forked from cocos2d/cocos2d-x
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathCCRenderTexture.cpp
662 lines (543 loc) · 23.3 KB
/
CCRenderTexture.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
/****************************************************************************
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.
****************************************************************************/
#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"
#include "renderer/backend/Device.h"
#include "renderer/backend/Texture.h"
NS_CC_BEGIN
// implementation RenderTexture
RenderTexture::RenderTexture()
{
#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(_texture2DCopy);
CC_SAFE_RELEASE(_depthStencilTexture);
CC_SAFE_RELEASE(_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
// to get the rendered texture data
auto func = [&](Image* uiTextureImage){
if (uiTextureImage)
{
CC_SAFE_RELEASE(_UITextureImage);
_UITextureImage = uiTextureImage;
CC_SAFE_RETAIN(_UITextureImage);
const Size& s = _texture2D->getContentSizeInPixels();
VolatileTextureMgr::addDataTexture(_texture2D, uiTextureImage->getData(), s.width * s.height * 4, backend::PixelFormat::RGBA8888, s);
if ( _texture2DCopy )
{
VolatileTextureMgr::addDataTexture(_texture2DCopy, uiTextureImage->getData(), s.width * s.height * 4, backend::PixelFormat::RGBA8888, s);
}
}
else
{
CCLOG("Cache rendertexture failed!");
}
CC_SAFE_RELEASE(uiTextureImage);
};
auto callback = std::bind(func, std::placeholders::_1);
newImage(callback, false);
#endif
}
void RenderTexture::listenToForeground(EventCustom* /*event*/)
{
#if CC_ENABLE_CACHE_TEXTURE_DATA
const Size& s = _texture2D->getContentSizeInPixels();
//TODO new-renderer: field _depthAndStencilFormat removal
// if (_depthAndStencilFormat != 0)
// {
// setupDepthAndStencil(s.width, s.height);
// }
_texture2D->setAntiAliasTexParameters();
if(_texture2DCopy)
{
_texture2DCopy->setAntiAliasTexParameters();
}
#endif
}
RenderTexture * RenderTexture::create(int w, int h, backend::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, backend::PixelFormat eFormat, PixelFormat 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, backend::PixelFormat::RGBA8888, PixelFormat::NONE))
{
ret->autorelease();
return ret;
}
CC_SAFE_DELETE(ret);
return nullptr;
}
bool RenderTexture::initWithWidthAndHeight(int w, int h, backend::PixelFormat eFormat)
{
return initWithWidthAndHeight(w, h, eFormat, PixelFormat::NONE);
}
bool RenderTexture::initWithWidthAndHeight(int w, int h, backend::PixelFormat format, PixelFormat depthStencilFormat)
{
CCASSERT(format != backend::PixelFormat::A8, "only RGB and RGBA formats are valid for a render texture");
bool ret = false;
do
{
_fullRect = _rtTextureRect = Rect(0,0,w,h);
w = (int)(w * CC_CONTENT_SCALE_FACTOR());
h = (int)(h * CC_CONTENT_SCALE_FACTOR());
_fullviewPort = Rect(0,0,w,h);
// 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);
}
backend::TextureDescriptor descriptor;
descriptor.width = powW;
descriptor.height = powH;
descriptor.textureUsage = TextureUsage::RENDER_TARGET;
descriptor.textureFormat = PixelFormat::RGBA8888;
auto texture = backend::Device::getInstance()->newTexture(descriptor);
if (! texture)
break;
_texture2D = new (std::nothrow) Texture2D();
if (_texture2D)
{
_texture2D->initWithBackendTexture(texture);
_texture2D->setRenderTarget(true);
texture->release();
}
else
break;
_renderTargetFlags = RenderTargetFlag::COLOR;
clearColorAttachment();
if (PixelFormat::D24S8 == depthStencilFormat)
{
_renderTargetFlags = RenderTargetFlag::ALL;
descriptor.textureFormat = depthStencilFormat;
texture = backend::Device::getInstance()->newTexture(descriptor);
if (! texture)
break;
_depthStencilTexture = new (std::nothrow) Texture2D;
if (!_depthStencilTexture)
{
texture->release();
break;
}
_depthStencilTexture->initWithBackendTexture(texture);
texture->release();
}
_texture2D->setAntiAliasTexParameters();
if (_texture2DCopy)
{
_texture2DCopy->setAntiAliasTexParameters();
}
// retained
setSprite(Sprite::createWithTexture(_texture2D));
_texture2D->release();
#if defined(CC_USE_GL) || defined(CC_USE_GLES)
_sprite->setFlippedY(true);
#endif
_sprite->setBlendFunc( BlendFunc::ALPHA_PREMULTIPLIED );
_sprite->setOpacityModifyRGB(true);
// Disabled by default.
_autoDraw = false;
// add sprite for backward compatibility
addChild(_sprite);
ret = true;
} while (0);
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::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, ClearFlag::COLOR);
}
void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue)
{
beginWithClear(r, g, b, a, depthValue, 0, ClearFlag::COLOR | ClearFlag::DEPTH);
}
void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue)
{
beginWithClear(r, g, b, a, depthValue, stencilValue, ClearFlag::ALL);
}
void RenderTexture::beginWithClear(float r, float g, float b, float a, float depthValue, int stencilValue, ClearFlag flags)
{
setClearColor(Color4F(r, g, b, a));
setClearDepth(depthValue);
setClearStencil(stencilValue);
setClearFlags(flags);
begin();
Director::getInstance()->getRenderer()->clear(_clearFlags, _clearColor, _clearDepth, _clearStencil, _globalZOrder);
}
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);
}
void RenderTexture::clearStencil(int stencilValue)
{
setClearStencil(stencilValue);
}
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::saveToFileAsNonPMA(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 saveToFileAsNonPMA(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 saveToFileAsNonPMA(filename, Image::Format::JPG, false, callback);
}
else
{
CCLOG("Only PNG and JPG format are supported now!");
}
return saveToFileAsNonPMA(filename, Image::Format::JPG, false, callback);
}
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::saveToFileAsNonPMA(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, true);
Director::getInstance()->getRenderer()->addCommand(&_saveToFileCommand);
return true;
}
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, false);
Director::getInstance()->getRenderer()->addCommand(&_saveToFileCommand);
return true;
}
void RenderTexture::onSaveToFile(const std::string& filename, bool isRGBA, bool forceNonPMA)
{
auto callbackFunc = [&, filename, isRGBA, forceNonPMA](Image* image){
if (image)
{
if (forceNonPMA && image->hasPremultipliedAlpha())
{
image->reversePremultipliedAlpha();
}
image->saveToFile(filename, !isRGBA);
}
if(_saveFileCallback)
{
_saveFileCallback(this, filename);
}
CC_SAFE_DELETE(image);
};
newImage(callbackFunc);
}
/* get buffer as Image */
void RenderTexture::newImage(std::function<void(Image*)> imageCallback, bool flipImage)
{
CCASSERT(_pixelFormat == backend::PixelFormat::RGBA8888, "only RGBA8888 can be saved as image");
if ((nullptr == _texture2D))
{
return ;
}
const Size& s = _texture2D->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;
Image *image = new (std::nothrow) Image();
auto initCallback = [&, savedBufferWidth, savedBufferHeight, imageCallback](Image* image, const unsigned char* tempData){
image->initWithRawData(tempData, savedBufferWidth * savedBufferHeight * 4, savedBufferWidth, savedBufferHeight, 8, true);
imageCallback(image);
};
auto callback = std::bind(initCallback, image, std::placeholders::_1);
_texture2D->getBackendTexture()->getBytes(0, 0, savedBufferWidth, savedBufferHeight, flipImage, callback);
// do
// {
//// // 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);
//// }
// } while (0);
}
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
Director::getInstance()->getRenderer()->clear(_clearFlags, _clearColor, _clearDepth, _clearStencil, _globalZOrder);
//! 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::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 = _texture2D->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);
}
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;
Renderer *renderer = director->getRenderer();
_oldViewport = renderer->getViewport();
renderer->setViewPort(viewport.origin.x, viewport.origin.y, viewport.size.width, viewport.size.height);
_oldColorAttachment = renderer->getColorAttachment();
_oldDepthAttachment = renderer->getDepthAttachment();
_oldStencilAttachment = renderer->getStencilAttachment();
_oldRenderTargetFlag = renderer->getRenderTargetFlag();
renderer->setRenderTarget(_renderTargetFlags, _texture2D, _depthStencilTexture, _depthStencilTexture);
}
void RenderTexture::onEnd()
{
Director *director = Director::getInstance();
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, _oldProjMatrix);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _oldTransMatrix);
Renderer *renderer = Director::getInstance()->getRenderer();
renderer->setViewPort(_oldViewport.x, _oldViewport.y, _oldViewport.w, _oldViewport.h);
renderer->setRenderTarget(_oldRenderTargetFlag, _oldColorAttachment, _oldDepthAttachment, _oldStencilAttachment);
}
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 = _texture2D->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();
renderer->addCommand(&_groupCommand);
renderer->pushGroup(_groupCommand.getRenderQueueID());
_beginCommand.init(_globalZOrder);
_beginCommand.func = CC_CALLBACK_0(RenderTexture::onBegin, this);
renderer->addCommand(&_beginCommand);
}
void RenderTexture::end()
{
_endCommand.init(_globalZOrder);
_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);
}
void RenderTexture::setClearFlags(ClearFlag clearFlags)
{
_clearFlags = clearFlags;
if (_clearFlags != ClearFlag::NONE
&& !_depthStencilTexture)
{
_clearFlags = ClearFlag::COLOR;
}
}
void RenderTexture::clearColorAttachment()
{
auto renderer = Director::getInstance()->getRenderer();
_beforeClearAttachmentCommand.func = [=]() -> void {
_oldColorAttachment = renderer->getColorAttachment();
renderer->setRenderTarget(RenderTargetFlag::COLOR, _texture2D, nullptr, nullptr);
};
renderer->addCommand(&_beforeClearAttachmentCommand);
Color4F color(0.f, 0.f, 0.f, 0.f);
renderer->clear(ClearFlag::COLOR, color, 1, 0, _globalZOrder);
_afterClearAttachmentCommand.func = [=]() -> void {
renderer->setRenderTarget(RenderTargetFlag::COLOR, _oldColorAttachment, nullptr, nullptr);
};
renderer->addCommand(&_afterClearAttachmentCommand);
}
NS_CC_END