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issue cocos2d#1555:add CCClippingNode
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/* | ||
* cocos2d for iPhone: http://www.cocos2d-iphone.org | ||
* cocos2d-x: http://www.cocos2d-x.org | ||
* | ||
* Copyright (c) 2012 Pierre-David Bélanger | ||
* Copyright (c) 2012 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. | ||
* | ||
*/ | ||
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#include "CCClippingNode.h" | ||
#import "kazmath/GL/matrix.h" | ||
#include "shaders/CCGLProgram.h" | ||
#include "shaders/CCShaderCache.h" | ||
#include "CCDirector.h" | ||
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NS_CC_BEGIN | ||
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static GLint g_sStencilBits = -1; | ||
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static void setProgram(CCNode *n, CCGLProgram *p) | ||
{ | ||
n->setShaderProgram(p); | ||
if (!n->getChildren()) return; | ||
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CCObject* pObj = NULL; | ||
CCARRAY_FOREACH(n->getChildren(), pObj) | ||
{ | ||
setProgram((CCNode*)pObj, p); | ||
} | ||
} | ||
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CCClippingNode::CCClippingNode() | ||
: m_pStencil(NULL) | ||
, m_bInverted(false) | ||
, m_fAlphaThreshold(0.0f) | ||
{} | ||
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CCClippingNode::~CCClippingNode() | ||
{ | ||
CC_SAFE_RELEASE(m_pStencil); | ||
} | ||
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CCClippingNode* CCClippingNode::create() | ||
{ | ||
CCClippingNode *pRet = new CCClippingNode(); | ||
if (pRet && pRet->init()) | ||
{ | ||
pRet->autorelease(); | ||
} | ||
else | ||
{ | ||
CC_SAFE_DELETE(pRet); | ||
} | ||
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return pRet; | ||
} | ||
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CCClippingNode* CCClippingNode::create(CCNode *pStencil) | ||
{ | ||
CCClippingNode *pRet = new CCClippingNode(); | ||
if (pRet && pRet->init(pStencil)) | ||
{ | ||
pRet->autorelease(); | ||
} | ||
else | ||
{ | ||
CC_SAFE_DELETE(pRet); | ||
} | ||
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return pRet; | ||
} | ||
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bool CCClippingNode::init() | ||
{ | ||
return init(NULL); | ||
} | ||
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bool CCClippingNode::init(CCNode *pStencil) | ||
{ | ||
CC_SAFE_RELEASE(m_pStencil); | ||
m_pStencil = pStencil; | ||
CC_SAFE_RETAIN(m_pStencil); | ||
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m_fAlphaThreshold = 1; | ||
m_bInverted = false; | ||
// get (only once) the number of bits of the stencil buffer | ||
static bool once = true; | ||
if (once) | ||
{ | ||
glGetIntegerv(GL_STENCIL_BITS, &g_sStencilBits); | ||
if (g_sStencilBits <= 0) | ||
{ | ||
CCLOG("Stencil buffer is not enabled."); | ||
} | ||
once = false; | ||
} | ||
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return true; | ||
} | ||
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void CCClippingNode::onEnter() | ||
{ | ||
CCNode::onEnter(); | ||
m_pStencil->onEnter(); | ||
} | ||
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void CCClippingNode::onEnterTransitionDidFinish() | ||
{ | ||
CCNode::onEnterTransitionDidFinish(); | ||
m_pStencil->onEnterTransitionDidFinish(); | ||
} | ||
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void CCClippingNode::onExitTransitionDidStart() | ||
{ | ||
m_pStencil->onExitTransitionDidStart(); | ||
CCNode::onExitTransitionDidStart(); | ||
} | ||
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void CCClippingNode::onExit() | ||
{ | ||
m_pStencil->onExit(); | ||
CCNode::onExit(); | ||
} | ||
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void CCClippingNode::visit() | ||
{ | ||
// if stencil buffer disabled | ||
if (g_sStencilBits < 1) | ||
{ | ||
// draw everything, as if there where no stencil | ||
CCNode::visit(); | ||
return; | ||
} | ||
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// return fast (draw nothing, or draw everything if in inverted mode) if: | ||
// - nil stencil node | ||
// - or stencil node invisible: | ||
if (!m_pStencil || !m_pStencil->isVisible()) | ||
{ | ||
if (m_bInverted) | ||
{ | ||
// draw everything | ||
CCNode::visit(); | ||
} | ||
return; | ||
} | ||
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// store the current stencil layer (position in the stencil buffer), | ||
// this will allow nesting up to n CCClippingNode, | ||
// where n is the number of bits of the stencil buffer. | ||
static GLint layer = -1; | ||
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// all the _stencilBits are in use? | ||
if (layer + 1 == g_sStencilBits) | ||
{ | ||
// warn once | ||
static bool once = true; | ||
if (once) | ||
{ | ||
char warning[200]; | ||
snprintf(warning, 50, "Nesting more than %d stencils is not supported. Everything will be drawn without stencil for this node and its childs.", g_sStencilBits); | ||
CCLOG(warning); | ||
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once = false; | ||
} | ||
// draw everything, as if there where no stencil | ||
CCNode::visit(); | ||
return; | ||
} | ||
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/////////////////////////////////// | ||
// INIT | ||
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// increment the current layer | ||
layer++; | ||
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// mask of the current layer (ie: for layer 3: 00000100) | ||
GLint mask_layer = 0x1 << layer; | ||
// mask of all layers less than the current (ie: for layer 3: 00000011) | ||
GLint mask_layer_l = mask_layer - 1; | ||
// mask of all layers less than or equal to the current (ie: for layer 3: 00000111) | ||
GLint mask_layer_le = mask_layer | mask_layer_l; | ||
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// manually save the stencil state | ||
GLboolean currentStencilEnabled = GL_FALSE; | ||
GLuint currentStencilWriteMask = ~0; | ||
GLenum currentStencilFunc = GL_ALWAYS; | ||
GLint currentStencilRef = 0; | ||
GLuint currentStencilValueMask = ~0; | ||
GLenum currentStencilFail = GL_KEEP; | ||
GLenum currentStencilPassDepthFail = GL_KEEP; | ||
GLenum currentStencilPassDepthPass = GL_KEEP; | ||
currentStencilEnabled = glIsEnabled(GL_STENCIL_TEST); | ||
glGetIntegerv(GL_STENCIL_WRITEMASK, (GLint *)¤tStencilWriteMask); | ||
glGetIntegerv(GL_STENCIL_FUNC, (GLint *)¤tStencilFunc); | ||
glGetIntegerv(GL_STENCIL_REF, ¤tStencilRef); | ||
glGetIntegerv(GL_STENCIL_VALUE_MASK, (GLint *)¤tStencilValueMask); | ||
glGetIntegerv(GL_STENCIL_FAIL, (GLint *)¤tStencilFail); | ||
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, (GLint *)¤tStencilPassDepthFail); | ||
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, (GLint *)¤tStencilPassDepthPass); | ||
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// enable stencil use | ||
glEnable(GL_STENCIL_TEST); | ||
// check for OpenGL error while enabling stencil test | ||
CHECK_GL_ERROR_DEBUG(); | ||
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// all bits on the stencil buffer are readonly, except the current layer bit, | ||
// this means that operation like glClear or glStencilOp will be masked with this value | ||
glStencilMask(mask_layer); | ||
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// manually save the depth test state | ||
//GLboolean currentDepthTestEnabled = GL_TRUE; | ||
GLboolean currentDepthWriteMask = GL_TRUE; | ||
//currentDepthTestEnabled = glIsEnabled(GL_DEPTH_TEST); | ||
glGetBooleanv(GL_DEPTH_WRITEMASK, ¤tDepthWriteMask); | ||
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// disable depth test while drawing the stencil | ||
//glDisable(GL_DEPTH_TEST); | ||
// disable update to the depth buffer while drawing the stencil, | ||
// as the stencil is not meant to be rendered in the real scene, | ||
// it should never prevent something else to be drawn, | ||
// only disabling depth buffer update should do | ||
glDepthMask(GL_FALSE); | ||
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/////////////////////////////////// | ||
// CLEAR STENCIL BUFFER | ||
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// manually clear the stencil buffer by drawing a fullscreen rectangle on it | ||
// setup the stencil test func like this: | ||
// for each pixel in the fullscreen rectangle | ||
// never draw it into the frame buffer | ||
// if not in inverted mode: set the current layer value to 0 in the stencil buffer | ||
// if in inverted mode: set the current layer value to 1 in the stencil buffer | ||
glStencilFunc(GL_NEVER, mask_layer, mask_layer); | ||
glStencilOp(!m_bInverted ? GL_ZERO : GL_REPLACE, GL_KEEP, GL_KEEP); | ||
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// draw a fullscreen solid rectangle to clear the stencil buffer | ||
//ccDrawSolidRect(CCPointZero, ccpFromSize([[CCDirector sharedDirector] winSize]), ccc4f(1, 1, 1, 1)); | ||
ccDrawSolidRect(CCPointZero, ccpFromSize(CCDirector::sharedDirector()->getWinSize()), ccc4f(1, 1, 1, 1)); | ||
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/////////////////////////////////// | ||
// DRAW CLIPPING STENCIL | ||
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// setup the stencil test func like this: | ||
// for each pixel in the stencil node | ||
// never draw it into the frame buffer | ||
// if not in inverted mode: set the current layer value to 1 in the stencil buffer | ||
// if in inverted mode: set the current layer value to 0 in the stencil buffer | ||
glStencilFunc(GL_NEVER, mask_layer, mask_layer); | ||
glStencilOp(!m_bInverted ? GL_REPLACE : GL_ZERO, GL_KEEP, GL_KEEP); | ||
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// enable alpha test only if the alpha threshold < 1, | ||
// indeed if alpha threshold == 1, every pixel will be drawn anyways | ||
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) | ||
GLboolean currentAlphaTestEnabled = GL_FALSE; | ||
GLenum currentAlphaTestFunc = GL_ALWAYS; | ||
GLclampf currentAlphaTestRef = 1; | ||
#endif | ||
if (m_fAlphaThreshold < 1) { | ||
#if (CC_TARGET_PLATFORM != CC_PLATFORM_MAC) | ||
// since glAlphaTest do not exists in OES, use a shader that writes | ||
// pixel only if greater than an alpha threshold | ||
CCGLProgram *program = CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColorAlphaTest); | ||
GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), kCCUniformAlphaTestValue); | ||
// set our alphaThreshold | ||
program->setUniformLocationWith1f(alphaValueLocation, m_fAlphaThreshold); | ||
// we need to recursively apply this shader to all the nodes in the stencil node | ||
// XXX: we should have a way to apply shader to all nodes without having to do this | ||
setProgram(m_pStencil, program); | ||
#else | ||
// manually save the alpha test state | ||
currentAlphaTestEnabled = glIsEnabled(GL_ALPHA_TEST); | ||
glGetIntegerv(GL_ALPHA_TEST_FUNC, (GLint *)¤tAlphaTestFunc); | ||
glGetFloatv(GL_ALPHA_TEST_REF, ¤tAlphaTestRef); | ||
// enable alpha testing | ||
glEnable(GL_ALPHA_TEST); | ||
// check for OpenGL error while enabling alpha test | ||
CHECK_GL_ERROR_DEBUG(); | ||
// pixel will be drawn only if greater than an alpha threshold | ||
glAlphaFunc(GL_GREATER, alphaThreshold_); | ||
#endif | ||
} | ||
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// draw the stencil node as if it was one of our child | ||
// (according to the stencil test func/op and alpha (or alpha shader) test) | ||
kmGLPushMatrix(); | ||
transform(); | ||
m_pStencil->visit(); | ||
kmGLPopMatrix(); | ||
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// restore alpha test state | ||
if (m_fAlphaThreshold < 1) | ||
{ | ||
#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) | ||
// manually restore the alpha test state | ||
glAlphaFunc(currentAlphaTestFunc, currentAlphaTestRef); | ||
if (!currentAlphaTestEnabled) | ||
{ | ||
glDisable(GL_ALPHA_TEST); | ||
} | ||
#else | ||
// XXX: we need to find a way to restore the shaders of the stencil node and its childs | ||
#endif | ||
} | ||
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// restore the depth test state | ||
glDepthMask(currentDepthWriteMask); | ||
//if (currentDepthTestEnabled) { | ||
// glEnable(GL_DEPTH_TEST); | ||
//} | ||
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/////////////////////////////////// | ||
// DRAW CONTENT | ||
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// setup the stencil test func like this: | ||
// for each pixel of this node and its childs | ||
// if all layers less than or equals to the current are set to 1 in the stencil buffer | ||
// draw the pixel and keep the current layer in the stencil buffer | ||
// else | ||
// do not draw the pixel but keep the current layer in the stencil buffer | ||
glStencilFunc(GL_EQUAL, mask_layer_le, mask_layer_le); | ||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); | ||
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// draw (according to the stencil test func) this node and its childs | ||
CCNode::visit(); | ||
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/////////////////////////////////// | ||
// CLEANUP | ||
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// manually restore the stencil state | ||
glStencilFunc(currentStencilFunc, currentStencilRef, currentStencilValueMask); | ||
glStencilOp(currentStencilFail, currentStencilPassDepthFail, currentStencilPassDepthPass); | ||
glStencilMask(currentStencilWriteMask); | ||
if (!currentStencilEnabled) | ||
{ | ||
glDisable(GL_STENCIL_TEST); | ||
} | ||
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// we are done using this layer, decrement | ||
layer--; | ||
} | ||
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NS_CC_END |
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