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https://github.com/geode-sdk/geode.git
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195 lines
7.5 KiB
C++
Vendored
195 lines
7.5 KiB
C++
Vendored
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2009 Jason Booth
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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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#ifndef __CCRENDER_TEXTURE_H__
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#define __CCRENDER_TEXTURE_H__
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#include "../base_nodes/CCNode.h"
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#include "../sprite_nodes/CCSprite.h"
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#include "../kazmath/include/kazmath/mat4.h"
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NS_CC_BEGIN
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/**
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* @addtogroup textures
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* @{
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*/
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typedef enum eImageFormat
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{
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kCCImageFormatJPEG = 0,
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kCCImageFormatPNG = 1,
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} tCCImageFormat;
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/**
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@brief CCRenderTexture is a generic rendering target. To render things into it,
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simply construct a render target, call begin on it, call visit on any cocos
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scenes or objects to render them, and call end. For convenience, render texture
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adds a sprite as it's display child with the results, so you can simply add
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the render texture to your scene and treat it like any other CocosNode.
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There are also functions for saving the render texture to disk in PNG or JPG format.
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@since v0.8.1
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*/
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class CC_DLL CCRenderTexture : public CCNode
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{
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GEODE_FRIEND_MODIFY
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/** The CCSprite being used.
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The sprite, by default, will use the following blending function: GL_ONE, GL_ONE_MINUS_SRC_ALPHA.
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The blending function can be changed in runtime by calling:
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- [[renderTexture sprite] setBlendFunc:(ccBlendFunc){GL_ONE, GL_ONE_MINUS_SRC_ALPHA}];
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*/
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CC_PROPERTY(CCSprite*, m_pSprite, Sprite)
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public:
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/**
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* @js ctor
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*/
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CCRenderTexture();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCRenderTexture();
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virtual void visit();
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virtual void draw();
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/** initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format*/
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static CCRenderTexture * create(int w ,int h, CCTexture2DPixelFormat eFormat, GLuint uDepthStencilFormat);
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/** creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid */
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static CCRenderTexture * create(int w, int h, CCTexture2DPixelFormat eFormat);
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/** creates a RenderTexture object with width and height in Points, pixel format is RGBA8888 */
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static CCRenderTexture * create(int w, int h);
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/** initializes a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid */
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bool initWithWidthAndHeight(int w, int h, CCTexture2DPixelFormat eFormat);
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/** initializes a RenderTexture object with width and height in Points and a pixel format( only RGB and RGBA formats are valid ) and depthStencil format*/
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bool initWithWidthAndHeight(int w, int h, CCTexture2DPixelFormat eFormat, GLuint uDepthStencilFormat);
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/** starts grabbing */
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void begin();
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/** starts rendering to the texture while clearing the texture first.
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This is more efficient then calling -clear first and then -begin */
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void beginWithClear(float r, float g, float b, float a);
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/** starts rendering to the texture while clearing the texture first.
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This is more efficient then calling -clear first and then -begin */
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void beginWithClear(float r, float g, float b, float a, float depthValue);
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/** starts rendering to the texture while clearing the texture first.
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This is more efficient then calling -clear first and then -begin */
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void beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue);
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/** end is key word of lua, use other name to export to lua. */
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inline void endToLua(){ end();};
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/** ends grabbing*/
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void end();
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/** clears the texture with a color */
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void clear(float r, float g, float b, float a);
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/** clears the texture with a specified depth value */
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void clearDepth(float depthValue);
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/** clears the texture with a specified stencil value */
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void clearStencil(int stencilValue);
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/* creates a new CCImage from with the texture's data.
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Caller is responsible for releasing it by calling delete.
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*/
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CCImage* newCCImage(bool flipImage = true);
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/** saves the texture into a file using JPEG format. The file will be saved in the Documents folder.
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Returns YES if the operation is successful.
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*/
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bool saveToFile(const char *szFilePath);
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/** saves the texture into a file. The format could be JPG or PNG. The file will be saved in the Documents folder.
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Returns YES if the operation is successful.
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*/
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bool saveToFile(const char *name, tCCImageFormat format);
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/** Listen "come to background" message, and save render texture.
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It only has effect on Android.
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*/
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void listenToBackground(CCObject *obj);
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/** Listen "come to foreground" message and restore the frame buffer object
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It only has effect on Android.
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*/
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void listenToForeground(CCObject *obj);
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/** Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. They can be OR'ed. Valid when "autoDraw is YES. */
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unsigned int getClearFlags() const;
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void setClearFlags(unsigned int uClearFlags);
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/** Clear color value. Valid only when "autoDraw" is true. */
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const ccColor4F& getClearColor() const;
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void setClearColor(const ccColor4F &clearColor);
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/** Value for clearDepth. Valid only when autoDraw is true. */
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float getClearDepth() const;
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void setClearDepth(float fClearDepth);
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/** Value for clear Stencil. Valid only when autoDraw is true */
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int getClearStencil() const;
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void setClearStencil(float fClearStencil);
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/** When enabled, it will render its children into the texture automatically. Disabled by default for compatiblity reasons.
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Will be enabled in the future.
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*/
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bool isAutoDraw() const;
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void setAutoDraw(bool bAutoDraw);
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void updateInternalScale(float, float);
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private:
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void beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, GLbitfield flags);
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protected:
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GLuint m_uFBO;
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GLuint m_uDepthRenderBufffer;
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GLint m_nOldFBO;
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CCTexture2D* m_pTexture;
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CCTexture2D* m_pTextureCopy; // a copy of m_pTexture
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CCImage* m_pUITextureImage;
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GLenum m_ePixelFormat;
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// code for "auto" update
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GLbitfield m_uClearFlags;
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ccColor4F m_sClearColor;
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GLclampf m_fClearDepth;
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GLint m_nClearStencil;
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bool m_bAutoDraw;
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};
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// end of textures group
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/// @}
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NS_CC_END
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#endif //__CCRENDER_TEXTURE_H__
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