/**************************************************************************** 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 () { cc.RenderTexture.WebGLRenderCmd = function (renderableObject) { this._rootCtor(renderableObject); this._needDraw = true; this._fBO = null; this._oldFBO = null; this._textureCopy = null; this._depthRenderBuffer = null; this._rtTextureRect = new cc.Rect(); this._fullRect = new cc.Rect(); this._fullViewport = new cc.Rect(); }; var proto = cc.RenderTexture.WebGLRenderCmd.prototype = Object.create(cc.Node.WebGLRenderCmd.prototype); proto.constructor = cc.RenderTexture.WebGLRenderCmd; proto.setVirtualViewport = function (rtBegin, fullRect, fullViewport) { this._rtTextureRect.x = rtBegin.x; this._rtTextureRect.y = rtBegin.y; this._fullRect = fullRect; this._fullViewport = fullViewport; }; proto.needDraw = function () { return this._needDraw && this._node.autoDraw; }; proto.rendering = function (ctx) { var gl = ctx || cc._renderContext; var node = this._node; if (node.autoDraw) { node.begin(); var locClearFlags = node.clearFlags; if (locClearFlags) { var oldClearColor = [0.0, 0.0, 0.0, 0.0]; var oldDepthClearValue = 0.0; var oldStencilClearValue = 0; // backup and set if (locClearFlags & gl.COLOR_BUFFER_BIT) { oldClearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE); gl.clearColor(node._clearColor.r / 255, node._clearColor.g / 255, node._clearColor.b / 255, node._clearColor.a / 255); } if (locClearFlags & gl.DEPTH_BUFFER_BIT) { oldDepthClearValue = gl.getParameter(gl.DEPTH_CLEAR_VALUE); gl.clearDepth(node.clearDepthVal); } if (locClearFlags & gl.STENCIL_BUFFER_BIT) { oldStencilClearValue = gl.getParameter(gl.STENCIL_CLEAR_VALUE); gl.clearStencil(node.clearStencilVal); } // clear gl.clear(locClearFlags); // restore if (locClearFlags & gl.COLOR_BUFFER_BIT) gl.clearColor(oldClearColor[0], oldClearColor[1], oldClearColor[2], oldClearColor[3]); if (locClearFlags & gl.DEPTH_BUFFER_BIT) gl.clearDepth(oldDepthClearValue); if (locClearFlags & gl.STENCIL_BUFFER_BIT) gl.clearStencil(oldStencilClearValue); } //! make sure all children are drawn node.sortAllChildren(); var locChildren = node._children; for (var i = 0; i < locChildren.length; i++) { var getChild = locChildren[i]; if (getChild !== node.sprite) { getChild.visit(node.sprite); //TODO it's very Strange } } node.end(); } }; proto.clearStencil = function (stencilValue) { var gl = cc._renderContext; // save old stencil value var stencilClearValue = gl.getParameter(gl.STENCIL_CLEAR_VALUE); gl.clearStencil(stencilValue); gl.clear(gl.STENCIL_BUFFER_BIT); // restore clear color gl.clearStencil(stencilClearValue); }; proto.cleanup = function () { var node = this._node; //node.sprite = null; this._textureCopy = null; var gl = cc._renderContext; gl.deleteFramebuffer(this._fBO); if (this._depthRenderBuffer) gl.deleteRenderbuffer(this._depthRenderBuffer); }; proto.updateClearColor = function (clearColor) { }; proto.initWithWidthAndHeight = function (width, height, format, depthStencilFormat) { var node = this._node; if (format === cc.Texture2D.PIXEL_FORMAT_A8) cc.log("cc.RenderTexture._initWithWidthAndHeightForWebGL() : only RGB and RGBA formats are valid for a render texture;"); var gl = cc._renderContext, locScaleFactor = cc.contentScaleFactor(); this._fullRect = new cc.Rect(0, 0, width, height); this._fullViewport = new cc.Rect(0, 0, width, height); width = 0 | (width * locScaleFactor); height = 0 | (height * locScaleFactor); this._oldFBO = gl.getParameter(gl.FRAMEBUFFER_BINDING); // textures must be power of two squared var powW, powH; if (cc.configuration.supportsNPOT()) { powW = width; powH = height; } else { powW = cc.NextPOT(width); powH = cc.NextPOT(height); } //void *data = malloc(powW * powH * 4); var dataLen = powW * powH * 4; var data = new Uint8Array(dataLen); //memset(data, 0, (int)(powW * powH * 4)); for (var i = 0; i < powW * powH * 4; i++) data[i] = 0; this._pixelFormat = format; var locTexture = node._texture = new cc.Texture2D(); if (!node._texture) return false; locTexture.initWithData(data, node._pixelFormat, powW, powH, cc.size(width, height)); //free( data ); var oldRBO = gl.getParameter(gl.RENDERBUFFER_BINDING); if (cc.configuration.checkForGLExtension("GL_QCOM")) { this._textureCopy = new cc.Texture2D(); if (!this._textureCopy) return false; this._textureCopy.initWithData(data, node._pixelFormat, powW, powH, cc.size(width, height)); } // generate FBO this._fBO = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this._fBO); // associate texture with FBO gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, locTexture._webTextureObj, 0); if (depthStencilFormat !== 0) { //create and attach depth buffer this._depthRenderBuffer = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, this._depthRenderBuffer); gl.renderbufferStorage(gl.RENDERBUFFER, depthStencilFormat, powW, powH); if (depthStencilFormat === gl.DEPTH_STENCIL) gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this._depthRenderBuffer); else if (depthStencilFormat === gl.STENCIL_INDEX || depthStencilFormat === gl.STENCIL_INDEX8) gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, this._depthRenderBuffer); else if (depthStencilFormat === gl.DEPTH_COMPONENT16) gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this._depthRenderBuffer); } // check if it worked (probably worth doing :) ) if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) cc.log("Could not attach texture to the framebuffer"); locTexture.setAliasTexParameters(); var locSprite = node.sprite = new cc.Sprite(locTexture); locSprite.scaleY = -1; locSprite.setBlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); gl.bindRenderbuffer(gl.RENDERBUFFER, oldRBO); gl.bindFramebuffer(gl.FRAMEBUFFER, this._oldFBO); // Disabled by default. node.autoDraw = false; // add sprite for backward compatibility node.addChild(locSprite); return true; }; proto.begin = function () { var node = this._node; // Save the current matrix cc.kmGLMatrixMode(cc.KM_GL_PROJECTION); cc.kmGLPushMatrix(); cc.kmGLMatrixMode(cc.KM_GL_MODELVIEW); cc.kmGLPushMatrix(); var gl = cc._renderContext; var director = cc.director; director.setProjection(director.getProjection()); var texSize = node._texture.getContentSizeInPixels(); // Calculate the adjustment ratios based on the old and new projections var size = cc.director.getWinSizeInPixels(); var widthRatio = size.width / texSize.width; var heightRatio = size.height / texSize.height; var orthoMatrix = cc.math.Matrix4.createOrthographicProjection(-1.0 / widthRatio, 1.0 / widthRatio, -1.0 / heightRatio, 1.0 / heightRatio, -1, 1); cc.kmGLMultMatrix(orthoMatrix); //calculate viewport var viewport = new cc.Rect(0, 0, 0, 0); viewport.width = this._fullViewport.width; viewport.height = this._fullViewport.height; var viewPortRectWidthRatio = viewport.width / this._fullRect.width; var viewPortRectHeightRatio = viewport.height / this._fullRect.height; viewport.x = (this._fullRect.x - this._rtTextureRect.x) * viewPortRectWidthRatio; viewport.y = (this._fullRect.y - this._rtTextureRect.y) * viewPortRectHeightRatio; gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height); this._oldFBO = gl.getParameter(gl.FRAMEBUFFER_BINDING); gl.bindFramebuffer(gl.FRAMEBUFFER, this._fBO);//Will direct drawing to the frame buffer created above /* 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 CCRenderTexture::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 (cc.configuration.checkForGLExtension("GL_QCOM")) { // -- bind a temporary texture so we can clear the render buffer without losing our texture gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this._textureCopy._webTextureObj, 0); //cc.checkGLErrorDebug(); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, node._texture._webTextureObj, 0); } }; proto._beginWithClear = function (r, g, b, a, depthValue, stencilValue, flags) { r = r / 255; g = g / 255; b = b / 255; a = a / 255; var gl = cc._renderContext; // save clear color var clearColor = [0.0, 0.0, 0.0, 0.0]; var depthClearValue = 0.0; var stencilClearValue = 0; if (flags & gl.COLOR_BUFFER_BIT) { clearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE); gl.clearColor(r, g, b, a); } if (flags & gl.DEPTH_BUFFER_BIT) { depthClearValue = gl.getParameter(gl.DEPTH_CLEAR_VALUE); gl.clearDepth(depthValue); } if (flags & gl.STENCIL_BUFFER_BIT) { stencilClearValue = gl.getParameter(gl.STENCIL_CLEAR_VALUE); gl.clearStencil(stencilValue); } gl.clear(flags); // restore if (flags & gl.COLOR_BUFFER_BIT) gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); if (flags & gl.DEPTH_BUFFER_BIT) gl.clearDepth(depthClearValue); if (flags & gl.STENCIL_BUFFER_BIT) gl.clearStencil(stencilClearValue); }; proto.end = function () { var node = this._node; cc.renderer._renderingToBuffer(node.__instanceId); var gl = cc._renderContext; var director = cc.director; gl.bindFramebuffer(gl.FRAMEBUFFER, this._oldFBO); //restore viewport director.setViewport(); cc.kmGLMatrixMode(cc.KM_GL_PROJECTION); cc.kmGLPopMatrix(); cc.kmGLMatrixMode(cc.KM_GL_MODELVIEW); cc.kmGLPopMatrix(); /* var size = director.getWinSizeInPixels(); // restore viewport gl.viewport(0, 0, size.width * cc.contentScaleFactor(), size.height * cc.contentScaleFactor()); // special viewport for 3d projection + retina display if (director.getProjection() == cc.Director.PROJECTION_3D && cc.contentScaleFactor() != 1) { gl.viewport((-size.width / 2), (-size.height / 2), (size.width * cc.contentScaleFactor()), (size.height * cc.contentScaleFactor())); } director.setProjection(director.getProjection());*/ }; proto.clearRect = function (x, y, width, height) { //TODO need to implement }; proto.clearDepth = function (depthValue) { var node = this._node; node.begin(); var gl = cc._renderContext; //! save old depth value var depthClearValue = gl.getParameter(gl.DEPTH_CLEAR_VALUE); gl.clearDepth(depthValue); gl.clear(gl.DEPTH_BUFFER_BIT); // restore clear color gl.clearDepth(depthClearValue); node.end(); }; })();