image format.
- * @param isRGBA The file is RGBA or not.
- * @param callback When the file is save finished,it will callback this function.
- * @return Returns true if the operation is successful.
- */
- bool saveToFile(const std::string& filename, Image::Format format, bool isRGBA = true, std::function<void (RenderTexture*, const std::string&)> callback = nullptr);
-
- /** Listen "come to background" message, and save render texture.
- * It only has effect on Android.
- *
- * @param event Event Custom.
- */
- void listenToBackground(EventCustom *event);
-
- /** Listen "come to foreground" message and restore the frame buffer object.
- * It only has effect on Android.
- *
- * @param event Event Custom.
- */
- void listenToForeground(EventCustom *event);
-
- /** Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. They can be OR'ed. Valid when "autoDraw" is true.
- *
- * @return Clear flags.
- */
- unsigned int getClearFlags() const { return _clearFlags; }
-
- /** Set flags.
- *
- * @param clearFlags Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT.
- */
- void setClearFlags(unsigned int clearFlags) { _clearFlags = clearFlags; }
-
- /** Clear color value. Valid only when "autoDraw" is true.
- *
- * @return Color value.
- */
- const Color4F& getClearColor() const { return _clearColor; }
-
- /** Set color value.
- *
- * @param clearColor Color value.
- */
- void setClearColor(const Color4F &clearColor) { _clearColor = clearColor; }
-
- /** Value for clearDepth. Valid only when "autoDraw" is true.
- *
- * @return Value for clearDepth.
- */
- float getClearDepth() const { return _clearDepth; }
-
- /** Set Value for clearDepth.
- *
- * @param clearDepth Value for clearDepth.
- */
- void setClearDepth(float clearDepth) { _clearDepth = clearDepth; }
-
- /** Value for clear Stencil. Valid only when "autoDraw" is true.
- *
- * @return Value for clear Stencil.
- */
- int getClearStencil() const { return _clearStencil; }
-
- /** Set Value for clear Stencil.
- *
- * @param clearStencil Value for clear Stencil.
- */
- void setClearStencil(int clearStencil) { _clearStencil = clearStencil; }
-
- /** When enabled, it will render its children into the texture automatically. Disabled by default for compatibility reasons.
- * Will be enabled in the future.
- *
- * @return Return the autoDraw value.
- */
- bool isAutoDraw() const { return _autoDraw; }
-
- /** Set a valve to control whether or not render its children into the texture automatically.
- *
- * @param isAutoDraw Whether or not render its children into the texture automatically.
- */
- void setAutoDraw(bool isAutoDraw) { _autoDraw = isAutoDraw; }
- /** Gets the Sprite being used.
- *
- * @return A Sprite.
- */
- Sprite* getSprite() const { return _sprite; }
-
- /** Sets the Sprite being used.
- *
- * @param sprite A Sprite.
- */
- void setSprite(Sprite* sprite);
-
- // Overrides
- virtual void visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override;
- virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
- /** Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.
- *
- * @param keepMatrix Whether or not use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.
- * @js NA
- */
- void setKeepMatrix(bool keepMatrix);
- /**Used for grab part of screen to a texture.
- * @param rtBegin The position of renderTexture on the fullRect.
- * @param fullRect The total size of screen.
- * @param fullViewport The total viewportSize.
- */
- void setVirtualViewport(const Vec2& rtBegin, const Rect& fullRect, const Rect& fullViewport);
- public:
- /** FIXME: should be protected.
- * but due to a bug in PowerVR + Android,
- * the constructor is public again.
- * @js ctor
- */
- RenderTexture();
- /**
- * @js NA
- * @lua NA
- */
- virtual ~RenderTexture();
- /** Initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid.
- *
- * @param w The RenderTexture object width.
- * @param h The RenderTexture object height.
- * @param format In Points and a pixel format( only RGB and RGBA formats are valid ).
- * @return If succeed, it will return true.
- */
- bool initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat format);
- /** Initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format.
- *
- * @param w The RenderTexture object width.
- * @param h The RenderTexture object height.
- * @param format In Points and a pixel format( only RGB and RGBA formats are valid ).
- * @param depthStencilFormat The depthStencil format.
- * @return If succeed, it will return true.
- */
- bool initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat);
- protected:
- virtual void beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags);
-
- //flags: whether generate new modelView and projection matrix or not
- bool _keepMatrix;
- Rect _rtTextureRect;
- Rect _fullRect;
- Rect _fullviewPort;
-
- GLuint _FBO;
- GLuint _depthRenderBuffer;
- GLuint _stencilRenderBuffer;
- GLint _oldFBO;
- Texture2D* _texture;
- Texture2D* _textureCopy; // a copy of _texture
- Image* _UITextureImage;
- Texture2D::PixelFormat _pixelFormat;
- GLuint _depthAndStencilFormat;
-
- // code for "auto" update
- GLbitfield _clearFlags;
- Color4F _clearColor;
- GLclampf _clearDepth;
- GLint _clearStencil;
- bool _autoDraw;
- /** The Sprite being used.
- The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA.
- The blending function can be changed in runtime by calling:
- - renderTexture->getSprite()->setBlendFunc((BlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA});
- */
- Sprite* _sprite;
-
- GroupCommand _groupCommand;
- CustomCommand _beginWithClearCommand;
- CustomCommand _clearDepthCommand;
- CustomCommand _clearCommand;
- CustomCommand _beginCommand;
- CustomCommand _endCommand;
- /*this command is used to encapsulate saveToFile,
- call saveToFile twice will overwrite this command and callback
- and the command and callback will be executed twice.
- */
- CustomCommand _saveToFileCommand;
- std::function<void (RenderTexture*, const std::string&)> _saveFileCallback;
- protected:
- //renderer caches and callbacks
- void onBegin();
- void onEnd();
- void onClear();
- void onClearDepth();
- void onSaveToFile(const std::string& fileName, bool isRGBA = true);
- void setupDepthAndStencil(int powW, int powH);
-
- Mat4 _oldTransMatrix, _oldProjMatrix;
- Mat4 _transformMatrix, _projectionMatrix;
- private:
- CC_DISALLOW_COPY_AND_ASSIGN(RenderTexture);
- };
- // end of textures group
- /// @}
- NS_CC_END
- #endif //__CCRENDER_TEXTURE_H__
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