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Sprite3D with RenderTexture workaround - example - Cocos2d-x 3.11.1
#include "AppDelegate.h"
#include "HelloWorldScene.h"
USING_NS_CC;
AppDelegate::AppDelegate() {}
AppDelegate::~AppDelegate() {}
void AppDelegate::initGLContextAttrs()
{
// set OpenGL context attributes: red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
static int register_all_packages()
{
return 0; //flag for packages manager
}
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect("CocosVanilla311", cocos2d::Rect(0, 0, 1280, 720));
#else
glview = GLViewImpl::create("CocosVanilla311");
#endif
director->setOpenGLView(glview);
}
director->setDisplayStats(true);
director->setAnimationInterval(1.0f / 60);
glview->setDesignResolutionSize(1280, 720, ResolutionPolicy::NO_BORDER);
auto frameSize = glview->getFrameSize();
register_all_packages();
auto scene = HelloWorld::createScene();
director->runWithScene(scene);
return true;
}
void AppDelegate::applicationDidEnterBackground() {
Director::getInstance()->stopAnimation();
}
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();
}
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "cocos2d.h"
/**
@brief The cocos2d Application.
Private inheritance here hides part of interface from Director.
*/
class AppDelegate : private cocos2d::Application
{
public:
AppDelegate();
virtual ~AppDelegate();
virtual void initGLContextAttrs();
/**
@brief Implement Director and Scene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
virtual bool applicationDidFinishLaunching();
/**
@brief Called when the application moves to the background
@param the pointer of the application
*/
virtual void applicationDidEnterBackground();
/**
@brief Called when the application reenters the foreground
@param the pointer of the application
*/
virtual void applicationWillEnterForeground();
};
#endif // _APP_DELEGATE_H_
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
USING_NS_CC;
Scene* HelloWorld::createScene()
{
auto scene = Scene::create();
auto layer = HelloWorld::create();
scene->addChild(layer);
return scene;
}
bool HelloWorld::init() {
if (!Layer::init() ) return false;
auto visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
// Ship - Model is from cocos2d-x test project
ship3D = Sprite3D::create("boss.c3b");
ship3D->setScale(17);
ship3D->setRotation3D(Vec3(180,45,0));
ship3D->setPosition(Vec2(1280/4 + origin.x, visibleSize.height/2 + origin.y));
addChild(ship3D, 1);
ship3D->setForce2DQueue(true); // required, this put the ship in the same render queue as the RenderTextures
// Rotate Ship
auto spin = RotateBy::create(4, Vec3(0,180,0));
auto repeatspin = RepeatForever::create(spin);
ship3D->runAction(repeatspin);
// RenderTextures
renderTexDefault = RenderTexture::create(1280, 720, Texture2D::PixelFormat::RGBA8888);
addChild(renderTexDefault);
renderTexDefault->setPosition(1280/4 * 3, 720/2);
renderTexDefault->setKeepMatrix(true); // required
renderTexWithBuffer = RenderTexture::create(1280, 720, Texture2D::PixelFormat::RGBA8888, GL_DEPTH24_STENCIL8);
addChild(renderTexWithBuffer);
renderTexWithBuffer->setPosition(1280/4 * 4, 720/2);
renderTexWithBuffer->setKeepMatrix(true); // required
// Update
scheduleUpdate();
// Labels
auto label = Label::createWithTTF("Sprite3D with RenderTextures in Cocos2d-x 3.11.1", "fonts/arial.ttf", 24);
label->setPosition(Vec2(origin.x + visibleSize.width/2, origin.y + visibleSize.height - label->getContentSize().height));
this->addChild(label, 1);
auto label1 = Label::createWithTTF("Normal Sprite3D\n\n", "fonts/arial.ttf", 24);
label1->setPosition(Vec2(1280/4 * 1, 100));
this->addChild(label1, 1);
auto label2 = Label::createWithTTF("RenderTexture\nDefault - No depth buffer\n", "fonts/arial.ttf", 24);
label2->setPosition(Vec2(1280/4 * 2, 100));
this->addChild(label2, 1);
auto label3 = Label::createWithTTF("RenderTexture\nGL_DEPTH24_STENCIL8\n+ RenderTexture.cpp changes", "fonts/arial.ttf", 24);
label3->setPosition(Vec2(1280/4 * 3, 100));
this->addChild(label3, 1);
return true;
}
void HelloWorld::update(float delta)
{
renderTexDefault->beginWithClear(0, 0, 0, 0, 1);
ship3D->visit(Director::getInstance()->getRenderer(), Mat4::IDENTITY, 0);
renderTexDefault->end();
renderTexWithBuffer->beginWithClear(0, 0, 0, 0, 1); // required, must set depth to 1.0f
ship3D->visit(Director::getInstance()->getRenderer(), Mat4::IDENTITY, 0);
renderTexWithBuffer->end();
}
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
CREATE_FUNC(HelloWorld);
cocos2d::Sprite3D *ship3D;
cocos2d::RenderTexture *renderTexDefault;
cocos2d::RenderTexture *renderTexWithBuffer;
int frame;
void update(float delta);
};
#endif // __HELLOWORLD_SCENE_H__
/****************************************************************************
Copyright (c) 2009 Jason Booth
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
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.
****************************************************************************/
#include "2d/CCRenderTexture.h"
#include "base/ccUtils.h"
#include "platform/CCFileUtils.h"
#include "base/CCEventType.h"
#include "base/CCConfiguration.h"
#include "base/CCDirector.h"
#include "base/CCEventListenerCustom.h"
#include "base/CCEventDispatcher.h"
#include "renderer/CCRenderer.h"
#include "2d/CCCamera.h"
#include "renderer/CCTextureCache.h"
NS_CC_BEGIN
// implementation RenderTexture
RenderTexture::RenderTexture()
: _keepMatrix(false)
, _rtTextureRect(Rect::ZERO)
, _fullRect(Rect::ZERO)
, _fullviewPort(Rect::ZERO)
, _FBO(0)
, _depthRenderBufffer(0)
, _stencilRenderBufffer(0)
, _oldFBO(0)
, _texture(0)
, _textureCopy(0)
, _UITextureImage(nullptr)
, _pixelFormat(Texture2D::PixelFormat::RGBA8888)
, _clearFlags(0)
, _clearColor(Color4F(0,0,0,0))
, _clearDepth(0.0f)
, _clearStencil(0)
, _autoDraw(false)
, _sprite(nullptr)
, _saveFileCallback(nullptr)
{
#if CC_ENABLE_CACHE_TEXTURE_DATA
// Listen this event to save render texture before come to background.
// Then it can be restored after coming to foreground on Android.
auto toBackgroundListener = EventListenerCustom::create(EVENT_COME_TO_BACKGROUND, CC_CALLBACK_1(RenderTexture::listenToBackground, this));
_eventDispatcher->addEventListenerWithSceneGraphPriority(toBackgroundListener, this);
auto toForegroundListener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, CC_CALLBACK_1(RenderTexture::listenToForeground, this));
_eventDispatcher->addEventListenerWithSceneGraphPriority(toForegroundListener, this);
#endif
}
RenderTexture::~RenderTexture()
{
CC_SAFE_RELEASE(_sprite);
CC_SAFE_RELEASE(_textureCopy);
glDeleteFramebuffers(1, &_FBO);
if (_depthRenderBufffer)
{
glDeleteRenderbuffers(1, &_depthRenderBufffer);
}
if (_stencilRenderBufffer)
{
glDeleteRenderbuffers(1, &_stencilRenderBufffer);
}
CC_SAFE_DELETE(_UITextureImage);
}
void RenderTexture::listenToBackground(EventCustom *event)
{
// We have not found a way to dispatch the enter background message before the texture data are destroyed.
// So we disable this pair of message handler at present.
#if CC_ENABLE_CACHE_TEXTURE_DATA
CC_SAFE_DELETE(_UITextureImage);
// to get the rendered texture data
_UITextureImage = newImage(false);
if (_UITextureImage)
{
const Size& s = _texture->getContentSizeInPixels();
VolatileTextureMgr::addDataTexture(_texture, _UITextureImage->getData(), s.width * s.height * 4, Texture2D::PixelFormat::RGBA8888, s);
if ( _textureCopy )
{
VolatileTextureMgr::addDataTexture(_textureCopy, _UITextureImage->getData(), s.width * s.height * 4, Texture2D::PixelFormat::RGBA8888, s);
}
}
else
{
CCLOG("Cache rendertexture failed!");
}
glDeleteFramebuffers(1, &_FBO);
_FBO = 0;
#endif
}
void RenderTexture::listenToForeground(EventCustom *event)
{
#if CC_ENABLE_CACHE_TEXTURE_DATA
// -- regenerate frame buffer object and attach the texture
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
glGenFramebuffers(1, &_FBO);
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
_texture->setAliasTexParameters();
if ( _textureCopy )
{
_textureCopy->setAliasTexParameters();
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
#endif
}
RenderTexture * RenderTexture::create(int w, int h, Texture2D::PixelFormat eFormat)
{
RenderTexture *ret = new (std::nothrow) RenderTexture();
if(ret && ret->initWithWidthAndHeight(w, h, eFormat))
{
ret->autorelease();
return ret;
}
CC_SAFE_DELETE(ret);
return nullptr;
}
RenderTexture * RenderTexture::create(int w ,int h, Texture2D::PixelFormat eFormat, GLuint uDepthStencilFormat)
{
RenderTexture *ret = new (std::nothrow) RenderTexture();
if(ret && ret->initWithWidthAndHeight(w, h, eFormat, uDepthStencilFormat))
{
ret->autorelease();
return ret;
}
CC_SAFE_DELETE(ret);
return nullptr;
}
RenderTexture * RenderTexture::create(int w, int h)
{
RenderTexture *ret = new (std::nothrow) RenderTexture();
if(ret && ret->initWithWidthAndHeight(w, h, Texture2D::PixelFormat::RGBA8888, 0))
{
ret->autorelease();
return ret;
}
CC_SAFE_DELETE(ret);
return nullptr;
}
bool RenderTexture::initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat eFormat)
{
return initWithWidthAndHeight(w, h, eFormat, 0);
}
bool RenderTexture::initWithWidthAndHeight(int w, int h, Texture2D::PixelFormat format, GLuint depthStencilFormat)
{
CCASSERT(format != Texture2D::PixelFormat::A8, "only RGB and RGBA formats are valid for a render texture");
bool ret = false;
void *data = nullptr;
do
{
_fullRect = _rtTextureRect = Rect(0,0,w,h);
//Size size = Director::getInstance()->getWinSizeInPixels();
//_fullviewPort = Rect(0,0,size.width,size.height);
w = (int)(w * CC_CONTENT_SCALE_FACTOR());
h = (int)(h * CC_CONTENT_SCALE_FACTOR());
_fullviewPort = Rect(0,0,w,h);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
// textures must be power of two squared
int powW = 0;
int powH = 0;
if (Configuration::getInstance()->supportsNPOT())
{
powW = w;
powH = h;
}
else
{
powW = ccNextPOT(w);
powH = ccNextPOT(h);
}
auto dataLen = powW * powH * 4;
data = malloc(dataLen);
CC_BREAK_IF(! data);
memset(data, 0, dataLen);
_pixelFormat = format;
_texture = new (std::nothrow) Texture2D();
if (_texture)
{
_texture->initWithData(data, dataLen, (Texture2D::PixelFormat)_pixelFormat, powW, powH, Size((float)w, (float)h));
}
else
{
break;
}
GLint oldRBO;
glGetIntegerv(GL_RENDERBUFFER_BINDING, &oldRBO);
if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
{
_textureCopy = new (std::nothrow) Texture2D();
if (_textureCopy)
{
_textureCopy->initWithData(data, dataLen, (Texture2D::PixelFormat)_pixelFormat, powW, powH, Size((float)w, (float)h));
}
else
{
break;
}
}
// generate FBO
glGenFramebuffers(1, &_FBO);
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
// associate texture with FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
if (depthStencilFormat != 0)
{
#if(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
if(Configuration::getInstance()->supportsOESPackedDepthStencil())
{
//create and attach depth buffer
glGenRenderbuffers(1, &_depthRenderBufffer);
glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderBufffer);
glRenderbufferStorage(GL_RENDERBUFFER, depthStencilFormat, (GLsizei)powW, (GLsizei)powH);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBufffer);
// if depth format is the one with stencil part, bind same render buffer as stencil attachment
if (depthStencilFormat == GL_DEPTH24_STENCIL8)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBufffer);
}
}
else
{
glGenRenderbuffers(1, &_depthRenderBufffer);
glGenRenderbuffers(1, &_stencilRenderBufffer);
glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderBufffer);
if(Configuration::getInstance()->supportsOESDepth24())
{
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, (GLsizei)powW, (GLsizei)powH);
}
else
{
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, (GLsizei)powW, (GLsizei)powH);
}
glBindRenderbuffer(GL_RENDERBUFFER, _stencilRenderBufffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, (GLsizei)powW, (GLsizei)powH);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBufffer);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _stencilRenderBufffer);
}
#else
//create and attach depth buffer
glGenRenderbuffers(1, &_depthRenderBufffer);
glBindRenderbuffer(GL_RENDERBUFFER, _depthRenderBufffer);
glRenderbufferStorage(GL_RENDERBUFFER, depthStencilFormat, (GLsizei)powW, (GLsizei)powH);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBufffer);
// if depth format is the one with stencil part, bind same render buffer as stencil attachment
if (depthStencilFormat == GL_DEPTH24_STENCIL8)
{
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthRenderBufffer);
}
#endif
}
// check if it worked (probably worth doing :) )
CCASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Could not attach texture to framebuffer");
_texture->setAliasTexParameters();
// retained
setSprite(Sprite::createWithTexture(_texture));
_texture->release();
_sprite->setFlippedY(true);
_sprite->setBlendFunc( BlendFunc::ALPHA_PREMULTIPLIED );
_sprite->setOpacityModifyRGB(true);
glBindRenderbuffer(GL_RENDERBUFFER, oldRBO);
glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
// Disabled by default.
_autoDraw = false;
// add sprite for backward compatibility
addChild(_sprite);
ret = true;
} while (0);
CC_SAFE_FREE(data);
return ret;
}
void RenderTexture::setSprite(Sprite* sprite)
{
#if CC_ENABLE_GC_FOR_NATIVE_OBJECTS
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
if (sEngine)
{
if (sprite)
sEngine->retainScriptObject(this, sprite);
if (_sprite)
sEngine->releaseScriptObject(this, _sprite);
}
#endif // CC_ENABLE_GC_FOR_NATIVE_OBJECTS
CC_SAFE_RETAIN(sprite);
CC_SAFE_RELEASE(_sprite);
_sprite = sprite;
}
void RenderTexture::setKeepMatrix(bool keepMatrix)
{
_keepMatrix = keepMatrix;
}
void RenderTexture::setVirtualViewport(const Vec2& rtBegin, const Rect& fullRect, const Rect& fullViewport)
{
_rtTextureRect.origin.x = rtBegin.x;
_rtTextureRect.origin.y = rtBegin.y;
_fullRect = fullRect;
_fullviewPort = fullViewport;
}
void RenderTexture::beginWithClear(float r, float g, float b, float a)
{
beginWithClear(r, g, b, a, 0, 0, GL_COLOR_BUFFER_BIT);
}
void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue)
{
beginWithClear(r, g, b, a, depthValue, 0, GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
}
void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue)
{
beginWithClear(r, g, b, a, depthValue, stencilValue, GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
}
void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags)
{
setClearColor(Color4F(r, g, b, a));
setClearDepth(depthValue);
setClearStencil(stencilValue);
setClearFlags(flags);
this->begin();
//clear screen
_beginWithClearCommand.init(_globalZOrder);
_beginWithClearCommand.func = CC_CALLBACK_0(RenderTexture::onClear, this);
Director::getInstance()->getRenderer()->addCommand(&_beginWithClearCommand);
}
//TODO: find a better way to clear the screen, there is no need to rebind render buffer there.
void RenderTexture::clear(float r, float g, float b, float a)
{
this->beginWithClear(r, g, b, a);
this->end();
}
void RenderTexture::clearDepth(float depthValue)
{
setClearDepth(depthValue);
this->begin();
_clearDepthCommand.init(_globalZOrder);
_clearDepthCommand.func = CC_CALLBACK_0(RenderTexture::onClearDepth, this);
Director::getInstance()->getRenderer()->addCommand(&_clearDepthCommand);
this->end();
}
void RenderTexture::clearStencil(int stencilValue)
{
// save old stencil value
int stencilClearValue;
glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &stencilClearValue);
glClearStencil(stencilValue);
glClear(GL_STENCIL_BUFFER_BIT);
// restore clear color
glClearStencil(stencilClearValue);
}
void RenderTexture::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
// override visit.
// Don't call visit on its children
if (!_visible)
{
return;
}
uint32_t flags = processParentFlags(parentTransform, parentFlags);
Director* director = Director::getInstance();
// IMPORTANT:
// To ease the migration to v3.0, we still support the Mat4 stack,
// but it is deprecated and your code should not rely on it
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
_sprite->visit(renderer, _modelViewTransform, flags);
if (isVisitableByVisitingCamera())
{
draw(renderer, _modelViewTransform, flags);
}
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
// FIX ME: Why need to set _orderOfArrival to 0??
// Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
// setOrderOfArrival(0);
}
bool RenderTexture::saveToFile(const std::string& filename, bool isRGBA, std::function<void (RenderTexture*, const std::string&)> callback)
{
std::string basename(filename);
std::transform(basename.begin(), basename.end(), basename.begin(), ::tolower);
if (basename.find(".png") != std::string::npos)
{
return saveToFile(filename, Image::Format::PNG, isRGBA, callback);
}
else if (basename.find(".jpg") != std::string::npos)
{
if (isRGBA) CCLOG("RGBA is not supported for JPG format.");
return saveToFile(filename, Image::Format::JPG, false, callback);
}
else
{
CCLOG("Only PNG and JPG format are supported now!");
}
return saveToFile(filename, Image::Format::JPG, false, callback);
}
bool RenderTexture::saveToFile(const std::string& fileName, Image::Format format, bool isRGBA, std::function<void (RenderTexture*, const std::string&)> callback)
{
CCASSERT(format == Image::Format::JPG || format == Image::Format::PNG,
"the image can only be saved as JPG or PNG format");
if (isRGBA && format == Image::Format::JPG) CCLOG("RGBA is not supported for JPG format");
_saveFileCallback = callback;
std::string fullpath = FileUtils::getInstance()->getWritablePath() + fileName;
_saveToFileCommand.init(_globalZOrder);
_saveToFileCommand.func = CC_CALLBACK_0(RenderTexture::onSaveToFile, this, fullpath, isRGBA);
Director::getInstance()->getRenderer()->addCommand(&_saveToFileCommand);
return true;
}
void RenderTexture::onSaveToFile(const std::string& filename, bool isRGBA)
{
Image *image = newImage(true);
if (image)
{
image->saveToFile(filename, !isRGBA);
}
if(_saveFileCallback)
{
_saveFileCallback(this, filename);
}
CC_SAFE_DELETE(image);
}
/* get buffer as Image */
Image* RenderTexture::newImage(bool fliimage)
{
CCASSERT(_pixelFormat == Texture2D::PixelFormat::RGBA8888, "only RGBA8888 can be saved as image");
if (nullptr == _texture)
{
return nullptr;
}
const Size& s = _texture->getContentSizeInPixels();
// to get the image size to save
// if the saving image domain exceeds the buffer texture domain,
// it should be cut
int savedBufferWidth = (int)s.width;
int savedBufferHeight = (int)s.height;
GLubyte *buffer = nullptr;
GLubyte *tempData = nullptr;
Image *image = new (std::nothrow) Image();
do
{
CC_BREAK_IF(! (buffer = new (std::nothrow) GLubyte[savedBufferWidth * savedBufferHeight * 4]));
if(! (tempData = new (std::nothrow) GLubyte[savedBufferWidth * savedBufferHeight * 4]))
{
delete[] buffer;
buffer = nullptr;
break;
}
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
// TODO: move this to configuration, so we don't check it every time
/* Certain Qualcomm Adreno 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.
*/
if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
{
// -- bind a temporary texture so we can clear the render buffer without losing our texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _textureCopy->getName(), 0);
CHECK_GL_ERROR_DEBUG();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture->getName(), 0);
}
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0,0,savedBufferWidth, savedBufferHeight,GL_RGBA,GL_UNSIGNED_BYTE, tempData);
glBindFramebuffer(GL_FRAMEBUFFER, _oldFBO);
if ( fliimage ) // -- flip is only required when saving image to file
{
// to get the actual texture data
// #640 the image read from rendertexture is dirty
for (int i = 0; i < savedBufferHeight; ++i)
{
memcpy(&buffer[i * savedBufferWidth * 4],
&tempData[(savedBufferHeight - i - 1) * savedBufferWidth * 4],
savedBufferWidth * 4);
}
image->initWithRawData(buffer, savedBufferWidth * savedBufferHeight * 4, savedBufferWidth, savedBufferHeight, 8);
}
else
{
image->initWithRawData(tempData, savedBufferWidth * savedBufferHeight * 4, savedBufferWidth, savedBufferHeight, 8);
}
} while (0);
CC_SAFE_DELETE_ARRAY(buffer);
CC_SAFE_DELETE_ARRAY(tempData);
return image;
}
void RenderTexture::onBegin()
{
//
Director *director = Director::getInstance();
_oldProjMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, _projectionMatrix);
_oldTransMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _transformMatrix);
if(!_keepMatrix)
{
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;
Mat4 orthoMatrix;
Mat4::createOrthographicOffCenter((float)-1.0 / widthRatio, (float)1.0 / widthRatio, (float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1, 1, &orthoMatrix);
director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
}
//calculate viewport
{
Rect viewport;
viewport.size.width = _fullviewPort.size.width;
viewport.size.height = _fullviewPort.size.height;
float viewPortRectWidthRatio = float(viewport.size.width)/_fullRect.size.width;
float viewPortRectHeightRatio = float(viewport.size.height)/_fullRect.size.height;
viewport.origin.x = (_fullRect.origin.x - _rtTextureRect.origin.x) * viewPortRectWidthRatio;
viewport.origin.y = (_fullRect.origin.y - _rtTextureRect.origin.y) * viewPortRectHeightRatio;
//glViewport(_fullviewPort.origin.x, _fullviewPort.origin.y, (GLsizei)_fullviewPort.size.width, (GLsizei)_fullviewPort.size.height);
glViewport(viewport.origin.x, viewport.origin.y, (GLsizei)viewport.size.width, (GLsizei)viewport.size.height);
}
// Adjust the orthographic projection and viewport
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_oldFBO);
glBindFramebuffer(GL_FRAMEBUFFER, _FBO);
// TODO: move this to configuration, so we don't check it every time
/* Certain Qualcomm Adreno 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.
*/
if (Configuration::getInstance()->checkForGLExtension("GL_QCOM"))
{
// -- bind a temporary texture so we can clear the render buffer without losing our texture
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _textureCopy->getName(), 0);
CHECK_GL_ERROR_DEBUG();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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();
const auto& vp = Camera::getDefaultViewport();
glViewport(vp._left, vp._bottom, vp._width, vp._height);
//
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, _oldProjMatrix);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _oldTransMatrix);
}
void RenderTexture::onClear()
{
// save clear color
GLfloat oldClearColor[4] = {0.0f};
GLfloat oldDepthClearValue = 0.0f;
GLint oldStencilClearValue = 0;
GLboolean oldDepthWrite = GL_FALSE;
// 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);
glGetBooleanv(GL_DEPTH_WRITEMASK, &oldDepthWrite);
glDepthMask(true);
}
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);
glDepthMask(oldDepthWrite);
}
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(Renderer *renderer, const Mat4 &transform, uint32_t flags)
{
if (_autoDraw)
{
//Begin will create a render group using new render target
begin();
//clear screen
_clearCommand.init(_globalZOrder);
_clearCommand.func = CC_CALLBACK_0(RenderTexture::onClear, this);
renderer->addCommand(&_clearCommand);
//! make sure all children are drawn
sortAllChildren();
for(const auto &child: _children)
{
if (child != _sprite)
child->visit(renderer, transform, flags);
}
//End will pop the current render group
end();
}
}
void RenderTexture::begin()
{
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when setting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
_projectionMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_transformMatrix = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
if(!_keepMatrix)
{
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;
Mat4 orthoMatrix;
Mat4::createOrthographicOffCenter((float)-1.0 / widthRatio, (float)1.0 / widthRatio, (float)-1.0 / heightRatio, (float)1.0 / heightRatio, -1, 1, &orthoMatrix);
director->multiplyMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
}
_groupCommand.init(_globalZOrder);
Renderer *renderer = Director::getInstance()->getRenderer();
// _groupCommand.set3D(true);
// _groupCommand.setTransparent(false);
renderer->addCommand(&_groupCommand);
renderer->pushGroup(_groupCommand.getRenderQueueID());
_beginCommand.init(_globalZOrder);
// _beginCommand.set3D(true);
// _beginCommand.setTransparent(false);
_beginCommand.func = CC_CALLBACK_0(RenderTexture::onBegin, this);
Director::getInstance()->getRenderer()->addCommand(&_beginCommand);
}
void RenderTexture::end()
{
_endCommand.init(_globalZOrder);
// _endCommand.set3D(true);
// _endCommand.setTransparent(false);
_endCommand.func = CC_CALLBACK_0(RenderTexture::onEnd, this);
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when setting matrix stack");
Renderer *renderer = director->getRenderer();
renderer->addCommand(&_endCommand);
renderer->popGroup();
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
NS_CC_END
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