mirror of
https://github.com/tiennm99/fbird.git
synced 2026-06-13 10:10:50 +00:00
367 lines
14 KiB
JavaScript
Vendored
367 lines
14 KiB
JavaScript
Vendored
/****************************************************************************
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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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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(function () {
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cc.RenderTexture.WebGLRenderCmd = function (renderableObject) {
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this._rootCtor(renderableObject);
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this._needDraw = true;
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this._fBO = null;
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this._oldFBO = null;
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this._textureCopy = null;
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this._depthRenderBuffer = null;
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this._rtTextureRect = new cc.Rect();
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this._fullRect = new cc.Rect();
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this._fullViewport = new cc.Rect();
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};
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var proto = cc.RenderTexture.WebGLRenderCmd.prototype = Object.create(cc.Node.WebGLRenderCmd.prototype);
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proto.constructor = cc.RenderTexture.WebGLRenderCmd;
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proto.setVirtualViewport = function (rtBegin, fullRect, fullViewport) {
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this._rtTextureRect.x = rtBegin.x;
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this._rtTextureRect.y = rtBegin.y;
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this._fullRect = fullRect;
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this._fullViewport = fullViewport;
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};
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proto.needDraw = function () {
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return this._needDraw && this._node.autoDraw;
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};
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proto.rendering = function (ctx) {
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var gl = ctx || cc._renderContext;
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var node = this._node;
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if (node.autoDraw) {
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node.begin();
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var locClearFlags = node.clearFlags;
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if (locClearFlags) {
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var oldClearColor = [0.0, 0.0, 0.0, 0.0];
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var oldDepthClearValue = 0.0;
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var oldStencilClearValue = 0;
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// backup and set
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if (locClearFlags & gl.COLOR_BUFFER_BIT) {
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oldClearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE);
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gl.clearColor(node._clearColor.r / 255, node._clearColor.g / 255, node._clearColor.b / 255, node._clearColor.a / 255);
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}
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if (locClearFlags & gl.DEPTH_BUFFER_BIT) {
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oldDepthClearValue = gl.getParameter(gl.DEPTH_CLEAR_VALUE);
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gl.clearDepth(node.clearDepthVal);
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}
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if (locClearFlags & gl.STENCIL_BUFFER_BIT) {
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oldStencilClearValue = gl.getParameter(gl.STENCIL_CLEAR_VALUE);
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gl.clearStencil(node.clearStencilVal);
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}
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// clear
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gl.clear(locClearFlags);
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// restore
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if (locClearFlags & gl.COLOR_BUFFER_BIT)
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gl.clearColor(oldClearColor[0], oldClearColor[1], oldClearColor[2], oldClearColor[3]);
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if (locClearFlags & gl.DEPTH_BUFFER_BIT)
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gl.clearDepth(oldDepthClearValue);
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if (locClearFlags & gl.STENCIL_BUFFER_BIT)
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gl.clearStencil(oldStencilClearValue);
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}
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//! make sure all children are drawn
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node.sortAllChildren();
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var locChildren = node._children;
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for (var i = 0; i < locChildren.length; i++) {
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var getChild = locChildren[i];
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if (getChild !== node.sprite) {
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getChild.visit(node.sprite); //TODO it's very Strange
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}
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}
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node.end();
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}
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};
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proto.clearStencil = function (stencilValue) {
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var gl = cc._renderContext;
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// save old stencil value
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var stencilClearValue = gl.getParameter(gl.STENCIL_CLEAR_VALUE);
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gl.clearStencil(stencilValue);
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gl.clear(gl.STENCIL_BUFFER_BIT);
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// restore clear color
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gl.clearStencil(stencilClearValue);
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};
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proto.cleanup = function () {
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var node = this._node;
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//node.sprite = null;
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this._textureCopy = null;
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var gl = cc._renderContext;
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gl.deleteFramebuffer(this._fBO);
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if (this._depthRenderBuffer)
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gl.deleteRenderbuffer(this._depthRenderBuffer);
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};
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proto.updateClearColor = function (clearColor) {
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};
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proto.initWithWidthAndHeight = function (width, height, format, depthStencilFormat) {
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var node = this._node;
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if (format === cc.Texture2D.PIXEL_FORMAT_A8)
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cc.log("cc.RenderTexture._initWithWidthAndHeightForWebGL() : only RGB and RGBA formats are valid for a render texture;");
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var gl = cc._renderContext, locScaleFactor = cc.contentScaleFactor();
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this._fullRect = new cc.Rect(0, 0, width, height);
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this._fullViewport = new cc.Rect(0, 0, width, height);
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width = 0 | (width * locScaleFactor);
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height = 0 | (height * locScaleFactor);
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this._oldFBO = gl.getParameter(gl.FRAMEBUFFER_BINDING);
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// textures must be power of two squared
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var powW, powH;
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if (cc.configuration.supportsNPOT()) {
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powW = width;
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powH = height;
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} else {
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powW = cc.NextPOT(width);
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powH = cc.NextPOT(height);
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}
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//void *data = malloc(powW * powH * 4);
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var dataLen = powW * powH * 4;
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var data = new Uint8Array(dataLen);
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//memset(data, 0, (int)(powW * powH * 4));
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for (var i = 0; i < powW * powH * 4; i++)
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data[i] = 0;
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this._pixelFormat = format;
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var locTexture = node._texture = new cc.Texture2D();
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if (!node._texture)
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return false;
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locTexture.initWithData(data, node._pixelFormat, powW, powH, cc.size(width, height));
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//free( data );
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var oldRBO = gl.getParameter(gl.RENDERBUFFER_BINDING);
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if (cc.configuration.checkForGLExtension("GL_QCOM")) {
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this._textureCopy = new cc.Texture2D();
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if (!this._textureCopy)
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return false;
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this._textureCopy.initWithData(data, node._pixelFormat, powW, powH, cc.size(width, height));
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}
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// generate FBO
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this._fBO = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, this._fBO);
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// associate texture with FBO
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, locTexture._webTextureObj, 0);
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if (depthStencilFormat !== 0) {
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//create and attach depth buffer
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this._depthRenderBuffer = gl.createRenderbuffer();
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gl.bindRenderbuffer(gl.RENDERBUFFER, this._depthRenderBuffer);
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gl.renderbufferStorage(gl.RENDERBUFFER, depthStencilFormat, powW, powH);
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if (depthStencilFormat === gl.DEPTH_STENCIL)
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this._depthRenderBuffer);
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else if (depthStencilFormat === gl.STENCIL_INDEX || depthStencilFormat === gl.STENCIL_INDEX8)
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT, gl.RENDERBUFFER, this._depthRenderBuffer);
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else if (depthStencilFormat === gl.DEPTH_COMPONENT16)
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gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this._depthRenderBuffer);
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}
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// check if it worked (probably worth doing :) )
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if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE)
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cc.log("Could not attach texture to the framebuffer");
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locTexture.setAliasTexParameters();
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var locSprite = node.sprite = new cc.Sprite(locTexture);
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locSprite.scaleY = -1;
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locSprite.setBlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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gl.bindRenderbuffer(gl.RENDERBUFFER, oldRBO);
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gl.bindFramebuffer(gl.FRAMEBUFFER, this._oldFBO);
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// Disabled by default.
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node.autoDraw = false;
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// add sprite for backward compatibility
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node.addChild(locSprite);
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return true;
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};
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proto.begin = function () {
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var node = this._node;
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// Save the current matrix
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cc.kmGLMatrixMode(cc.KM_GL_PROJECTION);
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cc.kmGLPushMatrix();
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cc.kmGLMatrixMode(cc.KM_GL_MODELVIEW);
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cc.kmGLPushMatrix();
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var gl = cc._renderContext;
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var director = cc.director;
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director.setProjection(director.getProjection());
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var texSize = node._texture.getContentSizeInPixels();
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// Calculate the adjustment ratios based on the old and new projections
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var size = cc.director.getWinSizeInPixels();
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var widthRatio = size.width / texSize.width;
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var heightRatio = size.height / texSize.height;
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var orthoMatrix = cc.math.Matrix4.createOrthographicProjection(-1.0 / widthRatio, 1.0 / widthRatio,
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-1.0 / heightRatio, 1.0 / heightRatio, -1, 1);
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cc.kmGLMultMatrix(orthoMatrix);
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//calculate viewport
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var viewport = new cc.Rect(0, 0, 0, 0);
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viewport.width = this._fullViewport.width;
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viewport.height = this._fullViewport.height;
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var viewPortRectWidthRatio = viewport.width / this._fullRect.width;
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var viewPortRectHeightRatio = viewport.height / this._fullRect.height;
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viewport.x = (this._fullRect.x - this._rtTextureRect.x) * viewPortRectWidthRatio;
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viewport.y = (this._fullRect.y - this._rtTextureRect.y) * viewPortRectHeightRatio;
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gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
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this._oldFBO = gl.getParameter(gl.FRAMEBUFFER_BINDING);
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gl.bindFramebuffer(gl.FRAMEBUFFER, this._fBO);//Will direct drawing to the frame buffer created above
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/* Certain Qualcomm Adreno gpu's will retain data in memory after a frame buffer switch which corrupts the render to the texture.
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* 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.
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* Create a temporary texture to overcome this. At the end of CCRenderTexture::begin(), switch the attached texture to the second one, call glClear,
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* 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.
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*/
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if (cc.configuration.checkForGLExtension("GL_QCOM")) {
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// -- bind a temporary texture so we can clear the render buffer without losing our texture
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this._textureCopy._webTextureObj, 0);
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//cc.checkGLErrorDebug();
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, node._texture._webTextureObj, 0);
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}
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};
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proto._beginWithClear = function (r, g, b, a, depthValue, stencilValue, flags) {
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r = r / 255;
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g = g / 255;
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b = b / 255;
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a = a / 255;
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var gl = cc._renderContext;
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// save clear color
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var clearColor = [0.0, 0.0, 0.0, 0.0];
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var depthClearValue = 0.0;
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var stencilClearValue = 0;
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if (flags & gl.COLOR_BUFFER_BIT) {
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clearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE);
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gl.clearColor(r, g, b, a);
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}
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if (flags & gl.DEPTH_BUFFER_BIT) {
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depthClearValue = gl.getParameter(gl.DEPTH_CLEAR_VALUE);
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gl.clearDepth(depthValue);
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}
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if (flags & gl.STENCIL_BUFFER_BIT) {
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stencilClearValue = gl.getParameter(gl.STENCIL_CLEAR_VALUE);
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gl.clearStencil(stencilValue);
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}
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gl.clear(flags);
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// restore
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if (flags & gl.COLOR_BUFFER_BIT)
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gl.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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if (flags & gl.DEPTH_BUFFER_BIT)
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gl.clearDepth(depthClearValue);
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if (flags & gl.STENCIL_BUFFER_BIT)
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gl.clearStencil(stencilClearValue);
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};
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proto.end = function () {
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var node = this._node;
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cc.renderer._renderingToBuffer(node.__instanceId);
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var gl = cc._renderContext;
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var director = cc.director;
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gl.bindFramebuffer(gl.FRAMEBUFFER, this._oldFBO);
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//restore viewport
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director.setViewport();
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cc.kmGLMatrixMode(cc.KM_GL_PROJECTION);
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cc.kmGLPopMatrix();
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cc.kmGLMatrixMode(cc.KM_GL_MODELVIEW);
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cc.kmGLPopMatrix();
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/* var size = director.getWinSizeInPixels();
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// restore viewport
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gl.viewport(0, 0, size.width * cc.contentScaleFactor(), size.height * cc.contentScaleFactor());
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// special viewport for 3d projection + retina display
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if (director.getProjection() == cc.Director.PROJECTION_3D && cc.contentScaleFactor() != 1) {
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gl.viewport((-size.width / 2), (-size.height / 2), (size.width * cc.contentScaleFactor()), (size.height * cc.contentScaleFactor()));
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}
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director.setProjection(director.getProjection());*/
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};
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proto.clearRect = function (x, y, width, height) {
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//TODO need to implement
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};
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proto.clearDepth = function (depthValue) {
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var node = this._node;
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node.begin();
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var gl = cc._renderContext;
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//! save old depth value
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var depthClearValue = gl.getParameter(gl.DEPTH_CLEAR_VALUE);
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gl.clearDepth(depthValue);
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gl.clear(gl.DEPTH_BUFFER_BIT);
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// restore clear color
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gl.clearDepth(depthClearValue);
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node.end();
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};
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})();
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