/**************************************************************************** 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. ****************************************************************************/ function setProgram (node, program) { node.shaderProgram = program; var children = node.children; if (!children) return; for (var i = 0; i < children.length; i++) setProgram(children[i], program); } // ------------------------------- ClippingNode's WebGL render cmd ------------------------------ (function () { cc.ClippingNode.WebGLRenderCmd = function (renderable) { this._rootCtor(renderable); this._needDraw = false; this._beforeVisitCmd = new cc.CustomRenderCmd(this, this._onBeforeVisit); this._afterDrawStencilCmd = new cc.CustomRenderCmd(this, this._onAfterDrawStencil); this._afterVisitCmd = new cc.CustomRenderCmd(this, this._onAfterVisit); this._currentStencilEnabled = null; this._mask_layer_le = null; }; var proto = cc.ClippingNode.WebGLRenderCmd.prototype = Object.create(cc.Node.WebGLRenderCmd.prototype); proto.constructor = cc.ClippingNode.WebGLRenderCmd; cc.ClippingNode.WebGLRenderCmd._init_once = null; cc.ClippingNode.WebGLRenderCmd._visit_once = null; cc.ClippingNode.WebGLRenderCmd._layer = -1; proto.initStencilBits = function () { // get (only once) the number of bits of the stencil buffer cc.ClippingNode.WebGLRenderCmd._init_once = true; if (cc.ClippingNode.WebGLRenderCmd._init_once) { cc.stencilBits = cc._renderContext.getParameter(cc._renderContext.STENCIL_BITS); if (cc.stencilBits <= 0) cc.log("Stencil buffer is not enabled."); cc.ClippingNode.WebGLRenderCmd._init_once = false; } }; proto.transform = function (parentCmd, recursive) { var node = this._node; this.originTransform(parentCmd, recursive); if (node._stencil) { node._stencil._renderCmd.transform(this, true); node._stencil._dirtyFlag &= ~cc.Node._dirtyFlags.transformDirty; } }; proto.clippingVisit = function (parentCmd) { var node = this._node; parentCmd = parentCmd || this.getParentRenderCmd(); this.visit(parentCmd); // if stencil buffer disabled if (cc.stencilBits < 1) { // draw everything, as if there were no stencil node._visitChildren(); return; } if (!node._stencil || !node._stencil.visible) { if (node.inverted) node._visitChildren(); // draw everything return; } if (cc.ClippingNode.WebGLRenderCmd._layer + 1 === cc.stencilBits) { cc.ClippingNode.WebGLRenderCmd._visit_once = true; if (cc.ClippingNode.WebGLRenderCmd._visit_once) { cc.log("Nesting more than " + cc.stencilBits + "stencils is not supported. Everything will be drawn without stencil for this node and its children."); cc.ClippingNode.WebGLRenderCmd._visit_once = false; } // draw everything, as if there were no stencil node._visitChildren(); return; } cc.renderer.pushRenderCommand(this._beforeVisitCmd); // node._stencil._stackMatrix = node._stackMatrix; node._stencil.visit(node); cc.renderer.pushRenderCommand(this._afterDrawStencilCmd); // draw (according to the stencil test func) this node and its children var locChildren = node._children; if (locChildren && locChildren.length > 0) { var childLen = locChildren.length; node.sortAllChildren(); // draw children zOrder < 0 for (var i = 0; i < childLen; i++) { locChildren[i].visit(node); } } cc.renderer.pushRenderCommand(this._afterVisitCmd); this._dirtyFlag = 0; }; proto.setStencil = function (stencil) { var node = this._node; if (node._stencil) node._stencil._parent = null; node._stencil = stencil; if (node._stencil) node._stencil._parent = node; }; proto.resetProgramByStencil = function () { var node = this._node; if (node._stencil) { var program = node._originStencilProgram; setProgram(node._stencil, program); } }; proto._onBeforeVisit = function (ctx) { var gl = ctx || cc._renderContext, node = this._node; cc.ClippingNode.WebGLRenderCmd._layer++; // mask of the current layer (ie: for layer 3: 00000100) var mask_layer = 0x1 << cc.ClippingNode.WebGLRenderCmd._layer; // mask of all layers less than the current (ie: for layer 3: 00000011) var mask_layer_l = mask_layer - 1; // mask of all layers less than or equal to the current (ie: for layer 3: 00000111) //var mask_layer_le = mask_layer | mask_layer_l; this._mask_layer_le = mask_layer | mask_layer_l; // manually save the stencil state this._currentStencilEnabled = gl.isEnabled(gl.STENCIL_TEST); gl.clear(gl.DEPTH_BUFFER_BIT); // enable stencil use gl.enable(gl.STENCIL_TEST); gl.depthMask(false); gl.stencilFunc(gl.NEVER, mask_layer, mask_layer); gl.stencilOp(gl.REPLACE, gl.KEEP, gl.KEEP); gl.stencilMask(mask_layer); gl.clear(gl.STENCIL_BUFFER_BIT); if (node.alphaThreshold < 1) { //TODO desktop var program = cc.shaderCache.programForKey(cc.SHADER_POSITION_TEXTURECOLORALPHATEST); // set our alphaThreshold cc.glUseProgram(program.getProgram()); program.setUniformLocationWith1f(cc.UNIFORM_ALPHA_TEST_VALUE_S, node.alphaThreshold); program.setUniformLocationWithMatrix4fv(cc.UNIFORM_MVMATRIX_S, cc.renderer.mat4Identity.mat); cc.setProgram(node._stencil, program); } }; proto._onAfterDrawStencil = function (ctx) { var gl = ctx || cc._renderContext; gl.depthMask(true); gl.stencilFunc(!this._node.inverted ? gl.EQUAL : gl.NOTEQUAL, this._mask_layer_le, this._mask_layer_le); gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); }; proto._onAfterVisit = function (ctx) { var gl = ctx || cc._renderContext; cc.ClippingNode.WebGLRenderCmd._layer--; if (this._currentStencilEnabled) { var mask_layer = 0x1 << cc.ClippingNode.WebGLRenderCmd._layer; var mask_layer_l = mask_layer - 1; var mask_layer_le = mask_layer | mask_layer_l; gl.stencilMask(mask_layer); gl.stencilFunc(gl.EQUAL, mask_layer_le, mask_layer_le); } else { gl.disable(gl.STENCIL_TEST); } }; })();