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/****************************************************************************
Copyright ( c ) 2010 - 2012 cocos2d - x . org
Copyright ( c ) 2009 Jason Booth
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__
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# include "../base_nodes/CCNode.h"
# include "../sprite_nodes/CCSprite.h"
# include "../kazmath/include/kazmath/mat4.h"
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NS_CC_BEGIN
/**
* @ addtogroup textures
* @ {
*/
typedef enum eImageFormat
{
kCCImageFormatJPEG = 0 ,
kCCImageFormatPNG = 1 ,
} tCCImageFormat ;
/**
@ brief CCRenderTexture 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 CCRenderTexture : public CCNode
{
GEODE_FRIEND_MODIFY
/** The CCSprite 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 sprite ] setBlendFunc : ( ccBlendFunc ) { GL_ONE , GL_ONE_MINUS_SRC_ALPHA } ] ;
*/
CC_PROPERTY ( CCSprite * , m_pSprite , Sprite )
public :
/**
* @ js ctor
*/
CCRenderTexture ( ) ;
/**
* @ js NA
* @ lua NA
*/
virtual ~ CCRenderTexture ( ) ;
virtual void visit ( ) ;
virtual void draw ( ) ;
/** initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format*/
static CCRenderTexture * create ( int w , int h , CCTexture2DPixelFormat eFormat , GLuint uDepthStencilFormat ) ;
/** creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid */
static CCRenderTexture * create ( int w , int h , CCTexture2DPixelFormat eFormat ) ;
/** creates a RenderTexture object with width and height in Points, pixel format is RGBA8888 */
static CCRenderTexture * create ( int w , int h ) ;
/** initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid */
bool initWithWidthAndHeight ( int w , int h , CCTexture2DPixelFormat eFormat ) ;
/** initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format*/
bool initWithWidthAndHeight ( int w , int h , CCTexture2DPixelFormat eFormat , GLuint uDepthStencilFormat ) ;
/** starts grabbing */
void begin ( ) ;
/** starts rendering to the texture while clearing the texture first.
This is more efficient then calling - clear first and then - begin */
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 */
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 */
void beginWithClear ( float r , float g , float b , float a , float depthValue , int stencilValue ) ;
/** end is key word of lua, use other name to export to lua. */
inline void endToLua ( ) { end ( ) ; } ;
/** ends grabbing*/
void end ( ) ;
/** clears the texture with a color */
void clear ( float r , float g , float b , float a ) ;
/** clears the texture with a specified depth value */
void clearDepth ( float depthValue ) ;
/** clears the texture with a specified stencil value */
void clearStencil ( int stencilValue ) ;
/* creates a new CCImage from with the texture's data.
Caller is responsible for releasing it by calling delete .
*/
CCImage * newCCImage ( bool flipImage = true ) ;
/** saves the texture into a file using JPEG format. The file will be saved in the Documents folder.
Returns YES if the operation is successful .
*/
bool saveToFile ( const char * szFilePath ) ;
/** saves the texture into a file. The format could be JPG or PNG. The file will be saved in the Documents folder.
Returns YES if the operation is successful .
*/
bool saveToFile ( const char * name , tCCImageFormat format ) ;
/** Listen "come to background" message, and save render texture.
It only has effect on Android .
*/
void listenToBackground ( CCObject * obj ) ;
/** Listen "come to foreground" message and restore the frame buffer object
It only has effect on Android .
*/
void listenToForeground ( CCObject * obj ) ;
/** Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. They can be OR'ed. Valid when "autoDraw is YES. */
unsigned int getClearFlags ( ) const ;
void setClearFlags ( unsigned int uClearFlags ) ;
/** Clear color value. Valid only when "autoDraw" is true. */
const ccColor4F & getClearColor ( ) const ;
void setClearColor ( const ccColor4F & clearColor ) ;
/** Value for clearDepth. Valid only when autoDraw is true. */
float getClearDepth ( ) const ;
void setClearDepth ( float fClearDepth ) ;
/** Value for clear Stencil. Valid only when autoDraw is true */
int getClearStencil ( ) const ;
void setClearStencil ( float fClearStencil ) ;
/** When enabled, it will render its children into the texture automatically. Disabled by default for compatiblity reasons.
Will be enabled in the future .
*/
bool isAutoDraw ( ) const ;
void setAutoDraw ( bool bAutoDraw ) ;
private :
void beginWithClear ( float r , float g , float b , float a , float depthValue , int stencilValue , GLbitfield flags ) ;
protected :
GLuint m_uFBO ;
GLuint m_uDepthRenderBufffer ;
GLint m_nOldFBO ;
CCTexture2D * m_pTexture ;
CCTexture2D * m_pTextureCopy ; // a copy of m_pTexture
CCImage * m_pUITextureImage ;
GLenum m_ePixelFormat ;
// code for "auto" update
GLbitfield m_uClearFlags ;
ccColor4F m_sClearColor ;
GLclampf m_fClearDepth ;
GLint m_nClearStencil ;
bool m_bAutoDraw ;
} ;
// end of textures group
/// @}
NS_CC_END
# endif //__CCRENDER_TEXTURE_H__